http://www.fakeshop.com is a net.art piece itself - a project changing continuously in a fluid rhythm. Juxtaposing elements out of a variety of online & offline installations together form a permanently muting broadcast of audio / video / visual moments. Each individual installation is built around contemporary themes and the research of the net / its options / its interactivity.
Jeff Gompertz a media and installation artist, combine new media technologies with traditional tools of installation art production, fakeshop projects incorporate architecture, video, surveillance,net broadcasting, and performance elements.
Fakeshop brings these elements together in a collaborative approach, with personnel expanding and contracting depending on the particular work being produced. This focus on ‘situational’ architectures and architectural situations has led into an exploration of human scale, especially into the realm of capsules, compartments, modular building blocks, and interior performative spaces designed for the individual human gesture. Moving currntly into a more intensive use of 3D virtual worlds and online MMUG platforms, audience interaction and instigational performance continue to play a part of this strategic. Schemes in this direction include interventions into found exterior space such as 798 dashanza distrct in Beijing, Williamsburg bklyn, etc. 2007 projects in Beijing will incorporate the online social network communities, chatrooms, multi-user gaming environments, video surveillance etc.
All Fakeshop projects are characterized by a critical cynicism analyzing as much as visualizing contemporary developments / global changes as much as consumer - integrated characteristics of our so - called normal life. Fakeshop can be considered more of a site of research into the uses and mis-uses of computer and networking technologies, which often include the Web, streaming media, programming, digital video and audio, IRC, 3-D modeling, and VRML. Combined with such virtual technologies are often physical-space installations utilizing warehouses, abandoned industrial spaces, basic construction materials, and live performers.
Spawn_Kill is based on an audio installation performing in front of a strongly linear background. With its fastly changing effects of trembling buttons / moving code imagery / chasing sounds Spawn_Kill presents itself as a highly interactive composition of contemporary net elements without forgetting to transmit a clear message / question - what is the sense of speed in a huzzling & buzzling world like ours - is it to spawn & kill?
The Capsule Hotel is another long - term project Fakeshop is hosting on its site under uncompromising use of the contrast between Spawn_Kill as a linear / web technology - oriented project and The Capsule Hotelonline installation currently showing psychological / time - and society - relating video clips. At first sight the portraits look colourful / sympathetic / vivid. Only on longer viewing these close - ups / faces appear as faces of 'normal' people / of people / of guests / of the guests of a virtual Capsule Hotel present themselves as a narrow world without vision / as a contemporary cage of normalness with all its aspects of boredom / isolation / loneliness. The capsule hotel and its multi-camera monitoring system functioned as a live-in video chatroom. It captured images from individual 'pods' as well as ambient views of the site – corridors, bathroom, shower etc. Focusing on these verbatim images captured randomly by the CCTV system (without human intervention) reveals the artificial family that developed during QUIET. The capsule hotel is one of Gompertz seminal works. Leo Fernekes has generously made the image data available (saved on a hard drive for 15 years) the backup of the CCTV system he designed and realized as the technical infrastructure of the capsule hotel installation.
The popup Broadcast is one of the recent Fakeshop pieces. It shows a live quicktime stream being generated from gompertz's desktop - TV news shots relating to current and ongoing political situations provoke the user by interrupting the live stream of 'normal' / 'every - day' situations / moments developing spontanously in theFakeshop production team.