Dawn of a New Video Culture:
Korean Single-channel Videos of the Late 1990s and Early 2000s (Part I)
From the late 1990s to the early
2000s, Korean video art underwent a significant transformation, as artists
abandoned the video sculpture of previous generations and began experimenting
with the inherent aesthetics and technical characteristics of the medium.
Hence, works of this period are characterized by non-linear narratives,
fragmentary editing, temporal shifts, and discordance between sound and image,
or image and text.
In this issue, Wolganmisool
begins a new series of articles exploring the activities and achievements of
Korean video artists from around the turn of the twenty-first century,
especially those working in the single-channel format. Written by critic Hye Jin
Mun, the series represents the “first sketches in a topographical map of Korean
single channel video art.” By analyzing the cultural characteristics and
specificities of Korean video works from this seminal period, the series
ultimately aims to enhance our current understanding of the field. The first
installment in the series covers the artist Sejin Kim, with a particular
focus on her commercially minded videos and films from the late 1990s.
Around the turn of the
twenty-first century (give or take five years), virtually every Korean art
journal released its own “special edition” focusing on multimedia and video
art. Wolganmisool was no exception; in its July 1998 issue, three major experts
penned articles on “Reading Images in the Video Era,” while the October and
November 1998 issues provided “Focus on Exhibitions,” including in-depth
reviews of Seoul in Media—Food, Clothing, Shelter (1998) and
other major video experiments of the time.1) The spotlight on
video art became even brighter in 2000, as Wolganmisool published two scholarly
essays on single-channel video (March), a set of reviews of major exhibitions
of media art (June), and a special issue examining the sensibilities of the
“MTV era” (September). Art scene was no exception to this inclination. For
example, in the September 2000 issue in Wolganmisool, Shim Sang-yong noted that
five of the seven exhibitions being reviewed in the July 2000 issue in another
art magazine, consisted of video projections, video images, and video
installations.2)
Any investigation into the
origins of this phenomenon should probably begin with the overall florescence
of video culture in the 1990s, culminating with the advent of cable
broadcasting in 1995. February of that year saw the arrival of M.net, Korea’s
first television channel specializing in music, followed in quick succession by
Dong-A TV, KMTV, Tooniverse, and YTN. By 1996, with the launch of 24-hour
channels from M.net, DCN, Catch-One, Maeil Business TV, and others, the cable
era was in full swing.3) Among the new channels, M.net had a
particularly profound effect on the image sensibilities of Korea’s youth.
Offering programs from MTV from its first day on the air, M.net went on to form
a strategic partnership with MTV Asia in 1998, before launching Korea’s first
24-hour internet broadcasting service in 1999. In the art world, the emerging
video culture was represented by a new generation of video artists, led by
Sejin Kim, who began producing image-centric works infused with the spirit of
pop culture. Invoking terms such as “sensual,” “playful,” “superficial,” and
“spontaneous,” the resulting works varied considerably from the existing video
art of Korea.
The new video culture quickly
gained prominence within the art world through several major video exhibitions
in prominent locations, such as International Video Art: Beyond the Smiles of
1,000 Years, held in 1998 at the Gyeongju World Culture Expo; Seoul in
Media - Food, Clothing, Shelter, held in 1998 at the Seoul 600th Year Memorial
Hall (curated by Young Chul LEE); and Media City Seoul 2000, held in 2000
at various sites around the city, including Gyeonghuigung Park, thirteen subway
stations, and forty-two electronic displays (general director Song Mi-sook).4) Specifically,
in Seoul in Media, art director Young Chul LEE invited graphic designers,
architects, filmmakers, and photographers besides artists and produced bold
spatial presentations in an unconventional exhibition setting, ultimately
seeking to enact “non-linear visual communication” between work and work, work
and space, art and non-art. Capturing the spirit of a metropolis on the eve of
a new millennium, this event had both a direct and indirect impact on future
video artists, activities, and exhibitions. The new ubiquity of images and
media in everyday life was also visualized by Media City Seoul 2000, which
escaped the confines of art museums to take over subway stations and electronic
displays in downtown Seoul.
Contributing significantly to the
video and media art boom, two institutions specializing in video and new media
opened their doors in 2000; first, Ilju Art House announced itself as Korea’s
first exhibition space dedicated exclusively to media art, followed by the
reopening of Art Center Nabi inside the corporate headquarters of SK.
Equipped with a gallery, media archive, digital editing room, and conference
spaces, Ilju Art House played a leading role in the discovery and promotion of
video artists, documentarians, and experimental filmmakers before shutting down
in 2005.
