Yeoreum Jeong, Graeae: A Stationed Idea, 2020, Single-channel video, HD, color+B&W, stereo, 33min. ©Yeoreum Jeong

More than a decade ago, something happened during my time in the military. A corporal who had had his leave cancelled was clicking away at a computer in the on-base PC café. Curious, I looked to see what he was doing—he was navigating to his home using Daum Road View. His response was astonishing. “Doing this makes me feel like I’ve gone home.” While I could (internally mocking him) understand the idea of enjoying a virtual vacation, I also felt a strange unease. The scene he was looking at belonged to the past—at least several months old, perhaps even years. What, exactly, was he seeing?

With the advent of the so-called metaverse era, the virtual and the real have begun to overlap. Yet this overlap is not synchronized solely in real time. Realities from years ago migrate into virtual space, forming overwhelming simulacra, and these virtual images become chaotically entangled with the present. The overlap of the virtual and the real inevitably produces an overlap between past and present as well. A technology in which datafied pasts are eternally mixed with the present—this is the true nature of the metaverse that no one talks about.

Yeoreum Jeong’s short films and visual art works Graeae: A Stationed Idea (2020) and The Long Hole (2021) unravel stories of unidentified spaces and figures encountered within this process of overlap. The first work, Graeae, begins from a first-person perspective in which the narrator and the artist coincide. The three sisters Dino, Enyo, and Pemphredo are known as the Graeae, beings who share a single eye. Taking turns, they hold three different visions within that one eye. Among them, Enyo—the goddess of war—secretly takes the eye away from her sisters, and the narrator declares that she will tell Enyo’s story. Although the narrative centers on the war-mongering Enyo, the perspectives of the other two sisters overlap throughout the work.

The artist plays the augmented-reality game Pokémon GO. Pokémon GO is a game that overlays game space onto real space using GPS data, allowing players to encounter, battle, and capture monsters at specific points while walking through the city. Spaces where players duel one another are called “gyms.” These gyms are typically designated at sites with historical significance or places where people gather, such as churches, and are often selected through players’ requests.

As the narrator heads toward a nearby gym, she stops in front of a U.S. military base. Within the game, this area is clearly marked by more than ten gyms, yet in reality it is a place that one cannot easily enter without prior authorization. It is here that the artist’s investigation begins. Why does this area exist, and who were the people who once lived inside it? By hacking Pokémon GO’s GPS system, the narrator virtually infiltrates the U.S. military base. She then traces images and fragments of information scattered across the internet, gradually assembling a single story. This is a distinctive aspect of Yeoreum Jeong’s practice: by relying solely on fragments of the past dispersed throughout networks, she deliberately creates gaps and fills them with fiction. In doing so, she speculatively overcomes the limitations inherent in collage-based found-footage filmmaking.

The narrator discovers that the former Yongsan U.S. military base site had been closed to civilians for an astonishing 114 years—from the period when the Japanese military began full-scale occupation following the Russo-Japanese War in 1904, through the subsequent U.S. military presence. On Google Maps, the site appears merely as a patch of green—an enigmatic space that exists but cannot be accessed. Beyond this, the narrator traces the lives of U.S. soldiers inside the base. Homesickness is classified as a military disorder, and to prevent it, the interiors and architectural designs of the base are meticulously Americanized. Cafeterias are installed more vividly than in the mainland United States, and the buildings along the streets are kept low. Within the base, soldiers reenact the glorious American life of their childhood memories.

Between a Pokémon captured in front of a military base, land that remained inaccessible for 114 years, and U.S. soldiers living on Hollywood-like sets, which experience is more virtual? Yeoreum Jeong inverts Jean Baudrillard’s proposition that “Disneyland exists to conceal the fact that the real country, all of real America, is Disneyland.” Instead, she suggests: “Pokémon GO exists to reveal the real colony—Korea—and to expose the idea of the U.S. military.” Here, the artist’s strategy of weaponizing game algorithms stands out. Equipped with an augmented-reality gaze and internet-based archival exploration, history begins to appear with greater clarity.

In this sense, virtual reality is not a system that produces something fictitious; rather, it is a technology that summons what had been latent in reality—things that certainly existed but had remained unseen due to deliberate forgetting. For Yeoreum Jeong, the virtual is not a copy or imitation, but another name for the potential. She is a medium who summons these potential ghosts. Rather than a clear division between virtual and real, the condition for ghostly emergence lies in the way data from past realities becomes virtualized on one hand, and overlaps with the here and now on the other.
 
