D&D and the Metaverse(s)

D&D and the Metaverse(s)

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It’s on everybody lips: metaverse; a term that is becoming more and more popular but its’ precise meaning eludes even field experts. Supposedly a single shared virtual space, the current version of the metaverse is shaping up as a multiverse: a multitude of metaverses with limited interoperability. As companies compete for position in the market anything from a video game to a Virtual Reality (VR) concert application counts as a ‘metaverse’. Some take it even further, calling the collection of various metaverses a ‘multiverse of metaverses’ or maybe it would be more accurate to say that we are living in a ‘hybrid-verse’. But let’s take a few steps back and see how we arrived to all this.

It was Neal Stephenson who invented the word in his science fiction novel Snow Crash, published in 1992, in a world not unlike the one we are living today, where humans interact with each other in a virtual 3d space, an evolution of the classic internet. The realisation of such an online community became for many people a reality in 2003 with the introduction of Second Life (undeniably a fitting name) a computer game where you can be -almost everything- you imagine1. Video games have expanded their internet presence since then, creating diverse online communities akin to the original concept of the metaverse. There, people can meet and exchange information, but also commodities that correspond to real monetary values2 related to diverse economic systems. With the advent of cryptocurrencies and blockchain these transactions are easier and more secure, decentralising ownership and information thus paving the way to real expressions of metaverses around the net.

We know that our world evolves around commerce and it feels at times that everything else exists just to serve that bigger purpose. Consequently, most of these metaverses are becoming enlarged marketplaces where people are encouraged to find new ways to consume products that they don’t necessarily need, especially since they exist only virtually. On the other hand, I am convinced that many of us, even though we live within the fabrics of human society with its’ intricate commercial connections, are driven in our choices and interests by other reasons as well. Reasons that come from simple good old curiosity and the yearn for knowledge that makes people imagine, discover and create amazing things. Metaverses can be both and more. But let’s explore things from a different a perspective.

The etymology of the word metaverse comes from the Greek meta (μετά) meaning after/beyond and the Latin universe (which in turn derives from the word universum, that is all things as one, as a whole -from uni, one and verse meaning turn(ed)/direction). In other words, ‘metaverse’ stands for another or an alternate universe beyond the one we experience directly through our senses. As a matter of fact the word fits quite nicely with the experience/concept that it describes. If one though thinks a bit further it is easy to see that this word can be used to describe diverse situations where each one of us experiences different kind of ‘universes’, all within the one we collectively3 perceive and physically live in.

Let’s think for a second the worlds we can create in our minds. Each one of us can imagine incredible things (maybe not formed in a precise manner but incredible nonetheless) putting together her past experience and inventiveness. Now let’s think about the experiences of the worlds and scenarios that we create while dreaming. We are undoubtedly the protagonists (and if not, certainly fellow participants) of our dreams in a world of endless possibilities that we subconsciously create. These dreamy metaverses can take many forms, and more than once, they surprise us with their originality and imagery that often goes beyond what we could conjure during our conscious hours. Having said that, dreams are not experiences that we can choose to enter consciously or even at times be aware of participating in. Other instances, like books for example, are also able to evoke -and once more with the help of our minds- create amazing worlds and experiences that we can feel part of. The genre of Fantasy Books is especially suited for such instances since more often than not they describe with amazing detail alternative worlds to our own, as result of a meticulous world-building process done by the author. Such level of detailed construction enables the reader to transport herself within that realm creating at times a proper metaverse experience. It so happens that if the book is compelling enough we identify with the characters that constitute the story, creating within our minds the experiences in distant alternate universes. There are numerous examples in literature of imaginary places4 and among these, there are even worlds within worlds with characters that are able to transcend the limits of each of the universes in which they apparently exist. A striking example is that of Michael Moorcock’s Eternal Champion, a being that exists in different forms throughout the Multiverse that connects and constitutes the author’s books. In such an example the main character (and the reader along with it) assume different identities in equally different worlds not very much unlike each one of us in different experiences of metaverses. Taking now this metaverse-like experiences a step further, from the worlds of fantasy novels one easily arrives with ease to the world of Fantasy Role-Playing.

