Body^n (2025)

Body^n

2025

Live motion capture performance, approx. 50 min

13–15 Nov 2025
8:30pm
Canyon, New York, United States
 
 
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Ayoung Kim Project
Performa 2025 Commission

Written and Directed by Ayoung Kim
Executive Producer: Performa
Studio Producer: Yena Ku
Ayoung Kim Studio: Hyebin Kim, Soyeon Song, Rijin Yoo, Haein Kim
Producer (Seoul): So Young Lee
Studio Tech Manager: Hyebin Kim

Leads: Chai Kim (Ernst Mo), Hyesook Kim (En Storm)
Supporting Casts: Jenny Gao, Kimie Parker
Action Chreographer: Chai Kim (Best Action Team)
Supporting Role Stand-ins (Seoul): Eojin Byun, Jeongyeon So

Consulting Choreographer: Soohyun Hwang, Marie Lloyd Paspe (NY)
Advisory: Jaelee Kim, Soo Ryon Yoon
Research Support: Daim Park, Yewon Seo
Production Assistance: Chae Yu

Game Engine Development: MetaObjects (Andrew Crowe)
Game Engine Technical Art: Seoyeon Kim
Fulfillment Center Level Design (Unity): MetaObjects, Seoyeon Kim, Hyebin Kim
Desert Labyrinth Level Design (Unity): Seoyeon Kim
Mixed World Level Design (Unity): Seoyeon Kim, Hyebin Kim

Motion Capture Setup (New York): Aaron Santiago, Matt Toups, Brad Davis
Technical & Camera Operator (New York): MetaObjects
Show Operator (New York): Astro Seunghwa Lee
Lighting Design: GUMGUM Studio
Stagehand: Jung Min Jo

Technical & Camera Operator (Seoul Rehearsal): Seoyeon Kim
Operating Support (Seoul Rehearsal): Janghan Park
On-site Rehearsal Assistance (Seoul): Heeseo Woo
Motion Capture Studio (Seoul Rehearsal): EMP Studio

Music, Sound Mixing & Mastering: Đ.K. (aka Dang Khoa Chau)

Video Editing, VFX, Color Grading: Hyunji Lee, Ayoung Kim

Costume Design: KIMJISOON
Motion Capture Suit Customization: Huijae Jeong

 

Body^n Video Inserts:
Delivery Dancer’s Sphere, 2022, single-channel video, 25 min.
Delivery Dancer Simulation, 2022, game simulation, approx. 12 min.
Delivery Dancer’s Arc: 0º Receiver, 2024, three-channel video, 30 min 32 sec
Delivery Dancer’s Arc: Inverse, 2024, three-channel video, lighting installation, random video playback and lighting synchronization control program, sundial sculptures, graphic sheets and circular screens, 27 min 43 sec., dimensions variable.
 

Adapted Game Engine Worlds from Ayoung Kim’s Previous Production: Chaos Mall world used in Body^n is adapted from Dancer in the Mirror Field, a co-commissioned work by M+ and Powerhouse in 2025.

Featured 3D Assets:
© National Museum of Korea
Restoration of Astronomical Clock, Soganui, Terrestrial Globe

© Kyungpook National University Museum
Clay Figurines, White Porcelain Bottle with Longevity Design in Underglaze Blue

© National Maritime Museum
Lacquer box with mother-of-pearl inlay, Mother-of-Pearl Inlaid Comb Case, Blue and white porcelain jar with an underglaze cobalt cloud-and-dragon design, Haeju porcelain3

© National Museum of Korea
White Porcelain Prunus Vase with Inlaid Peony Design, Celadon vase with Lotus Scroll, Buncheong Turtle-shaped Bottle with Sgraffito Peony Design in Underglaze Iron

© Cheonan Museum
Stationery chest

 
 
Thanks to: Ilran Kim, Soyong Shin, Eriko Jimbo, Babou Sanneh, Art Hub Copenhagen.

With deep gratitude to Seokyung Jang, whose image lends enduring presence to Ernst Mo and En Storm.

 
In Partnership with Samsung Foundation of Culture.
Sponsored by Arts Council Korea, SBS Foundation, Performa Commissioning Council members (Yana Peel and Bilge Ogut-Cumbusyan & Haro Cumbusyan).

