Jaehun Park, Omnishambles, 2023, 3D simulation video on LED display, 61x61x2cm, 2min 44sec. © Jaehun Park

There is something Jaehun Park, who lives and works in Amsterdam, the Netherlands, does whenever he visits Korea: he photographs makeshift objects placed in parking spaces to reserve them. These are usually old plastic boxes, piles of concrete, or pipes stuck into containers filled with soil—products of a kind of territorial marking intended to prevent others from parking.

Deeply interested in the processes through which mass-produced objects are born, preserved, used, and discarded, Park has long focused on the intrinsic absurdities intricately woven between the social systems created by humankind and the fate of humans who have no choice but to live subordinated to those systems.

Although trained as a painter, Park worked as a photographer at a photo studio during his undergraduate years. After graduation, he worked primarily with installation and sculpture using readymade objects and industrial materials while also working in interior design. These experiences likely taught him early on how to see beyond habitual modes of perception.

Recognizing that the still and temporally fixed forms represented by the language of painting possess an intense semiotic power, he expanded his practice into 3D simulation video in order to address the complexity of the contemporary era. Simulation is a digital mode of representation used in science and cinema to visualize disasters and phenomena that may occur in the future through physical constants and data.

Park adopted the language of simulation as a tool for representing the “real-time limbo” produced by contemporary capitalism, in which hellish catastrophe and heavenly exhilaration occur simultaneously.

Park’s clock points toward past, present, and future all at once. He broadly examines a range of events and phenomena arising from art-historical imagery, global forces that dominate the present era, invisible movements, and ideologies saturated with desire. He creates his own 3D data of objects while also collecting preexisting data made by game developers, then processes, dismantles, recombines, and arranges these materials in digital space.

Using point clouds and photogrammetry, he attempts acts of translation. It is also notable that the final works presented to viewers are each surrounded by distinctive frames. Rectangular panoramic screens, square screens, and circular screens function as devices that prompt reflection on the universal ways human beings see: the voyeuristic gaze shaped by desire and the perceptual frame that inevitably limits us to only one fragment of the whole.

Having spent the past six years creating simulations and virtualization projects that migrate the world into a digital virtual realm, Park now hopes to pursue materialization projects that translate objects and spaces constructed in virtual worlds back into the physical world. He is researching the process through which real objects are 3D-scanned by technologies developed for the game, film, and architecture industries and translated into virtual space.

He is particularly interested in the way younger generations, accustomed to gaming and TikTok streaming culture, naturally accept the digital materiality produced by glitches that occur during this process.

The surreal images Park presents through simulation do not simply depict the surface of capitalism. They function as vessels that condense even its embedded cross-sections and smallest fragments. They remind us that although simulation, grounded in mathematical algorithms, appears to operate according to rigorously organized logic, it can also serve as a tool for representing the instability of the present—and may simultaneously carry the shadow of both creator and exploiter manipulating that tool.

Park argues that “one must reach the stage where the program itself can be instrumentalized as a tool for the artwork.” Beyond mastering and instrumentalizing software, he emphasizes the need to research information in order to solve vast technical problems and to communicate and share within open-source communities.

These complex efforts arise from his belief that art, though reflecting microscopic events and stories, contains one of the deepest forces capable of changing the world when viewed from a macroscopic perspective. His practice is therefore both a statement directed toward the world and an act of recording it.

References