Role playing can take many forms within diverse contexts (I know what some of you might be thinking…) but the one I am referring to is best known as the world of Dungeons & Dragons (D&D). A (brand)name that originates in the 70’s as a result of a group of people playing and consequently writing the rules for a game inspired by epic fantasy books like ‘Lord of the Rings’ or the books of Moorcock mentioned above. The starting point was the use of miniature figures to represent combatants, with the game gradually evolving to the point where the rules described the mechanics of an entire world and the players within it. Each one of them plays a character free to act as she pleases while one of the players acts as the Dungeon Master (DM): the director of the game that prepares the setting and describes to the players what they experience. The rest happens inside the minds of each player since during the game the players recreate the scenes that transpire with the help of their imagination, guided by the DM’s descriptions as the game unfolds. One can think of it as being one of the protagonists of a film where instead of following a script one invents it herself, together with the other leading actors. All you really need to play D&D is a book (the Player’s Handbook), a pencil and some dice5. There are of course, infinite supplements that have specific rules, lists of spells & abilities, lists of monsters and above all books that describe different worlds (metaverses). These elaborate metaverses can be anything from fantasy worlds filled with sorcery and swordsmanship, to science fiction worlds of technology and alien races. There are even worlds based on authors that described other universes like Lovecraft’s Call of Cthulhu, while others are inspired by history adding the supernatural and creating thus alternative universes to our own. D&D’s rising popularity coincided with the advent of the first more elaborate computer games and it naturally influenced the sector creating the PC role playing games and consequently, with faster internet speeds, the Massively Multiplayer Online Role-Playing Games (MMORPG). With them the era of metaverses, as in their intended initial definition, had officially begun. Instead of elaborating on the role the likes of Ultima Online, Everquest or the World of Warcraft had on the advent of metaverses it is important to stress the fact that almost all of them are an evolution of the classic role playing games like D&D. Having said that there is a distinctive difference that we touched briefly upon earlier: the player’s involvement. Throughout the years online video games have continuously improved giving the player more choices, creating a more engaging graphic experience and overall making what is called open ended worlds -that is games where you don’t have to follow a pre-determined storyline but are free to explore the world interacting with several elements within it. Most contemporary MMORPG allow players a high degree of freedom and the same happens to various other online games of different formats (like Co-op Shoot’em ups, Battle Royale, etc.) with the most popular ones becoming the basis for what we understand today as a metaverse. Some of these world scenarios even allow players to contribute in the construction of the world itself providing them with the building modules to assemble and create almost anything the wish to with some of these constructions being functional parts of the experience for all the players to enjoy. All these metaverses have in common a world scenario, which can take many forms also within the metaverse itself (thematic areas for example), interaction between the users through their avatars and a certain degree of interaction with the environment itself depending on the focus of the particular metaverse.

As humanity advances its’ technological output these metaverses will become more responsive and open ended with the help of Artificial Intelligence (AI) programming that will be able to generate in real time reactions to the players actions within the environment. The truth is that as of now no one knows how this virtual spaces can evolve but we can imagine various plausible scenarios. Without going to much on the subject of AI technology and the changes it brings to our way and perception of life, metaverses are in their foundation constructs for humans, created by humans, where they can experience the thrill of being in another reality, that is another universe. Unfortunately their advancement is linked to that of the global market, but their basic idea reflects humanity’s need to imagine itself beyond the mortal shell. A metaverse though should be much more than a virtual world based on algorithmic relationships between elements optimized to serve commercial functions. It should be instead a world of imagination where entities (human or not) can interact in a meaningful way based on mutual creation and genuine interest. The traditional methods of storytelling achieve that to a very good point having the person involved engaged actively in the creation of the alternate reality that she wishes to experience. The D&D genre especially is nowadays in my opinion the most successful way to achieve such a sense of belonging into another universe -a metaverse- since it is the method that utilises equally the creator’s imagination with that of the player. One can argue that the degree of satisfaction and experience that she gets is relative to its own capacity to imagine things and get involved in the context presented, but I would say that this is exactly where the heart of the issue lies. The key that allows us to experience a true metaverse is none other than our own capacity to be actively involved in its creation while we are partaking in the experience. As old school as it may sound I believe that we should embrace this kind of thinking if we do not want to experience our involvement in future metaverses as simple automatons that roam the endless vastness of commercial worlds ran by AI programs. If we are unable to place our imagination within the future worlds we are creating in a participative manner then there will be nothing else for us to do apart from selecting the option that will alleviate more our sense of boredom. My advice is that we should all play more role playing games inventing magic and mystery around each and every corner, creating thus each one of us his very own metaverse while sharing it with others. Long live d20!

