About the Artist

John Naccarato creates conceptually driven visceral works incorporating varied media, such as performance, media art and installations. He uses daily life as subject matter to create a critical commentary of technology’s intervention on social, cultural and personal identity. Naccarato’s work also tends to incorporate interactive game tactics, which reflect everyday life, where everyday objects undergo transubstantiation. This is evident in some of his earlier large scale site specific installations such as the x-Series (2010), Skinning of Memory (2011) and The Obscure Objects of Desire and the Rise of the Technological Chimera (2011).

Between 2011 and 2014, Naccarato began to explore the possibilities of public intervention by incorporating a new technology called Augmented Reality (AR). AR allows for the insertion of work as a virtual element within any physical space, which can then be accessed via any mobile device. Naccarato, as part of group intervention, entitled @MOMA (2010-ongoing), during the Conflux Festival, overlaid augmented works onto the existing exhibitions at the Museum of Modern Art. The event was meant to critique the role that such venues play within cultural framework. This was followed by Project Chorale (2011) for the Music Hack Day Festival at the Eastern Bloc Gallery, Montreal; the Conversation: Ritual Gestures (2013), at the University of Berkeley and The Spaces We AR (2013-ongoing), a public intervention aimed at the escalation of Condo developments in Montreal.

In 2014 Naccarato began on a project entitled, Democracy of Objects Project (2014-ongoing) which focused on found objects in and around his neighbourhood of St. Henri, Montreal. The project was in part, an archaeological and anthropological quest into the significance of those found objects; their relationship to those individuals that may encounter them, and the objects relationship to the spaces they now occupy, as well as their relationship to each other.

From 2015 to present, Naccarato has been developing several projects involving performance, print media, digital and mobile technology, in the exploration of myth making and fiction-based storytelling.