ICC





Preface
Admission
Works




"Credit Game "
"Credit Game "
"Better Living Through Chemistry : Palm Tree / $100 Bill"
"Better Living Through Chemistry : Acid Trip"
"etoy.VALUE-SYSTEM"
"Changing-clothes Momoko"
"A Work for Nothing"
"How much would you pay for an art work costs 1,000,000 yen to produce? * The Net Auctions"
"Credit Game 1 : 10000"
"Power of YEN"
"Exchange"
"PLX"
"Trading Surfing"
Participation Artist's
Related Events




Panel Discussion
Artist's & Curator's Talk
Live on the Internet
Catalog

November 2 - December 24 Gallery A, B, C





Works


"PLX"
2001
KUWAKUBO Ryota

PLX

PLX


It is not rare for two people to be having a conversation, only to later realize that each of them is speaking about entirely different subjects from one another. There are even cases when a person, already deeply involved in a conversation with a friend on the telephone, realizes that he is in fact just a stranger who has called the wrong number. It isn't uncommon for two people to have a conversation in which the words themselves match perfectly, but the context that each person is in is entirely different.
"PLX" greatly simplifies, and simulates, such a situation in the form of a competitive video game machine.Each player stands on either side of the display, competing for victory. The blinking icons shown on the display are positioned in perfectly corresponding positions on both sides. However, the designs of the simultaneously displayed icons are different for each side, such that the game tells a different story for each player.
This piece deliberately creates an environment of extreme incorrect information. However, the same differences in awareness occur in real-life communication, only perhaps on a lesser scale. Most media do not provide direct communication, creating gaps in information. The efforts made to clarify these gaps of information in media are not nearly as fascinating as the efforts made to cover them up.