Kim Heecheon (b. 1989) graduated
from the Department of Architecture at the Korea National University of Arts.
He has held solo exhibitions at notable institutions, including Hayward Gallery
(2023), Art Sonje Center (2019), Asian Art Museum of San Francisco, DOOSAN
Gallery New York (2018), and Common Center (2015). His work has also been
featured in group exhibitions at institutions such as the National Museum of
Contemporary Art, Romania; Centre Pompidou-Metz; National Museum of Modern and
Contemporary Art, Korea (2023); Nam June Paik Art Center; Gyeonggi Museum of
Modern Art; Busan Museum of Art (2022); Leeum Museum of Art (2021); Atelier
Hermes (2020); and ZKM (2019). Additionally, he has been invited to participate
in major biennials including the Busan Biennale (2020), Gwangju Biennale
(2018), and Seoul Mediacity Biennale (2016). Kim was honored with the Hermes
Foundation Art Prize (2023), the Cairo Biennale Award (2019), and the DOOSAN
Yonkang Art Award (2016). ©Monthly Art
Kim Heecheon investigates the impact of digital technology and
virtual spaces on the real world. Employing digital interface devices such as
3D modeling, face swap apps, and VR, he captures the liminal space that floats
between online and offline realities. His works, characterized by fleeting
images and sounds that quickly vanish from the frame, reflect a form of
"technological adaptation." As a creator who swiftly embraces and
transforms contemporary media, Kim’s screen-based works highlight the shadows of
a digital era that perpetually eludes grasp, engaging with themes of
post-internet art, moving images, and digital media.
Technology, Society, Perception
When Kim Hecheon’s works are played, the agreed conditions and
modes for interpreting society tend to dissolve like fog. In his videos, where
real footage and found footage are manipulated simultaneously, the digital
realm merges with and collides against the physical world. This phenomenon is
also evident in Kim Hecheon’s first solo exhibition in the UK, currently taking
place at the HENI Project Space at Hayward Gallery, London.
Kim, an artist who has deeply explored the impact of virtual
elements on the perception of the real world through technological experiments
such as GPS, augmented reality (AR), and virtual reality (VR), presents two
works in this exhibition: Deep in the Forking Tanks(2019)
and Double Poser(2023). The former was first unveiled at Art
Sonje Center in 2019, while the latter is a commissioned piece and an updated
version of Cutter 3(2023), which was originally presented at
the National Museum of Modern and Contemporary Art’s exhibition 《The Game Society》.
The new work's title, Double Poser, derives
from an English slang term that refers to someone who pretends to know about a
particular subculture but is actually ignorant of it. This concept serves as a
visual clue in the video, which overlaps video game aesthetics with
skateboarding culture. Thus, despite the four-year gap, the juxtaposition of Deep
in the Forking Tanks and Double Poser in the same
space blurs the boundary between reality and virtuality while simultaneously
bringing their coexistence to the surface.
Somewhere, a Phone Rings Looking for Me
There is a character who, while drifting through reality with
complete loss of control, embodies a strange sense of immersion within the
virtual world. The work begins with the sound of a phone ringing, as the
protagonist awakens from sleep. Immediately, he receives specific instructions
from an unknown source: “Stand by for your mission,” “Don’t arouse suspicion,”
and “Act like a mole”—essentially directing him to function as a spy. The piece
soon takes on the format of a video game. After the protagonist leaves his
room, the video’s setting transitions to the actual exhibition site, the
Southbank Centre in London. Completed in 1967 in a Brutalist architectural
style, the Southbank Centre houses the Hayward Gallery. Within the building
lies the undercroft, a space that became a hub for skateboarding culture from
the 1970s to the 1980s. In Kim Hecheon’s new work, this space is meticulously
reconstructed in 3D rendering.
On a fragmented level, the scene acts as a mirror image, yet it is
simultaneously a technoscape—mediated, enabled, and visible solely through
technology. The video, created using the Unity game engine, features a
third-person skateboarding video game interface, a real-time functioning clock,
the protagonist’s avatar, and a pair of translucent floating blue hands. As the
protagonist skates around the Southbank Centre, his hands synchronize with his
movements, while the audience’s movements are partially projected onto the
screen through motion sensors embedded within the work.
The viewer’s perspective oscillates between that of a controller,
a third party, and even the protagonist himself. At one moment, we find
ourselves playing the game; at another, we become passive spectators, as if
watching a professional gamer’s live stream. Occasionally, when the skater
succumbs to boredom and pulls out a smartphone to enter a virtual world, we see
ourselves reflected in his actions. At one point, a visual of birds that
crashed into a glass window at high speed, appearing as if dead, comes into
view. These birds, unable to distinguish between reality and virtuality, mirror
the confused state of humans lost within the screen.
This multiplicity of perspectives inherent within the work
naturally dismantles the possibility of a linear structure. As such, the audience,
faced with fragmented subjectivities, encounters a state of tension between
different identities. In this immersive scenario, the viewer receives an
endless stream of mission commands, devoid of both resolution and limitation,
from the audiovisual information orchestrated by the artist.