1 A due mention goes here to Habitat, the very first large scale Online Role Playing game back in 1986(!), much ahead of its time which even though it had a short life (due to the graphic limitations and internet connections of that period) set the foundations for what followed in the video gaming industry coining also the term ‘Avatar’ for the in-game characters that players control.

2 As a matter of fact money itself is a virtual object in its essence since it is a social convention that renders a piece of paper valuable beyond its’ material worth. In that sense virtual money is not unlike ‘real’ money since it is simply an attribute that a group of people agrees on and accept in their transactions. Think of credit cards and bank accounts; the largest part of the world’s money exists only as accounting numbers which are transferred between computers. Consumers simply use a plastic card or their phone to electronically transfer such money to and from their bank accounts, without the use of actual currency.

3 One can argue (and very reasonably so) that each one of us experiences the world in a different way thus creating her own (perception of the) world, her very own metaverse which simply is her interpretation of the universe we live in.

4 An excellent guide to this never-ending subject of fictional worlds is Manguel’s & Guadalupi’s book ‘The Dictionary of Imaginary Places’ that collects more than 1,200 lands invented by storytellers from Homer’s day to our own.

5 Actually there are 7 types of dice used in contemporary role playing games depending on each game’s rules. Apart from the classic 6 sided dice players can use during the game a 4 sided, an 8 sided, two 10 sided dice -that together can also form a percentage score from 1 to 100-, a 12 sided dice and finally a 20 sided dice (d20) depending on the game mechanics and needs (for example different dice scores can represent different weapons’ damage). The dice are added to character scores that represent skills and abilities usually determining the element of luck within the game, with the d20 being the main dice used in many popular settings like the classic D&D.

Thanos Zakopoulos, 03-2023 / Metaverse Earth

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ΑΘΑΝΑ Timespace

ΑΘΑΝΑ Timespace

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The realm of ΑΘΑΝΑ (ATHANA) presents a vision of a world seen from the outside where the viewer is elevated to a privileged position that allows him to perceive the whole and the specific at once: each artwork a fragment of the whole but at the same time the whole itself [Olofragment]. The very fabric of this realm is similar to the one that describes our natural world, the one we call spacetime, but in a more encompassing sense. In the ΑΘΑΝΑ realm Time takes the leading role, shedding its linear geometry and together with a notion of space in continuous transformation becomes a framework of reference able to transcend classic human perception, at least in representation.

The installation illustrates a representative model of the AΘΑΝΑ Timespace where the fundamental notions that constitute it are depicted through a series of layers that construct each individual Olofragment but at the same time connect each one of them under the geometry of the Timespace itself. The moment of perception within the realm is a manifestation of an observer moment at any given point within Timespace while all other possibilities equally co-exist. Welcome to the realm of ΑΘΑΝΑ where the ‘true’ nature of time is revealed through a dreamworld in continuous flux and where space assumes a cosmic dimension reflected all the way to its constituent quantum elements.

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A New Lifestyle

A New Lifestyle

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If one searches in a dictionary the meaning of the word lifestyle, she/he will probably read that it simply means the way one lives her or his life. The term was first coined in 1929 by psychologist Alfred Adler but it started being utilized in the sense that we recognize it today in the late 1950s. Following a short consideration after all, one can easily conclude that it would not have made sense for the term to exist before that time. The real period of prosperity for humanity commences only after the Second World War with the rise of the middle class, limited nonetheless to a particular part of humanity, the part known as the ‘Western world’.

We are the lucky ones. Mostly those of us who grew up in certain areas of Europe and North America from the 70’s and onwards. We are the ones lucky enough to have experienced this era of prosperity that we are still enjoying today. This period introduced a new way of life which was not based on ensuring survival but comfort. This is not reprehensible on its own, since if there is any truth about our otherwise ephemeral and insignificant existence, in a cosmic (but perhaps also planetary) context, it can be found in being happy with our choices and in experiencing pleasure during our existence.

