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Almost 1.0

The film uses human 3D models [ Base_01.obj, Base_02.obj ] fed with a motion data sequence [ sad_walk.fbx ] in an attempt to explore the intimacy of computer generated humans and the way techniques for fragmenting, transforming, and enhancing the human body can help us understanding how materiality is defined. From abstract to photorealistic, these entities transcend the physical boundaries of real, carnal bodies in all directions, and thus, make their potential seem almost boundless. In the context of accelerated research, material or physical substance is perceived as an annoying obstacle, and indeed as an inert, flawed, pain-sensitive, and mortal mass that is no longer compatible with the intellectual and technological possibilities of the twenty- first century. The highly engineered information society has been increasingly marginalizing the body and, in doing so, leads to a hypertrophic dissonance between body cult and disembodiment. Although, such digital bodies are not human nor physical and there is nothing more non-representational than a white male and a white female walking, is it nevertheless possible to feel compassion for the absurd sad walk of the Base?

Gabor Szucs