This project is a fiction in relation to a fictional exhibition, I stage curators, journalists, and art critics. Museum of Material Culture: Cosm-o-bject The MMC: cosm-o-bject is an exhibition. This is the work of a young fictional exhibition curator named Paul Taurn.
The project called MMC: cosm-o-object, is a questioning of our viewpoint, and our relationship with “the object”. It challenges the games of language and space that we play every day, and at every moment in a totally “natural” way, without ever wondering, for what reason? The Mmc does not carry a great ideological discourse, it does not aim to radically change our relationship with “the object”, it is an experiment, in the same historical vein as some imaginary museums such as Szeemann’s with his “museum of obsession”.
The Mmc: cosm-o-object is the portrait of an extremely complicated relational organization (between objects, but also between us and the object) that becomes incomprehensible and chaotic. This exhibition is a commentary on the panic and disorientation that our lives bring us. This panic comes not only from social and economic conditions, but also from transmission networks: images and sounds of suicide attacks can directly reach our eyes through fibre cables, exchange rate figures are instantly updated on the screens of our smartphones, tablets and computers quickly followed by the constant bombardment of advertising and self-promotion for the new Cree TV, the new soft seat, new national surveillance systems on telecommunications channels, the proliferation of cyber attacks and the list is endless. We are confronted with an assault of information, and objects, each meticulously categorized.
The aim is to offer the visitor of this exhibition an initial fright, a moment of loss of reference points, disorientation, followed by an invitation to a new perspective that can lead to a calming calm from another point of view. The Exhibition is a somewhat violent invitation to introspection; disorientation necessarily leads to a continuation, that is, reorientation.
Through its organization, the exhibition offers visitors the opportunity to reorient themselves in the space by changing their point of view. The new links that are being forged between objects and visitors are not intended to revolutionize, but to create dialogue. It is a space game. The use of numerous criteria allows us a great variability of interventions, but this always according to the axes X, Y, Z which govern the ordering of the collection. In this way, the issues that will be addressed are those of categorization and then those of staging, form and architectural issues of object classification.