As opposed to the early Korean
video artists, who were primarily interested in video sculpture or exploration
of device itself, the new generation pursued image-centric aesthetics that were
unique to video art. The resulting works introduced many of the tropes, themes,
and techniques that are now familiar aspects of video art (e.g., non-linear
narratives, fragmentary editing, temporal shifts, discordance between
sound/image and image/text). Such disjunctive approaches proved ideal for
creating multi-layered narratives that tapped into concepts such as the
hybridity of bodies, the intersection of time and space, and the splitting of
the subject and the gaze. Representative artists from this period include
Taeeun Kim, Park Hyesung, Sejin Kim, Hwa Young Park, RYU Biho, RHO
Jaeoon, Hong Sungmin, KIM Du-jin, Ium, Han Keryoon, Seo
Hyun-suk, CHANG Jia, Yang Ah Ham, and Ham Kyung-Ah. Either
through immersion in Korea’s new video culture or their overseas studies of
video art, these artists were the first generation who could draw upon an
internalized sense of media images in creating their works and theories. In
addition to their own artistic activities, many of them also taught or trained
the next generation of video artists, thus laying the foundation for the contemporary
video art scene.5)
1. Within the context of Korean
video art history, the most significance development of the late 1990s to
mid-2000s was the emergence of single-channel video. For many art historians,
the trajectory of Korean video art begins with the work of KIM Ku-lim and PARK
Hyunki in the 1970s, rises steadily through the works of Lee Won-gon, Oh
Gyeong-hwa, Kim Jae-kwon, CHO Taibyung, and Yook Keunbyung in the late 1980s,
and gets into its stride in the early to mid-1990s, with the works of Youngjin
Kim, Kim Chang-kyum, Kim Hae-min, YOOK Tae-jin, and SIM Cheolwoong.6) But
even as recently as the late 1990s, single-channel videos had not yet taken
hold as a medium, a relative anachronism that can be explained by various
idiosyncrasies of the Korean environment. Up until the mid-90s, Korean video
art was dominated by video sculpture and video installations, focusing
primarily on metaphysical and existential themes. For example, KIM Youngjin
rose to prominence with installations such as Dangerous Experiment
(1991), in which self-portraits of the artist were projected onto items such as
an ancient Roman helmet, a Buddha statue from India, and a clay head from the
mausoleum of Emperor Qin Shi Huang. In Age of Reason (1992),
Kim used images of Mao Zedong, Vladimir Lenin, and a monkey (associated with
Charles Darwin) as historical evidence. Such works functioned by producing
temporal and spatial intersections through encounters between video images and
historical relics.7) In these works, video acts as still image
than moving image. While Kim occasionally produced movement through the
devices, he rarely used editing to generate movement within the images
themselves. In Beautiful Incident (1991), for example, Kim
manipulated the focus on a slide projector to repeatedly blur and sharpen a
self-portrait projected onto a skull, yielding a respiratory effect. Later, in Liquid
(2002), Kim presented a real-time projection of droplets from a pump device
falling onto an acrylic sheet.
Similarly, the multimedia video
installations of YOOK Tae-jin give equal weight to the “video” and
“installation” components by prominently featuring antique furniture and
objects. In Dancing Chair (1994), for instance, images of a
man walking up stairs are shown on a motor-driven model of stairs, such that
the actions of the image and the object coincide. Also, in Yook’s
Tunnel (1998), the projected image of a person inside a large tunnel
repeatedly grows and vanishes in conjunction with the sounds of a train.
While this emphasis on objects
can be partially attributed to the difficulties of editing long videos before
the advent of digital technology, it also reflects the Korean art world in the
late 1980s in conceptual and formative aspects, when object and installation
art began coming into its own.8) In defiance of “Dansaekhwa”
(Korean monochrome), small groups such as TARA, Nanjido, Meta-vox, and Logos
and Pathos led the push away from two-dimensional art with their calls for
“after modernism.” While most of the aforementioned media artists of the
mid-’90s were not yet established in the late 80s, they were certainly
influenced by the contemporaneous visual language of the time, which was
characterized by the predominance of installations. Indeed, many of the
prevalent themes of 1990s video art—history and the individual, genesis and
extinction, self and other, cycles and regeneration—echo the emotional
landscape of installation works of the 1980s, the titles of which frequently
included words such as “mythology,” “absence,” “transcendence,” and “void.”
Unlike in the West, where artists
had been producing single-channel videos since the 1970s, Koreans did not fully
embrace the medium of single-channel video until the late 1990s. While the
shift to single-channel videos—as opposed to “video sculptures” or “video
installations”—was partially stimulated by outside sources, it was more the
result of the increasing acceptance of video culture within the overall
community of Korea. As Cho Seon-ryeong has noted, single-channel videos were
not truly accepted in Korea until the late ’90s, by which time popular video
culture (especially television) had become inscribed within the society.9) Thus,
in contrast to Western video art, which surfaced largely in resistance to the
perceived inundation of commercial television, Korean single-channel videos
were cultivated within the context of commercial advertising and pop culture.
As such, the single-channel video works that originated independently within
Korea (i.e., not including those produced by artists educated in the West) were
directly influenced by advertising and cinema. Reflecting this situation, a
June 1997 Wolganmisool article about the “Emerging Artists of the 1990s”
featured cartoonists (Mo Hae-gyu and Shin Il-seop), animation directors (Lee
Seong-gang and Jeon Seung-il), and a director of television commercials (Park
Myeong-cheon), along with the requisite painters and other practitioners of the
fine arts.10) In September 2000, Wolganmisool invited critics
from various fields—including photography (Lee Sang-hak), fashion (Kim
Seong-bok), cartoons (Lee Myeong-seok), film (Kim Bong-seok), and popular music
(Kang Heon)—to analyze the current trends and tastes in visual culture.11)