“Records disappear in reality, but remain in the virtual world.”
—from Graeae: A Stationed Idea (2020)
 
The film initially resembles a documentary depicting a gamer’s historical investigation, but gradually shifts into a mystery genre that traces the ideas and conspiracies of the U.S. military as a war machine. The film’s dreamlike and eerie background music functions as a device facilitating this shift in mode. At the same time, the work takes on the quality of a philosophical essay, as it reflects on and doubts the artist’s own vision and visual experience. Wandering through online and offline spaces like a flâneur, extracting the sublime from kitsch, Yeoreum Jeong’s working method evokes the imagination that, had Walter Benjamin’s Arcades Project reached 21st-century Korea, it might have taken precisely this form.

Yeoreum Jeong, The Long Hole, 2021, Single-channel video, HD, color, stereo, 36min. ©Yeoreum Jeong

Following Graeae: A Stationed Idea, the work The Long Hole is constructed around Google Earth technology as its central narrative device. This “simulated Earth” has coexisted alongside the actual Earth for sixteen years. In fact, the scanning of Earth’s images began as early as thirty-seven years ago, and today Google Earth possesses the uncanny ability to transport us back to 1984. The artist absorbs the sense of wonder and magic inherent in this form of time travel—offered by the machine called Google Earth—into the grammar of genre cinema. The film opens like the beginning of an occult movie, with a whistling sound meant to summon vanished spirits inside an abandoned U.S. military base building.

Unlike her previous work, in which the narrator and the artist largely coincided, The Long Hole features a mixture of fictional characters engaged in dialogue. These characters—Isidora, Fedora, Lindsey, Jeong, and City Mother—can be inferred to have had certain relationships with or influences on the artist in real life. What is crucial, however, is that they are given exotic and mythological names. Rather than offering a clearly sequenced narrative with a defined before and after, the film supplements characterization through short, fragmentary episodes resembling brief pieces of flash fiction, allowing viewers to infer each character’s personality.

The artist appears to encourage the audience to actively participate by gathering clues both inside and outside the film to construct a single narrative. “Becoming a detective” is one of Yeoreum Jeong’s key methodologies. A detective is obsessive and paranoid, compelled to connect every clue—even those that are originally distant and unrelated. This is precisely why The Long Hole, unlike Graeae, moves away from modest footage-based filmmaking toward a fully speculative mode—a fiction constructed theoretically from the ground up.

Remarkably, Google Earth retains location data for ATM machines used by U.S. military personnel around the world. Like Pokémon GO gyms, these ATMs function as ghostly traces indicating where they once lived. Play and finance appear to operate as immutable laws of this world, laws that cannot be concealed even by real-world politics. The film suggests that the flow of money is embedded within the spatial arrangement of U.S. military bases—and perhaps, conversely, that the movement of the military itself is embedded within the configuration of capital. In this sense, The Long Hole expands its inquiry beyond Yongsan in Seoul, the setting of Graeae, to a planetary scale, using virtuality to examine the will of the war machine itself. One is reminded that the virtual Earth—composed of GPS measurement systems and satellite imaging technologies—was originally invented as a component of the war machine.

The final scene of The Long Hole concludes with a CCTV viewpoint observing a group marching while holding both the South Korean flag and the U.S. flag. For the character Isidora, happiness means the release of Park Geun-hye from prison and maintaining good relations with the powerful nation of the United States. Once expelled from her home to make way for the construction of a U.S. military base, Isidora had no choice but to continue living near it.

She is a figure who has been both abused by and parasitically dependent on the war machine. Her happiness derives from proxying the desires of the United States itself. In this respect, The Long Hole may appear to be a macroscopic analysis of the U.S. military through the gaze of Google Earth, yet it does not neglect a microscopic attention to those marginal beings who subsist at its periphery.

Yeoreum Jeong’s work is simultaneously logical and illogical. She undertakes relentless investigation and organization of her subject matter, only to suddenly pierce through layers with a flash of intuition and arrive at a different stratum altogether. Her practice—reading the history of colonialism through Pokémon GO and the will of a planetary war machine through Google Earth—resembles the accurate prophecies of a blind seer, disguised in the form of documentary and found-footage film.

At present, it is unclear what narrative strategy Yeoreum Jeong will adopt for her next work, as she currently draws on the genre conventions of detective and mystery fiction. What is certain, however, is her exceptional ability to draw constellations among past data that is perpetually being rendered present, and to construct specific stories from them. In the age of artificial intelligence and virtual reality, ghosts tend to be especially visible to the artist’s eye—because she is a fractured subject who perceives three overlapping realities through a single eye. For an artist who delights in looking and searching, one can only look forward to discovering which ghosts she will summon next.

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