5% is a ten-minute work that questions the cult of pop stardom, deconstructs music industry practices, considers the problematics of live performance, and suggests other, more anonymous working strategies.
Consumer culture
Vera is an assisted self-portrait of consumption. The subject is a woman whose passions and compulsions are of spending and loss, taste and subjectivity.
A close-range look at pigs living on a farm in Las Vegas, Nevada. The pigs, individually and as a group, become a metaphor for humanity as they go from leisurely wallowing in the mud to the wildness of a feeding frenzy. In a key shot, a pig confronts the viewer with a prolonged, enigmatic stare, as if questioning the very nature of human/animal relationship.
“Marvelously abstract and perfectly concrete.”
-- The Jury of the 2011 Hong Kong International Film Festival
In Precious Products we are subtly reminded of this country’s obsession with consumerism and narcissism. George, with his ever-present video-8 camera, attends an opening of Precious Products—an exhibition of artworks satirizing art as commodity. He leaves the art world of San Francisco to spend a Christmas holiday with friends in their opulent home. Ironically, this is the home of a celebrity (another kind of commodity), Russian defector/ballerina Natalia Makanova. Surrounded by all the luxuries of life and Makanova’s image, George muses about death.
Conceptual artist Hans Haacke’s two most notorious works took unsavory Manhattan real-estate dealing as their subject, which triggered the cancellation of his exhibition Real Time Social System at the Guggenheim Museum in 1971. With the conscientiousness of an investigative reporter, Haacke continues to scrutinize the rough edges between art and life.
The evolution of man from ape to yuppie flashes before the viewer amid 3-D animation, paint box images, and digital compositions while a narrator provides satiric play-by-play commentary. Conceptually, verbally and graphically, man leaps forward through the centuries to master the litany of pop clichés and consumer culture acronyms of the modern age; and yet, he's never quite free of his original grunts.
This film is about a five-day seminar designed to teach executives to "sell themselves" better. This course, designed for managers, teaches the basic rules of dialectics and rhetoric and provides training in body language, gesture and facial expression. The aim of selling something has always been a principle of mercantile action. Yet it was only through the marriage of psychology and modern capitalism that the idea of selling oneself was perfected.
-- Lutz Hachmeister
For over two years we made it our business to document abandoned working gloves on the streets of NYC. The feelings and thoughts that surrounded this activity connected to the ways his family relates to Gregor Samsa as a cockroach, or whatever Franz Kafka intended him to be in The Metamorphosis after his transformation from a productive citizen to a useless insect. When Gregor can't grant them a comfortable life-style any longer, his family starts to resent and hate the once loved and respected provider, finds him disgusting.
Scenes from the Micro-War explains, "The worst of times—riots, famine, war—could be just around the next corner and, in the battle to survive, this family is going to be battle-ready from here on in." This fractured narrative follows the misadventures of a family hypnotized by Reagan’s Space Wars, state terrorism, and Rambo/commando fashions, as the family has shifts from consumerist unit to military training force.
"Perhaps Cuevas' most chilling work, Cinepolis forecasts an image-driven invasion of everyday life, picture-perfect and unnoticed. This alien intrusion comes in the form of a fully branded consumerscape that cheerily foists fast food along with the fantasy. Irreverent and biting, Cuevas fights back with the only weapon available--images of the enemy, and the enemy’s images."
— Steve Seid, Pacific Film Archive, 2004
This title is also available on Half-Lies: The Videoworks of Ximena Cuevas.
5% is a ten-minute work that questions the cult of pop stardom, deconstructs music industry practices, considers the problematics of live performance, and suggests other, more anonymous working strategies.
Uncomfortable journeys through the work and ideas of Christopher Cozier, a leading contemporary artist in the Caribbean. The video presents Cozier's witty and incisive drawings, installations and videos in the context of post-independence Trinidad with its oil-rich economy, complicated ethnic politics, and vibrant cultural forms.
