원문정보
A Portrait of the Young Precariat in Media Art
초록
영어
This paper describes the background, creative intent, and production process of the wearable mechanical media art piece Working O'Range, which visualizes the suffering of young precariat workers. In the modern digital age, young precariat workers live with psychological pain caused by job insecurity and the normalization of cognitive labor. This research is based on Berardi's theory of 'semiocapitalism' and Standing's concept of the 'precariat' as vulnerable workers. Working O'Range aims to recreate the mental pain and pathological phenomena of young precariat workers who suffer cognitive labor by recording the body's response to physical pain. The work consists primarily of a head-mounted mechanical device and a video installation that displays a visualization of the heart rate data of the viewer in real time, influenced by physical stimuli. Inspired by the Ludovico Technique device in Anthony Burgess's novel A Clockwork Orange, the head-mounted mechanical device is shaped like a brain, with four finger-like mechanisms attached on each side that physically stimulate the viewer's body. Rather than inflicting a painful level of stimulation, the device is designed as a symbolic torture apparatus that reminds viewers of the presence of pain. Viewers perceive the stimuli and respond physically, with the degree of their response measured through heart rate sensors and visualized in real time. This work is significant as socially engaged art that interprets the social phenomenon of the precariat and expresses the anxiety affecting individuals through media art. By expressing mental pain through a wearable mechanical device, the work aims to demonstrate new possibilities for expressions in media art that combine the body and mechanical devices.
한국어
본 논문은 청년 프레카리아트 노동자들의 고통을 시각화하는 장착형 기계장치 미디어아트 작품
목차
국문초록
1. 서론
1.1. 연구배경 및 목적
1.2. 연구방법
2. 기호 자본주의 청년 프레카리아트의 노동과 신체
2.1. 기호 자본주의와 인지노동
2.2. 청년 프레카리아트
2.3. 기호 자본주의 시대 신체의 감금과 통치
3. 미디어아트에서의 신체, 신체데이터, 기계장치
3.1. 미디어아트에서 매개되는 신체
3.2. 신체 장착형 기계장치를 활용한 미디어아트의 예시
4.
4.1. 기획 의도
4.2. 작품 구성 및 제작
4.3. 구동 프로그래밍 구현
4.4. 심박데이터 실시간 시각화 영상
4.5. 전시 설치
5. 결론
참고문헌