Ingmar König

analytisch - installatie - Licht - omgeving - sociaal-maatschappelijk

Ingmar König creates interiors as interfaces in the physical and digital realm. His installations evoke detours, exposing our shortcomings when traversing through the unknown.

His work has been exhibited worldwide at, amongst others, P/////AKT Amsterdam, Tokyo Creative Salon, Chunart Museum Shanghai, Stroom Den Haag & Art Brussels.

Ingmar is currently developing Detourist, a video game. Apart from that he teaches at the Advertising department of the WdKA and collaborates with artist/designer Jasmijn Visser.


Detourist (game) - I am currently developing Detourist, an atmospheric exploration game in which the protagonist's body emits light and warmth. A feature that will both limit and assist them as they venture through uncharted terrain. For more info, find (and wishlist) it on Steam. For updates regarding the development, follow me on instagram (@iganmr)
BODS - Series of rendered bodily souvenirs
TOUCHDOWN - The final moment of a flight filled with the anticipation of landing is suspended for eight minutes in this videoloop. Transforming the video at moments into a still image. Low resolution excerpt as gif here: https://www.ingmarkonig.nl/pic/touchdown.gif
PHOSPHORUS - This relatively weightless (892kB) virtual object holds a sum of meditations on the temporality and spatiality of crashing. It gazes at disruption from within a space in which protagonist(s), stage, and camera are merged. Entirely written in HTML5 and CSS. (Infinite resolution, 16:9, 20min) Accessible via my website or its own domain: www.htmlfilm.net
BYSTANDER - For Unfair Amsterdam I created a 3x3meter installation that could not be entered. An interrogation room that could only be observed through a one-way tinted window. Inside this interrogation room a plane surface with 16:9 dimensions floated in the air while red and green lights flashed underneath it such as the lights on the wingtips of airplanes. A videowork loop was visible as subtitles placed on this surface.The subtitles consisted of sentences taken from interrogators in a famous US airport security reality tv program. Names, gender, geographic destinations and names of substances were taken out and what remained was a toxic abstraction of an interogator talking to a suspect or a camera crew. Making you as visitor of the fair constantly switch position as bystander from outside that window. Build within the physical language of a stereotypical art fair it was built with the same walls and dimensions as the rest of the fair.
INCINERATE - 8min 1080p. Filmed using a game engine, a videoloop of first-person protagonist and their surrounding merging into one another when their bodies are colliding in-game as the result of a vigorous process of nested interpolation that I applied to the editing.
Prospects & Concepts - smaller work shown at Art Rotterdam
Nostalgia - A set of four weightlifting benches upholstered with pcv representing the colors of a flame perceived by the human eye. Next to every bench a mirror was to be found. In these mirrors four different videoloops were visible with footage of the iron industry. With strong daylight only the glowing white or red liquid steel was rendered visible through the mirror. The apparatus made for those living somewhere released of physical work. The mirror showing the origin of that apparatus made out of steel. Showed at Nest (The Hague)
Plague - A sculpture resembling a deformed fumigation tent that infected Art Brussels with scent. Four different pre-mixed professional scents were vaporized at different intervals to provoke different sensations. The sensation of aversion through the smell of an airplane crash, an aroma used by the military for immersive training. The sensation of luring was represented by a copy of the smell used in Abercrombie stores that is used to lure people in preying on their consumerist nostalgia. The sensation of something unknown was represented through the smell of ‘Space’, a pre-mixed cocktail with the scents of rubbing alcohol, sweat and iron among other things. The sensation of the familiar was represented by the smell of cola candy, used worldwide as a flavouring for candy and therefore embedded as childhood memories in our brains. These smells could have easily been disregarded by the visitors, as our bodies are conditioned to absorb synthetic olfactory sensations subconsciously on a daily basis. The machines I used were able to influence the scent of large industrial halls, and for five days they vaporized almost pure (95%) aroma into Tours & Taxis, making every visitor in the end leave Art Brussels wearing my work on their clothes and skin. This work focused on the shortcomings of us humans to perceive our surroundings and the immediate treats and influences. The name of the work and the structure (a fumigation tent) focused on the idea of outbreaks among humans. Based at Art Brussels in 2016 it seemed to have become more actual than ever during the pandemic.
Rollers, Tunnelers, Dwellers - 1080P, 2-channel, 11min A collaborative project by Lotte Geeven & Ingmar König. Made possible by: Corrie Osenga, Doenja Likumahua, Lisette Appeldorn, Tudor Bratu, Ioana Gheorghiu, Andreea Peterfi, Marline van der Eijk, Isis Bakker, Matea Bakula, Kim van Erven, Marijn Ferier, Agnes Voskamp, Goof Kloosterman Gerben Boersma, Karina Pálosi, Thi Higashiv, Marloes König, Eveline Agema and Hotel Mariakapel.