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Accademia al museo - Database Carrara

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The living skull<br />

Currently, “Multimedia Inst<strong>al</strong>lations” often take on the identity<br />

of audiovisu<strong>al</strong> instruments, of interactive spaces, of “living”<br />

sculptures brought to life by the interaction with the public. Works<br />

of art and operations which – by use of available electric<strong>al</strong> and<br />

electronic technologies, open source or private-license software<br />

and hardware, by manipulating and producing objects, sounds<br />

and images, of specific shape and function – are able to create<br />

meaning and convey messages which can be interpreted on many<br />

levels: as play, as interaction, as a narrative, as an expression of<br />

art, as an icon, as a literary work, as a symbol, on a psychologic<strong>al</strong>,<br />

education<strong>al</strong>, soci<strong>al</strong> level, etc.<br />

Throughout the “Multimedia inst<strong>al</strong>lations” course, I required that<br />

participating students create a fin<strong>al</strong> inst<strong>al</strong>lation which may be<br />

showcased in an open display available to the art world and world<br />

at large. Specific<strong>al</strong>ly, the twofold artistic and non-artistic merit refers<br />

to the broad meaning assigned to the expression “Multimedia<br />

Inst<strong>al</strong>lation” itself.<br />

Pivot<strong>al</strong> elements of research in this direction are the recognition<br />

of the modern medley of Low Tech and High Tech, the need<br />

for a critic<strong>al</strong> awareness targeted at the reduction of waste and<br />

environment<strong>al</strong> damage, the invention and meta-recycling of<br />

technologic<strong>al</strong> production, the use of renewable energy, of selfmade<br />

sensory equipment, up to the actu<strong>al</strong> reinvention of the<br />

instruments and materi<strong>al</strong> goods of commerci<strong>al</strong> mass production.<br />

Each of these themes is tackled in the projects submitted for the<br />

“Multimedia Inst<strong>al</strong>lation” to be displayed at the Museum of Marble,<br />

and every unique project has had to take into account the implied<br />

physic<strong>al</strong>, spati<strong>al</strong>, technic<strong>al</strong> and logistic requirements determined by<br />

the specific location, as well as the initi<strong>al</strong> pre-requirements for the<br />

project: an engaging reflection upon the art of sculpture, of which<br />

marble is the quintessenti<strong>al</strong> materi<strong>al</strong> of choice, to be produced in<br />

an interactive inst<strong>al</strong>lation.<br />

The project which was fin<strong>al</strong>ly selected and re<strong>al</strong>ized is a large skull,<br />

which follows the public entering the museum with its gaze.<br />

23<br />

The pirate skull, Damien Hirst’s diamond skull, the skull as a symbol<br />

of death, the skull of Venetian masks, the Mexican and Tibetan<br />

dancing skulls, the skull of fear and horror, the skull on teenager’s<br />

t-shirts, the skull in tattoos, the skull as a memento, Hamlet’s skull<br />

and the interactive skull… The mind is filled with the imagery of the<br />

skull (like that of love, or of zombies, or robots), which becomes<br />

“likeable”; it deconstructs it, it an<strong>al</strong>yses it, it shares it like an amulet,<br />

as a sign<strong>al</strong>, as a symbol of superiority against the injustices and<br />

sm<strong>al</strong>lness of earthly life, against the pain and folly of life itself, as the<br />

mirror-image of modern living.<br />

The living skull refers to <strong>al</strong>l these tropes, and stares at us without<br />

pity, icily, yet simultaneously playing with us, acting as a miniature<br />

“big brother”, which can no longer scare us, and rather coaxes us<br />

into seeing its point of view.<br />

Massimo Cittadini<br />

Artist and professor

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