This normal tendency of humans to avoid pain, in any form, is inextricably linked to our mortality and each one of us expresses it in diverse ways. Concurrently, a large portion of the human race lives in societies that were created for this very purpose: to provide a secure framework. In these societies we are constantly searching for ways to feel better, often projecting what pleases us, or at least what we think will please us. This in a way (having solved our basic survival needs -nutrition, accommodation & protective clothing-) is how consumerism was born and especially in its’ most excessive forms.

Today we are surrounded by a myriad of things that are either not necessary or that do not have any special emotional or symbolic value to us. In other words, things that do not actually contribute to the promotion of our individual happiness but in a strange way express nonetheless our lifestyle, that is, the way we live. We realize at the same time, perhaps now more than ever, how important interpersonal relationships can be. But before man became a political being, as Aristotle put it, man was and remains just another simple being. In other words, we have forgotten that we are part of this natural world that we call planet Earth. We are one of the many species that inhabit this infinitesimally small rock that hovers in space inextricably linked to the fiery sphere that gives it life.

A small planet that is however full of life on multiple levels, most of which we ignore. A planet that has had already a long existence (about 4.6 billion years) that we can’t even begin to grasp, since the human species (and I am referring here to Homo Sapiens, considered to be the direct ancestor of contemporary man) appeared only 300,000 years ago. Nevertheless, we were fortunate enough to have our brain developed in such a way that it allowed us not just to survive against all odds, but also to be able to transfer the acquired knowledge from each generation to the next. Furthermore, we have developed the faculty of imagination which allows us to transcend our own limits but not those of nature.

As a result of all the above, we have gathered a huge amount of information and knowledge that has allowed us to facilitate our lives unimaginably by transforming the natural resources of this planet in a variety of ways. We have explored almost every corner of the planet while having transformed a large percentage of its’ surface, always aiming to improve our living conditions. This continuous activity though, has caused a climate change and mass extinctions of species that without the ‘contribution’ of humans would have taken place in hundreds of thousands of years instead of a few decades, as is now the case. Planet Earth does not need us. The changes in its surface, as well as the change in the diversity of life that lives on it, are normal events in the context of its planetary existence.

For beings like us though, such drastic changes are directly related to our future survival and evermore with our present lives. In other words, our excessive lifestyle, our current lifestyle, threatens to bring its own demise. But what can we do to avoid the loss of our present ‘comfortable’ way of life? The answer to this question is not a single one. It is though directly related to the realization of our position on this planet which is certainly not that of the dominant species but that of a mere part in a larger whole.

We need a concentrated global effort that will revise our relationship with the rest of the natural world around us. As utopian as it may sound, it is something that could be achieved to a large extent if humanity implemented the teachings of past cultures, that were in tune with nature, while utilizing the existing scientific knowledge. Such an endeavor can only start from each one of us, especially us, the lucky ones, who don’t need to worry about our everyday survival. We need to create a new lifestyle that is not based on the logic of single use but chooses instead objects and services that respect the environment and the other species on the planet. A lifestyle that is not based on ephemeral entertainment but on meaningful recreation that renders us more aware as much as happier. A lifestyle that brings us closer to nature instead of isolating us from her, teaching us to respect and maintain the natural world through our personal, social and commercial choices. A lifestyle finally, that makes us content not through the amount of our acquisitions but through the awareness of the value of the things that give meaning to our own existence.

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TETRAEDRO [group exhibition] curated by Alberto Zanchetta @ Otto Gallery (Bologna, Italy)

TETRAEDRO

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Olofragments

Olofragments

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: STONE AS MODEL

Eternal beginning,
of slow time.
Timeless piece of relentless transformation.
A part of matter,
That is all matter itself.
A fragment.

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Between Realms

Between Realms

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(text by Anna Longo)

Time is the moving image of eternity. This is how Plato, in the Timaeus, defines time in our world, punctuated by the regular movement of the stars. The cosmos created by the Demiurge is a living organism whose temporal existence is marked by repetitive cycles that animate it like pulsations and breathings. But this transitory world is nothing but the reflection of eternity, of Aion, time that does not itself pass but allows for the existence of our time which does pass. According to the myth narrated in Timaeus, the world was created by a divine artisan, artist, philosopher and scientist: an artist in being able to give a sensitive form to the idea, to give it substance in matter; a philosopher for the speculative capacity to contemplate the ideas, truths abstract and eternal; a scientist for the mathematical rigour of the laws that govern reality and render it intelligible. But in what spacetime does the Demiurge operate? The proposed hypothesis is that the Realm of ΑΘΑΝΑ (ATHΑΝΑ) is the interstitial dimension of creation, the liminal space-time between the a-temporal eternity of Aion and the empirical transience of its image, namely Chronos.

