Sewing Machine
Umut Gunduz
Sewing Machine is a multimedia work that incorporates sculpture, 3D modelling, video game design, mechatronics and audio. Using autobiographical memory as a starting point, the work attempts to redistribute time in both real and virtual space as a series of objects and gestures. The result is an attempt to create new emergent properties within a system of selfhood and identity explored in non-linear time. These ‘speculative clocks’ use automation within virtual space to reassemble and layer the fragments of an individual’s memory.
Umut Gunduz is a British born Turkish artist whose PhD research at the University of Washington focuses on the relationship between the living and the digital. Within his practice, he uses video game technologies, photogrammetry software, and other digital tools in order to create what he calls speculative anatomies—artificially rendering things dead as a kind of performance. For this, he uses the autobiographical, and specifically, self-portraiture as a means of meditating on his own existence post-mortem. These versions of himself are perforation through which the body, an element of which is digital, is leaked into the environment. His extensive background in film and sound plays major influence in his work, informing his aesthetic choices both within the industry and as an educational tutor.
Umut Gunduz
Sewing Machine is a multimedia work that incorporates sculpture, 3D modelling, video game design, mechatronics and audio. Using autobiographical memory as a starting point, the work attempts to redistribute time in both real and virtual space as a series of objects and gestures. The result is an attempt to create new emergent properties within a system of selfhood and identity explored in non-linear time. These ‘speculative clocks’ use automation within virtual space to reassemble and layer the fragments of an individual’s memory.
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Umut Gunduz is a British born Turkish artist whose PhD research at the University of Washington focuses on the relationship between the living and the digital. Within his practice, he uses video game technologies, photogrammetry software, and other digital tools in order to create what he calls speculative anatomies—artificially rendering things dead as a kind of performance. For this, he uses the autobiographical, and specifically, self-portraiture as a means of meditating on his own existence post-mortem. These versions of himself are perforation through which the body, an element of which is digital, is leaked into the environment. His extensive background in film and sound plays major influence in his work, informing his aesthetic choices both within the industry and as an educational tutor.
︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