Performa
Co-produced by Onassis ONX, Canyon
Curated by Defne Ayas (Senior Curator-at-Large, Performa and Director, Van Abbemuseum in Eindhoven) with Josefina Barcia (Hartwig Art Foundation Curatorial Fellow)
Managing Director and Executive Producer: Esa Nickle
Producer: Alex Darby
Associate Producer: Andreas Huang
Curator and Manager of Curatorial Affairs: Ikechúkwú Onyewuenyi

 

‹n승의 신체›

2025

라이브 모션 캡쳐 퍼포먼스, 약 50분

2025년 11월 13일, 14일, 15일
8:30pm
캐년, 뉴욕, 미국
 
 
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김아영 프로젝트
퍼포마 2025 커미션

김아영 쓰고 만듦
제작 총괄: 퍼포마
스튜디오 프로듀서: 구예나
김아영 스튜디오: 김혜빈, 송소연, 유리진, 김혜인
프로듀서 (서울): 이소영
스튜디오 테크 매니저: 김혜빈

출연(스턴트 배우): 김차이 (에른스트 모), 김혜숙 (엔 스톰)
조연(무용수): 제니 가오, 키미 파커
액션 안무: 김차이 (Best Action Team)
조연 대역 (서울): 변어진, 소정연

안무 도움: 황수현, 마리 로이드 파스페 (뉴욕)
자문: 김재리, 윤수련
리서치 도움: 박다임, 서예원
제작 도움: 유채정

게임엔진 개발: 메타 오브젝트
게임엔진 테크니컬 아트: 김서연
물류창고 게임엔진 레벨디자인 (유니티): 메타 오브젝트, 김서연, 김혜빈
사막미로 게임엔진 레벨디자인: 김서연
믹스드월드 게임엔진 레벨디자인: 김서연, 김혜빈

모션 캡쳐 셋업 (뉴욕): 아론 산티아고, 맷 투프스, 브래드 데이비스
테크 현장 진행 및 카메라 오퍼레이터 (뉴욕): 메타 오브젝트
사운드 오퍼레이터 (뉴욕): 애스트로 승화 리
조명 디자인 (뉴욕): GUMGUM 스튜디오
현장 도움 (뉴욕): 조정민

테크 현장 진행 및 카메라 오퍼레이터 (서울 리허설): 김서연, 김혜빈
오퍼레이팅 도움 (서울 리허설): 박장한
리허설 도움 (서울 리허설): 우희서
모션캡쳐 스튜디오 (서울 리허설): EMP 스튜디오

음악, 사운드, 믹싱, 마스터링: Đ.K. (aka Dang Khoa Chau)

영상 편집, VFX, 컬러: 이현지, 김아영

의상: 김지순
모션캡쳐 수트 보완: 정희재

 
 


인서트 영상:
〈딜리버리 댄서의 구〉, 2022, 단채널 영상, 25분.
〈딜리버리 댄서 시뮬레이션〉, 2022, 게임 시뮬레이션, 약 12분.
〈딜리버리 댄서의 선: 0º 의 리시버〉, 2024, 3채널 영상, 30분 32초.
〈딜리버리 댄서의 선: 인버스〉, 2024, 3채널 영상, 조명 설치, 무작위 영상 재생 및 조명 동기화 제어 프로그램, 해시계 조형물, 그래픽 시트, 원형 스크린, 27분 43초, 가변 크기.
 
 
기존작 게임엔진 월드 활용: 〈n승의 신체〉에 사용된 카오스 몰 월드는 2025년 M+와 Powerhouse 공동 커미션 작품〈거울미로 속 댄서〉를 위해 제작한 것으로, 본 프로덕션에서 각색·활용되었습니다.

작품에 활용된 에셋:
© 국립중앙박물관 — 공공누리 제3유형(출처표시-변경금지)
원본 그대로 활용하여 영상화함: 일성정시의, 청동소간의, 군용경사계, 놋쇠지구의

© 경북대학교박물관 — 공공누리 제1유형(출처표시)
인형 토우, 백자청화십장생문병

© 국립해양박물관 — 공공누리 제1유형(출처표시)
나전상, 나전빗접, 백자청화운룡문호, 해주항아리3

© 국립중앙박물관 — 공공누리 제1유형(출처표시)
백자 상감모란문 매병, 청자양각연당초문표형병, 분청사기 박지철채모란문 자라병

© 천안박물관 — 공공누리 제1유형(출처표시)
문갑

 
 

감사한 분들: 김일란, 신소용, 에리코 짐보, 바보우 산네, 아트 허브 코펜하겐

에른스트 모와 엔 스톰에 지속적인 존재감을 더해주신 장서경 배우님께 깊은 감사를 전합니다.