Therefore, as a philosopher, the demiurge accesses the eternal idea and, as a scientist, provides the laws that allow the succession of events to unfold according to a certain necessary order in line with a set mechanism that follows certain rules or laws that ensure its functionality. But it is as an artist that the demiurge has the possibility to choose the perceptible appearance and the rules of the world that are realised as an image of the idea, or in other words which film, of all possible films, will form the most appropriate image of the intuition. In fact, the same idea, as a virtual one, can be embodied to a plurality of worlds, or rather its image can.

In this exhibition therefore, we are offered the point of view of the demiurge’s interstitial dimension, the present between eternity and sequential perception.  The works presented, do not reproduce in fact the chronological sequence of their production, as in a retrospective, but the exhibition makes explicit the sense of creation as the production of a moving image of eternity.  Contrary to what happens in a retrospective exhibition, that allows us to look into the past according to the incidence of the facts (order of perception), here we access the present which is the condition of creation of each past and, for this reason, the images overlap without respecting a chronological order. From the point of view of the demiurge, to which we find ourselves elevated, the various frames are shown in the simultaneity of the present, a present which is the moment of creation for the entirety of the series, rather than the present of the perception that would last a sensible encounter. The exhibition makes us aware of the fact that our personal history, the sequence of events that we have experienced subjectively and the things we have done, is a series of frames necessarily linked together according to the rules and laws that render it coherent in its totality as in a film, a cosmos which nonetheless, like all other things, does not have in itself any necessity.

ΑΘΑΝΑ therefore, is not a retrospective exhibition but a short-circuit of sorts, thanks to which we can intuitively access the ideal conditions of the exhibition’s creation as a temporal dimension in which we are observers. We are called in fact, to elevate ourselves not only to the perspective of the artist who produces the spacetime of our own perception of the exhibition, but to go further, to look beyond the mirror and see that on the other side eternity is reflected.  ΑΘΑΝΑ is the present of creation that makes possible the duration of perception but which also makes us aware that every creative act is, in reality, the production of a moving image of eternity.

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HIGH FRUCTOSE CORN SYRUP [group exhibition] @ CalArts Exhibition Hall (Los Angeles, USA)

HIGH FRUCTOSE CORN SYRUP

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FireMaking

FireMaking

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First comes the composition of the firewood in a structure that allows the fire itself to arise and then gradually grow. Then when the fire has started consuming the logs and the right moment arises, comes the recording of that instant. The impression of a continuously shifting entity that is in constant transformation while maintaining the ability to sustain its newly found existence by consuming itself, little by little. When everything is consumed the memory of the fleeting moment remains and the mind adds the rest in order to create a composition that is past, instant and extension in one drawing: a fire.

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ΑΘΑΝΑ TIMESPACE [personal exhibition] @ CalArts Studios (Los Angeles, USA)

ΑΘΑΝΑ TIMESPACE

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BETWEEN REALMS [personal exhibition] @ Bianconi Gallery (Milan, Italy)

BETWEEN REALMS

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DeepTime

DeepTime

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Few of us have any conception of the enormous timescales in our planet’s long history, and this narrow perspective underlies many of the environmental problems we are creating for ourselves. Deep time is a term related to the concept of geologic time which entails huge changes over the age of the Earth. A deep understanding of the history and processes of our planet provides us with the inspiration and the guidelines for our own effective functioning as individuals and as a species on this ‘pale blue dot’.

This series of photographs is a small selection that depicts one of Earth’s biggest geological calendars located in the -unjustly named-  Death Valley National Park. The oldest rocks in the area  are extensively metamorphosed by intense heat and pressure and are at least 1700 million years old. These rocks were intruded by a mass of granite 1400 Ma (million years ago) and later uplifted and exposed to nearly 500 million years of erosion.

Death Valley’s landscape has been changing for millions of years. It is changing now, and will continue to change long after we have departed. Erosion slowly carves away at the ancient rock formations, reshaping the surface of the land. The basin continues to subside and the mountains rise ever higher and our understanding of this fact can affect the future of this planet of which we are at the present moment part of.

