Theatricality, Research and Humour: Visual ‘Other’ Narratives As a Means to Popularise Environmental Issues
Their work for publicly funded institutions, for example museums and cultural organisations, is based on research into climate change, i.e. they are concerned with making soil, rock or plants speak in the context of the Anthropocene in precisely researched, site-specific stories. They work with a variety of media and create interactive formats in the form of VR worlds, which they also refer to as ‘platforms of 3D objects’. In their productions, they do not place humanity at the centre, but rather associations between human, non-human, virtual, material, conceptual and other actors. They use various digital programs, but also artistic tactics of wit, humour and absurdity.
The main questions I will explore are:
- how are designs of the human body and portraits aesthetically ‘calculated’ in their work in order to make response events (resonance) likely on the part of the audience?
- To which ‘long’ artistic tradition of addressing the audience, based on the use of anthropomorphic figures and an aesthetic of corporeality, can the specific ‘relational’ aesthetic of these works be connected?