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Mel Chin in "Consumption" - Season 1 - "Art in the Twenty-First Century" | Art21

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    MEL CHIN: It was after a big 
    museum show, her first museum show,
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    that I was in an elevator, going 
    down and the voice says, or asks,
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    “Mel, what do you love more 
    than anything in the world?”
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    And I said, “Well, I love to make things 
    with my hands. I just love doing that.”
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    The other voice says, “okay, stop.”
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    And I listened to that voice.
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    By stopping I was able to 
    flow free in the world again,
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    not being held by some delusional 
    idea of what it meant to be an artist.
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    And I felt free to listen to other voices, 
    other ideas that were in the world.
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    NEWSCASTER: It happened on Detroit’s 
    East side, the 2100 block of Springell.
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    You’re watching one of the most 
    intense fires of this “Devil’s Night.”
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    The target—an abandoned home.
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    For nearly 2 ½ hours, city firefighters struggled 
    with low water pressure and a roaring blaze.
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    CHIN: If you look at the images 
    of burning homes in Detroit,
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    if that’s my recollection of it, I have 
    to change that image of that house.
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    What could you do with that house? You 
    have no electricity, no water, no money.
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    But you have these places decayed 
    by fire or by abandonment.
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    As an artist, you go in to 
    see what you can contribute.
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    That’s where the “Spawn” idea came around—
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    It stands for… a covert activity.
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    You take the internal organs of a place,
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    and you use it in a whole ‘nother 
    way, rather than just reconstruction.
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    MAN: But it’s sad to see something 
    that working and now not working.
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    –Can we get up the stairs this way?
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    –We’d be better off going up the stairs 
    the front way. This has got a lot of trash.
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    CHIN: This project is about 
    transformation on many different levels.
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    You’re taking what is considered 
    of no value and of shame and says,
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    “No, it has value, but it has 
    another kind of value, another life.”
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    Through the idea of conceptual 
    art, we can do this.
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    It’s almost like kind of, reclaim it out 
    of the fire. It’s a whole ‘nother idea.
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    So it’s a three-year project, 
    maybe two-year project,
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    where you actually see a transformation over time.
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    –MAN: And the last I know, 
    the basement was flooded.
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    –CHIN: Okay, so there is a basement to 
    this? But we got to engineer it correctly.
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    So you can work on one half.
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    And the whole house can just swing 
    aside and the basement is revealed.
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    Take a whole house, put it on a pivot, 
    so the whole house can spin aside.
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    And underneath is all this activity 
    in the basement of raising earthworms,
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    or fishing worms, Devil’s Night 
    Crawlers that you can sell to
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    the large fishing population,
    -...in a way where it could really help
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    transform the vision of 
    Detroit in a very positive way.
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    My contribution is twofold— to create 
    something that can be living after I’m gone,
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    or I’m not a part of it so it can 
    be returned to the neighborhood.
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    And at the same time reclaim an icon 
    from what it has been depicted now as.
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    MAN: Yo, man, you think 
    it’s going to happen today?
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    MAN 2: I hope so.
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    MAN 3: Hey, guy, Gerald’s been here 
    all day. Is it going to happen soon?
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    MAN 1: Maybe.
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    MAN 4: What you guys doing?
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    MAN 2: Well, we’re just waiting for it to happen.
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    MAN 4: Come on, guys, you got to make it happen.
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    MAN 3: Here we go.
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    MAN 2: Gerald, you’re the hardest 
    working man around. How is it today?
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    MAN: Man, I am one happy ass. Big fat worms to 
    sort for all those rich people’s delicate roses.
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    MAN: Fade in to black.
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    CHIN: Making art, I think, is not 
    about one track, not one method,
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    but the diversity of mediums 
    and techniques is minor.
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    But the diversity of ideas 
    and how they survive and the
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    methods they are transmitted is very important.
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    “Knowmad” is a video game that you sit down,
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    and you drive through 36 tribal 
    carpets that were selected
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    based on a mapping of tribes that exist in 
    Turkey, or Anatolia, in Iran and Afghanistan.
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    Tribal cultures are dying, as we 
    know, or as we have known them,
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    after existing for thousands of years.
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    Video game culture is thriving, overtaking 
    Hollywood in terms of how much money it brings in.
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    Perhaps in a video game, it can drive 
    you into a place, a curious place,
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    where you might ask the question, 
    “Where did these patterns come from?”
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    It felt like to have the installation 
    occur with the real tribal rugs
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    was a way of allowing peripheral 
    information to float back into your head
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    as you would turn away from the game.
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    There’s a real world of rugs 
    and people there as well.
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    That’s a prayer rug, so we want to make sure 