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WHITE FLAG curated by Silvana Annichiarico & Giorgio Camuffo @ Triennale di Milano (Milan, Italy)

WHITE FLAG

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Extincto

Extincto

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: Paradigms From The Anthropocene

Following a meticulous research with the team of CTRLZAK studio, a number of emblematic cases were analysed and a series of artworks were created reflecting upon species extinction as a result of human intervention. A compendium booklet was also created that aims to inform on the subject, utilising creative expression (drawings, collages, songs, stories etc.) as a filter. The exhibition at the Museum of Contemporary Art (MAC) of Lissone, became a moment of encounter and a point of reflection on the problem of species extinction and its’ possible repercussions in the near future, as well as the role of humankind on earth.

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COMPENDIO DI PITTURA II [group exhibition] curated by Alberto Zanchetta & Matteo Fato @ Bianconi Gallery (Milan, Italy)

COMPENDIO DI PITTURA II

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CASA CANVAS PROJECT [group exhibition] curated by Laura Gabelotto @ Casa Canvas (Carate, Italy)

CASA CANVAS PROJECT

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TRANS-DESIGN: NEW CREATURES [group exhibition] curated by Feng Feng @ West Bund Art Center (Shanghai, China)

TRANS-DESIGN: NEW CREATURES

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NEW CREATURES [group exhibition] curated by Feng Feng @ OCT Art & Design Gallery (Shenzhen, China)

NEW CREATURES

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Logos: Anima Mundi

Logos: Anima Mundi

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Constantly regard the universe as one living being, having one substance and one soul; and observe how all things have reference to one perception, the perception of this one living being; and how all things act with one movement; and how all things are the cooperating causes of all things that exist; observe too the continuous spinning of the thread and the structure of the web. —Marcus Aurelius, Meditations, iv. 40.

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NON ESISTONO OGGETTI BRUTTI [an interdisciplinary project] curated by Alberto Zanchetta & Thanos Zakopoulos @ Bianconi Gallery (Milan, Italy)

NON ESISTONO OGGETTI BRUTTI

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POST-HUMAN [group exhibition] curated by Maurizio Caldirola @ MARCO Contemporary Art Centre (Monza, Italy)

POST-HUMAN

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Co-Existence

Co-Existence

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Two entities intermingled with each other. Tree & Stone. A primordial relationship that happens ‘naturally’ without apparent benefits but with ‘deep’ significance. The tree embraces the stone and the stone alters the tree’s existence in a continuous slow transformation for both entities. Organic and inorganic become one creating thus a new entity that characterises the surface of this planet. Parallel structures that find similarities in their external form through the alteration of time revealing a common past & future.  A symbiotic co-existence that becomes the paradigm of a profound union laden with meanings.

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ARTEFIERA BOLOGNA [participation with Maurizio Caldirola Gallery] (Bologna, Italy)

ARTEFIERA BOLOGNA

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DISFUNZIONE MEDITERRANEA [group exhibition] curated by Alberto Zanchetta @ Otto Gallery (Bologna, Italy)

DISFUNZIONE MEDITERRANEA

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Lao Green

Lao Green

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A photo study inspired by the forests of Lao which grow on the banks on the river Mekong. An immersion to the colour green seen from the outside, from the point of view of a spectator. Nature just as colour-chart?

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1:1 STOPOVER [group exhibition] curated by Cittadellarte @ MSUM (Ljubljana, Slovenia)

1:1 STOPOVER

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HYBRIDIZATION IS THE NEW AUTHENTICATION [group exhibition] curated by Dean Brown & Erica Fusaro @ ilivetomorrow Gallery (Hong Kong, HK)

HYBRIDIZATION IS THE NEW AUTHENTICATION

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Non Esistono Oggetti Brutti

Non Esistono Oggetti Brutti

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Having as a starting point the phrase by famous Italian architect Franco Albini – ‘There are no ugly objects, you just need to know how to exhibit them’- a site specific exhibition was created where the real artwork is the exhibition itself. Starting from an idea by Alberto Zanchetta (art curator & critic) we selected artworks from the Bianconi gallery depot and enriched the exhibition with other pieces and objects that we borrowed from artists and designers while we also created some artworks specifically for the occasion. The result was a contemporary ‘Wunderkammer’ where each area was a piece in itself while all the works where positioned in a way where new meanings emerged from the interaction of one work to the other.

