Jo McGarry
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Mapping the shell (51.5015765, -0.2210024) 11:25 to 11:34 on 21/05/2020 Living Room (Spacial Autopsy)
, Jo McGarry, 2022, oil on canvas, 100 x 100 cmUsing my iPhone7, I took a series of videos of my living room, ran these through Zephyr3D and Unity software to reassemble the room, literally as the technology perceived it. Painting the image reconfigures reality once again, taking digital back to analogue.
©the artist
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Six Self Portraits (digital autopsy)
, Jo McGarry, 2021, oil on canvas, 40 x 40 cm eachThe distortions are not imagined. They are structural, of the technology - a visual autopsy of the digital being. The to-and-fro transitions between analogue and digital are the core focus of this series of projects.
©the artist
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Avatar no. 3
, Jo McGarry, 2022, game engine program, digital avatar, acrow props, PC, 2 LED ScreensThe distortions are not imagined. They are structural, of the technology - a visual autopsy of the digital being. The to-and-fro transitions between analogue and digital are the core focus of this series of projects.
©the artist
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Invisible forces no. 1 (moving air)
, Jo McGarry, 2022, air, moving air, Transparent polythene tubes, 4 extractor fans, cargo slings, teensy, arduino, software, tone generator and elements of the existing roomInvisible Materialities No. 1 harnesses the power of unseen digital superstructures. Sometimes the tubes fill in reaction to physical stimulus (to your proximity perhaps), sometimes they move introspectively, their routine self-determined in an infinite series of combinations.
©the artist
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Invisible Materialities No. 2 (Space) 2022
, Jo McGarry, 2022, green gaffer tape crosses©the artist
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Jo McGarry – MA/MFA
Curriculum Vitae
See artist's website.
Jo McGarry – MA/MFA
Like a brain worm, digital has become part of the human psyche. Whether we like it or not, it affects everything - how we live, behave, see and think, access to knowledge, social interaction - the very language we use in our heads. So I’m not resisting or judging this synthesis, I’m just observing and recording our recalibrated place, on these altered terms.
My work explores these changing structures, using both the ubiquitous not-so-new-any-longer digital tools at our disposal, and also by making relationships between them and ‘old’ media - it’s not always clear whether I’m using my eyes or digital ones - or both.
By applying this approach I hope to reveal new realities, often fleeting ones, rapidly made obsolete by new generations of the technology that makes them. Unlike, say cubism or the camera obscura, they do not get centuries to bed-in, but nonetheless they are of their moment in time and have significance, because, in their way, they are new ways of seeing.