22 Light-Years

22 Light-years draws on a range of visual sources, including photographic negatives, diagrams, found patterned papers, and archival footage. These sources merge, sometimes uncomfortably, with video that was screen-recorded while operating desktop home design software. By creating digital floor plans, landscaping, and roofless homes in real time, and manipulating those videos to move them further away from the software’s intent, Geiser fabricates a digitally lush, elliptical, uncanny world, where home planning never results in a tangible home. The familiar material elements (negatives, diagrams, flower seed packets) wear the skin of the immaterial realm, suggesting time as simultaneous, mutable, and unknown. (janiegeiser.com)

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22 Light-Years

22 Light-years draws on a range of visual sources, including photographic negatives, diagrams, found patterned papers, and archival footage. These sources merge, sometimes uncomfortably, with video that was screen-recorded while operating desktop home design software. By creating digital floor plans, landscaping, and roofless homes in real time, and manipulating those videos to move them further away from the software’s intent, Geiser fabricates a digitally lush, elliptical, uncanny world, where home planning never results in a tangible home. The familiar material elements (negatives, diagrams, flower seed packets) wear the skin of the immaterial realm, suggesting time as simultaneous, mutable, and unknown. (janiegeiser.com)

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