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AERAS TEHNIS [personal exhibition] curated by CTRLZAK @ Atelier Spyros Vassiliou (Eretria, Greece)

AERAS TEHNIS

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Huaneng Jungle

Huaneng Jungle

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A project commissioned by a Chinese banking company for their new offices. Bank organizations often use the tree as a symbol of stability (roots), growth (branches) and trust (a recognizable nature-related image). In this case the trees are contorted, twisted and seemingly the indicated way-out is not certain… Welcome to the jungle.

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COLLIDER / ΜΗ-TOΠΟΣ /非地/ SICHTFELD [personal exhibition] curated by Sergio Daolio @ Secondopiano (Milan, Italy)

COLLIDER / ΜΗ-TOΠΟΣ /非地/ SICHTFELD

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COLLIDER / ΜΗ-TOΠΟΣ /非地/ SICHTFELD: PHOTOWORKS BY THANOS ZAKOPOULOS [book presentation] @ Design Library (Milan, Italy)

COLLIDER / ΜΗ-TOΠΟΣ /非地/ SICHTFELD: PHOTOWORKS BY THANOS ZAKOPOULOS

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Alice In Fatherland

Alice In Fatherland

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Alice is molested. Alice has lost her innocence. Alice is no longer a child and she has learned that the hard way. Alice lives in a male dominated world. Alice is living/leaving her fantasies. Alice is discovering her real nature. Alice is a woman. Or not.

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PATER IMON [group exhibition] curated by Harris Kondosphyris @ Kalos & Klio Showroom (Thessaloniki, Greece)

PATER IMON

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Spare Parts

Spare Parts

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A project about the improbability of very probable objects. Items from the IKEA catalogue are mingled with each other to form new objects that serve no obvious function whatsoever; fantastical constructions that are made of real pieces of very pragmatic objects. The whole process of their assembly is shown and presented like a normal instructions booklet -similar to the ones you get with every IKEA object.

KANON
MASKIN
SJÖSÄTTA
SKOTT

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WonderLand

WonderLand

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A land of wonder that makes you wonder about the nature of its very existence. Human vanity coupled with business speculation give rise to ghosts of fables long surpassed, becoming a land of oblivion. A land of projected amusement becoming a monument of humanity’s empty symbolisms, charged with structures doomed to perdure beyond their creators.

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DIADROMES [group exhibition] curated by Ioannis Mpolis @ National Museum of Contemporary Art (Thessaloniki, Greece)

DIADROMES

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City Of Dreams

City Of Dreams

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(text by Alistair Gentry)

There’s a peculiarly Chinese form of accelerated entropy. The moment anything is built by China’s vast army of manual labourers, it begins a rapid descent into a state of grimy disrepair. Meanwhile many urban citizens live provisional, precarious and strangely rural lives under the feet of the brand-new high rise ruins whose interiors they’ll never see. The cities of China have grown up fast, but the other part of the deal is that they plan to fall down again the moment everyone’s backs are turned.

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6TH SHENZHEN SCULPTURAL EXHIBITION [group exhibition] curated by Feng Boyi @ OCT Contemporary Art Terminal (Shenzhen, China)

6TH SHENZHEN SCULPTURAL EXHIBITION

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HARMONIOUS FUTURE URBAN BLUEPRINT [personal exhibition] curated by Alistair Gentry @ Studio B, OCT Contemporary Art Terminal (Shenzhen, China)

HARMONIOUS FUTURE URBAN BLUEPRINT

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FOR FOUR [group exhibition] curated by Wang Jing @ Borges Art Library (Guangzhou, China)

FOR FOUR

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1ST BIENNALE OF THESSALONIKI [collaboration with PPC_T/Farkadona project] @ Port of Thessaloniki (Thessaloniki, Greece)

1ST BIENNALE OF THESSALONIKI

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MIART ’07 [participation with Unorossodue Gallery] (Milan, Italy)

MIART ’07

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Theme City

Theme City

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Created in 2008, and based on a real chinese amusement park map, the illustration represents current architecture megastructures that can be found in contemporary Beijing, showcased like a gigantic urban funfair.

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