The four‐part cycle Parallel deals with the image genre of computer animation. The series focuses on the construction, visual landscape and inherent rules of computer-animated worlds.
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Cinema’s onscreen worlds have always borne an indexical bond to the real, thanks to film’s ability to register traces of physical reality and preserve them as enduring images. What happens when computer-generated video game images—images possessing no such indexical bond—usurp film as the predominant medium of visual worldmaking? How does one’s relation to onscreen heroes shift when we no longer identify with real bodies, but with affectless avatars scarcely possessing a face?Read More »