    it’s pointing in the right direction—east.
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    It’s creating a layered environment.
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    MAN: Originally, Mel kind of 
    gave us the concept of what to do
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    and the whole driving game aspect and stuff.
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    Only he really didn’t know what all 
    it was going to entail. Half-way.
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    MAN: He gave us specific rugs 
    that he wanted us to use,
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    and using software we developed sort 
    of these abstract obstacle courses.
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    This gave us an opportunity to 
    just sort of make these abstract,
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    colorful, make-believe worlds 
    where there really was no rules
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    other than just sort of respect the symbolism
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    and the patterns in the carpet and 
    just kind of go crazy from there.
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    CHIN: I wanted to limit my influence. Rather 
    than saying, “It has to be this, and this,”
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    I said, “Sort of see this, but you 
    do not have to be held to that.”
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    Because if we’re going to make 
    art, it should be liberating.
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    My thoughts in the objects I 
    make or have made have been a
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    collection of ideas that have 
    come from others as well.
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    Part of the art is creating the 
    form for the new invention to occur.
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    Knowmad is a digital re-weave of patterns 
    that have been around for thousands of years
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    that we may know nothing about.
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    But perhaps in a video game, 
    we might have that, again,
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    the desire to respect what they might 
    have been, more than just decoration.
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    Because they are about people.
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    “Revival field” is a simple sculpture 
    that has this poetic premise.
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    In Michaelangelo’s days, he 
    would have a block of marble,
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    and he would have an image in his 
    mind, incredible images in his mind,
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    and he would take the chisel and carve away 
    until we see something as remarkable as “David.”
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    In our contemporary times, 
    our materials have changed.
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    Our materials are still 
    marble, but they also can be…
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    stuff that we’ve never dreamed of using.
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    In this case, toxic earth.
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    It is the sculpturing of an 
    ecology from one near death,
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    or one that is decayed or 
    dead, into one that is living.
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    NARRATOR: The diversity of life has 
    been deeply affected by industry.
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    The smelting of metals, such as zinc, cadmium, 
    lead, and copper, produces particulates,
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    sometimes invisible to the eye, 
    which contaminate the environment.
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    These metal particulates weaken 
    and destroy many forms of life.
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    Long after the smelting is complete, 
    pollution remains in the soil.
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    There have been no viable 
    solutions to this problem,
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    until the “Revival Field'' project, 
    which proved an existing theory.
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    Special plants called hyperaccumulators 
    are introduced into the barren landscape.
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    The metal in the soil would kill most plants,
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    but the hyperaccumulators thrive, pulling 
    the metals into their stems and shoots.
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    When the plants mature, they are harvested.
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    The plants are then burned in reclaiming furnaces.
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    This process yields metal purer than 
    high-grade ore, which can be resold.
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    The continuation of this process cleans the soil 
    and allows life to return to the environment.
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    This renewed ecology is the 
    completion of a work of art.
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    CHIN: I don’t go about trying to make 
    a science/art project or anything,
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    or political project. I think it has 
    to be driven by some kind of poetry.
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    That poetry of plants having the capacity 
    to transform a system was amazing enough,
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    and it was also driven by pragmatism.
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    I think you have to have both. It has 
    a little red cast in it, at the base.
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    But I don’t know if that is…
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    In this world, there are cultures 
    dying… and some cultures thriving.
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    There are soils that are dead that can 
    be reborn with the help of a work of art.
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    There are neighborhoods, they tell us, that 
    are dying… but instead they are inspiring.
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    We assume that we are living 
    in a culture of consumption…
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    that tells us what to eat and what to dear.
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    But it’s not all that. Art for the 21st 
    century is the same as it’s always been—
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    it is never the same.
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    MAN:
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    You know, normally I like to use artificial.
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    But if I’m going after that big lunker, or that 
    ornery wall-eyed pike up here in the great lake,
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    I like to use the biggest, 
    baddest worm of them all—
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    Devil’s Nightcrawlers, direct from Detroit City.
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    These worms will drive you crazy 
    with all the fish you gonna catch.
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    See what I mean? Devil’s 
    Nightcrawlers, the Motown worm.
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    Guaranteed to catch you mo’ fish, give 
    you mo’ action than any worm around.
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    Devil’s Nightcrawlers, 
    home-grown in East Side Detroit.
Title:
Mel Chin in "Consumption" - Season 1 - "Art in the Twenty-First Century" | Art21
Description:

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Video Language:
English
Team:
Art21
Project:
"Art in the Twenty-First Century" broadcast series
Duration:
13:57

English (United States) subtitles

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