Via Jonathan Pryce in elaborate costuming, Walt Disney’s Pirates of the Caribbean (2003) unwittingly sounded a clear and full-throated argument for the appropriation of so-called intellectual property, for the video remix/rework/quotation, practices and forms that would become ubiquitous on YouTube and its ilk a few short years later.
Too Many Things visits the world of objects — their accumulation and dispersal — and their creation of cummunities of curiosity. The title is somewhat ironic. My work has always fed on things as the symbolic and incidental expressions of human presence. For a photographer, or a filmmaker, there can never be too many things; the camera likes to ferret them out and hang onto them, just as some people do. "Piled-up structures of inference and implication," as Clifford Geertz described ethnography's places of study, have also been my sites of activity as an arti
This sprawling drama about a group of country folk sucked into the fashion world of magazine layouts and romantic intrigue features a cast of glamorously garbed gals and good-natured bumpkins. Produced in collaboration with his students at the San Francisco Art Institute, the picture delivers high-octane antics fueled by the $800 budget and creative desperation typically inherent in these types of endeavors. The cast is large and labors valiantly with the high speed shooting schedule and color saturated subplots.
A deceased hoarder, reconstituted through technology, recounts a difficult childhood as inhabitants of a virtual world struggle to reconcile materialistic tendencies. A scientist leads an effort to understand the passage of time, but the data is unreliable. The question remains, what happens to our things after we are gone?
How Little We Know of Our Neighbours is an experimental documentary about Britain's Mass Observation Movement and its relationship to contemporary issues regarding surveillance, public self-disclosure, and privacy. At its center is a look at the multiple roles cameras have played in public space, starting in the 1880's, when the introduction of the hand-held camera brought photography out of the studio and into the street. For the first time one could be photographed casually in public without knowledge or consent.
Brave new shopping worlds are being created. What have mall owners, architects, surveillance technicians, and supermarket workers done to turn human subjects into pure streams of consumers, into the perfect inhabitants of shopping mall paradise?
Scenes from the Micro-War explains, "The worst of times—riots, famine, war—could be just around the next corner and, in the battle to survive, this family is going to be battle-ready from here on in." This fractured narrative follows the misadventures of a family hypnotized by Reagan’s Space Wars, state terrorism, and Rambo/commando fashions, as the family has shifts from consumerist unit to military training force.
China Town traces copper mining and production from an open pit mine in Nevada to a smelter in China, where the semi-processed ore is sent to be smelted and refined. Considering what it actually means to "be wired" and in turn, to be connected, in today's global economic system, the video follows the detailed production process that transforms raw ore into copper wire--in this case, the literal digging of a hole to China--and the generation of waste and of power that grows in both countries as byproduct.
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Playing off the notion of “interactivity”, Utopia poses itself as a video game plugged into the social consciousness of contemporary California. The viewer/player seemingly makes choices from the menu offering utopian or dystopian realities; however, the score is always the same: the winner loses, and vice-versa. Features Rachel Rosenthal as the host of a macabre interactive game that pushes the boundaries of performance and interactive media.
Petrolia takes its name from a redundant oil-drilling platform set in the Cromarty Firth, Scotland. The film looks at the architecture of the oil industry along the Scottish coastline where oil and gas supplies are predicted to run dry in the next forty years.
“Christopher Wilcha’s fascinating feature-length video reminds us how seldom we’re allowed to see certain businesses operating from the inside. Wilcha, a 22-year-old college graduate and alternative-rock enthusiast, was hired by the Columbia Record and Tape Club—apparently as a fluke—to help launch a whole new niche-marketing division, which brought him face-to-face with the contradictory meanings of the term ‘alternative’ once it’s been embraced by the mass market.
Failing Up describes career advancement despite bad decisions, bankruptcies, and intellectual mediocrity. In this short film, the Manhattan real estate holdings of the King of Failing Up are catalogued and synced to a soundtrack that suggests how it feels to be one of his subjects.
Whip pans, zooms, lens twists, and bursts of stop-frame animation transform eight minutes of borrowed audio from Home Alone 2 (a film that features a cameo of the current US President) into a political work of slapstique concrete.