Visual Images is a presentation in which the length of time of a work has become one of the essential aspects. Viewers are forced to stay for a certain length of time in front of a screen on which a work is projected. The viewers will feel happy if their experience is varied and meaningful. In the Visual Image Genre this year, I have the impression that many works attempted to pursue an original approach to visual texture on the part of the artist by combining digital and analog presentations. This trend is especially significant among entries from Japan, and it is encouraging that we were able to observe signs of a new and delicate sensibility toward Japanese technology. On the other hand, many works from oversea countries were experimental images such as video art. In Japan, we feel that video art is already obsolete, but with the current state of affairs, in which it lives on and continues to generate new works, I get a sense of the large-boned approach of overseas artists. However, the common impression of the majority of entries is essentially the length of time of the work. Does the duration of the time built into the work offer a certain value that is worthy of detaining the viewer who encounters the work? I hope that artists will continue to scrutinize their work.
Graduated from the Master's Program in Art and Design, the University of Tsukuba in 1983. In charge of direction of visual image for concert tours of SAKAMOTO Ryuichi, AMURO Namie, KOMURO Tetsuya, globe, LUNA SEA and other artists both in Japan and abroad and promotion videos, and opening images of films or VFX. In 1993, worked as a CG director for NHK Special - "Human 2 Brain & Mind". In 1994, awarded the 1st Japan Arts and Culture Award, and the MMA Chairperson's Award of Multimedia Grand-prix '94. Started creating SHARP AQUOS VP in May 2001. Currently a professor in the Department of Information Design, Tama Art University.
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