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Events 2014


Lecture series: Punctum

Accompanying the exhibition Punctum is a lecture series of artists and theorists on topical subjects of photography today.

Sa, 26 July 2014, 4-6 pm
Boris Groys, Ruth Horak, Friedrich Tietjen

Entrance free.

Next lecture series on 20 September 2014

Boris Groys
Producing Punctum

At the end of the twentieth century, photography has finally become established not just as a recognized art form but even as a leading one. The exhibitions on photography have lost the revolutionary and avant-garde pathos. When we discuss the work of an individual photographer, we are usually concerned with its content, with the choices that this photographer took, with the photographer’s attitude to the objects shown―as was usual in traditional art criticism before the rise of the avant-garde. And it is at that point where a certain discontent with photography begins to be felt―in fact, a very familiar discontent that never really went away. Namely, we ask ourselves: Can the subjectivity of the artist be reduced to his or her choices of and attitudes toward the things and events that constitute visible world of our common experience? Or maybe there is something invisible, hidden behind the surface of the world―something that cannot be objectively, technically recorded and photographed, something that only art, only the subjectivity of the artist could reveal?

Ruth Horak
Homage to the analogue

With the gradual production stop of analogue film material, an ongoing reflection on the processes and materials of analogue that are so fundamental to photography began, and the “last print” became a synonym for this loss. A tribute to analogue is now taking place before our eyes.

Friedrich Tietjen
„It’s virtual! Really!“
Photography, Space and Reality in Video Games
As the necessary computing power and HD screens get available to consumers, photo realism in video games seems to be within reach. However the closer game designers come this goal, the farther it seems to be away. The visual surfaces even of advanced games such as Wolfenstein – The New Order, Dear Esther and DayZ still give away on first glance what they are: computer generated, not filmed or photographed. So why is there so much money, time and intelligence wasted on a goal that seems to be as much an illusion as the games themselves? The answer tried here has less to do with the visual surfaces of photography, and much more with the way photography and film structure the perception of temporality and space.

Boris Groys

Boris Groys