 
파트너십/협력/공동 제작: 삼성문화재단
후원: 한국문화예술위원회, SBS 문화재단, 퍼포마 커미셔닝 위원회 위원 (야나 필, 빌게 오굿-춤부샨 & 하로 춤부샨)

퍼포마
공동 제작: 오나시스 ONX, 캐년
기획: 데프네 아야스 (퍼포마 총괄 큐레이터, 반아베뮤지엄 아인트호벤 디렉터), 조세피나 바르시아 (하트윅 파운데이션 큐레토리얼 펠로우)
매니징 디렉터, 총괄 프로듀서: 이사 니클
프로듀서: 알렉스 다비
협력 프로듀서: 안드레아스 황
큐레이터, 큐레토리얼 매니저: 이케추쿠 오녜우에니

 
 
 
 

Events
— 13–15 Nov 2025, Performa Biennial 2025, NYC, US

 
 
 
 

Links and Downloads


Photo provided by Performa Biennial 2025. Photo: Walter Wlodarczyk


Photo provided by Performa Biennial 2025. Photo: Walter Wlodarczyk


Photo provided by Performa Biennial 2025. Photo: Walter Wlodarczyk


Photo provided by Gallery Hyundai


Photo provided by Gallery Hyundai


Photo provided by Performa Biennial 2025. Photo: Walter Wlodarczyk


Photo provided by Performa Biennial 2025. Photo: Walter Wlodarczyk


Photo provided by Performa Biennial 2025. Photo: Walter Wlodarczyk


Photo provided by Gallery Hyundai


Photo provided by Performa Biennial 2025. Photo: Walter Wlodarczyk


Photo provided by Gallery Hyundai


Photo provided by Performa Biennial 2025. Photo: Walter Wlodarczyk


Photo provided by Gallery Hyundai


Photo provided by Gallery Hyundai


Photo provided by Performa Biennial 2025. Photo: Walter Wlodarczyk


Photo provided by Performa Biennial 2025. Photo: Walter Wlodarczyk


Photo provided by Gallery Hyundai


Photo provided by Performa Biennial 2025. Photo: Walter Wlodarczyk


Photo provided by Gallery Hyundai


Photo provided by Performa Biennial 2025. Photo: Walter Wlodarczyk





Body^n

Source: Performa 2025 Web Site

Performa Commission

What does it mean to see your own body move in ways you never performed? In film and performance, the body double has long symbolized risk, illusion, and perfection. In Body^n, her commission for the Performa 2025 Biennial, Ayoung Kim extends this legacy of the doppelgänger into the digital realm, exploring the invisible labor of bodies as they are captured, replicated, and made unfamiliar through technologies such as motion capture and virtual reality.

What fascinates Kim is the assembled body—a body multiplied, mediated, and estranged from its origin. She situates Body^n in the fictional space where the physical body meets its virtual counterpart. Kim describes this condition as an “altered presence,” a term she coined to express the slippage between embodiment and representation. In this digital realm, the human body vacillates, refracted across interfaces, screens, and stand-ins.

Early instances of this dynamic can be traced to Hollywood’s midcentury musicals, which relied on dancers who stood in for stars prior to filming. Dance historian Anthea Kraut, in Hollywood Dance-ins and the Reproduction of Bodies (2025), shows how “the body,” as mediated through film and culture, is built on a chain of “reproductions, substitutions, and displacements.” Modern technologies—from phones and sensors to wearables—extend this lineage, revealing how bodies in motion remain caught in asymmetrical systems of visibility and value. Kim reframes this economy of substitution within the digital sphere, exposing how physical risk, affective labor, and historical displacement are inscribed into the very interfaces that double, divide, and reassemble the body.

For the movement vocabulary and scenography, Kim draws on the aesthetics of video games, martial arts, and “Girls’ Love”—a comic genre centered on female-to-female romantic relationships—to probe the recursive loop of doubling and substitution in contemporary image-making. While “Girls’ Love” often depicts intimacy and emotional ties between women, Kim engages the genre not to reproduce its narratives, but to borrow its sensibility as a lens for imagining alternative relations and worlds. In this sense, “Girls’ Love” functions less as a fixed genre reference than a cultural resource, resonating with her interest in repetition, multiplicity, and speculative storytelling.

Actualizing this question of embodiment, Kim’s Performa Commission places two performers—working in tandem with a choreographer—at the center of a stage apparatus that generates live motion-capture data. Their movements animate not only human avatars on a screen but also non-human digital props such as bicycles, ladders, and other speculative forms. These data streams are projected into game engine-built worlds that Kim and her team have been developing for years: a dense city center, a desert expanse, the interior of a fulfillment center. As the performers navigate both the physical venue and the digital—their bodies duplicated and displaced, refracted through layers of code—the line between virtuality and reality collapses into something far less unstable: a choreography of conjecture, estrangement, and uncanny recognition.

Kim challenges the assumption that her work is purely virtual by foregrounding the invisible labor behind digital creation. Motion capture undergirding these digital portals is not just a technical process of algorithmic code—it is also a physical practice that depends on strenuous rehearsal, interpersonal sensitivity, and the willingness to be overwritten by others. If performance is often thought of as a mask, Kim reframes it as a mirrored screen—one that unsettles familiar debates on the politics of representation by exposing their complicated entanglements in the digital realm. The result, in Body^n, is a performance that playfully cracks open the virtual: revealing the affective, ethical, and material labor that scaffolds the illusion.

– Defne Ayas and Performa