Taro Izumi.
Matsui, Midori
Taro Izumi's videos and performances combine sheer physical
sensation with slapstick gestures that reflect the influence of
contemporary cartoons, animation, and computer games. Izumi frequently
invents task-based actions that resemble children's games with
simple but absurd rules; by doggedly following such rules in
performance, and documenting the process with deliberately fragmented
videos that treat images and sounds as pure sensory data, he attains
such effects as the spatial and temporal extension of pictorial
expression and the evocation of unconscious drives. Izumi's latest
solo show, "Kneading," demonstrated the maturation of this
strategy by incorporating the material effects of physical performance
and the architectural eccentricities of the exhibition space into the
visual experience of the work.
Among the seven large and small video installations constituting
the show, the most spectacular was The Cultivation of a Shoe Bottom,
2010, a five-thousand-square-foot video projection onto the ground
floor, to be viewed from above. The video shows Izumi and his assistants
building up and playing with a gigantic version of sugoroku, a kind of
board game. Each day during the course of the show, the video grew
longer as it showed the artist and his crew making further progress; the
work functioned as a kind of painting evolving in time and space, while
the bird's-eye view of the scene made the workers look tiny, like
the Lilliputians in Gulliver's Travels. At the same time, projected
on the front wall, an enlarged view of the same floor work showed the
artist wearing a bear mask and pouring various colors of paint and other
materials over the game, conveying a sense of the grotesque and the
uncanny in the midst of the innocent atmosphere of a children's
playground.
[ILLUSTRATION OMITTED]
Little Cammy, 2010, consisted of two video projections: In one,
shown on the side wall of a hall outside the main gallery, six people
push a boxlike hut--each of its sides more than six feet across--until
it tumbles over; the other, projected on a monitor set in the same hut,
shows Izumi standing inside it, his face and body smeared with the
paints of various colors, flour, and other materials that splash over
him from falling buckets above him as the hut tips over. This absurd
comparison of the artist's own body to a canvas undergoing an
automatic painting process, as well as the contrast between the
gratuitous labor and its modest painterly effect, emphasizes the
paradox, inherent in Izumi's artistic strategy, of making
irrational play a means of automatic drawing or painting.
The show's most ambitious piece was the video installation
Untitled, 2010, which consisted of four plywood walls set in a row,
equidistant from one another, with green fluid oozing out of a hole cut
in the center of each wail, and the video image of the same trickling
paint projected onto it from a projector set above each wall. This
experiential device functioned like an animated film that creates a
moving image through a succession of drawn images, but here the idea was
developed spatially rather than in time. When the spectator stood at the
center of the first wall and looked through the hole, the ooze and its
projected image seemed like layers of green paint with a thin hollow
space running through the center, creating a fleeting illusion of
three-dimensional space that conjured up an image of an empty path
receding to the back of a garden. In this work and in the others on view
here, Izumi's setups enabled the spectator to move between
different levels of sensory and mental experience, from action to
painting, from nonsense to the aesthetic.
KANAGAWA, JAPAN
KANAGAWA PREFECTURAL GALLERY