Archive for the ‘art’ Category

Tree of Life in the Four Worlds by Harry Smith

Sunday, August 22nd, 2010

I’m very pleased to have found a large-sized image of Harry Smith’s Tree of Life in the Four Worlds. Filmmaker and artist, Harry Smith, created this brilliant and unique interpretation of the Tree of Life in 1954 when he was employed at Inkweed Arts, a greeting card company owned by Lionel Ziprin. 500 copies were printed in the first edition. The Tree of Life was shown at the Whitney Museum exhibit “Beat Culture and the New America 1950-1965.” The 1997 edition is printed from the original collotype plates executed by Jordan Belson.

It has now been reprinted in a limited fine art edition of 500 on Arches Cover 7″x 28″, available for purchase.


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Smart Dust: Pyramid (2009) by Duncan Malashock

Friday, August 20th, 2010

Pyramid, Duncan Malashock, 2 minutes, Video

This animation is smart dust that explores ancient gold truths. The animation was created by Duncan Malashock, a nyc-based artist whose work we have posted previously.

pyramid-duncan-malashock

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Deborah Stratman: Tactical Uses of a Belief in the Unseen

Wednesday, August 18th, 2010

deborah-stratman-tactical-uses-of-a-belief-in-the-unseen

Deborah Stratman: Tactical Uses of a Belief in the Unseen
26 August to 16 October, 2010

Venue: Gahlberg Gallery McAninich Arts Center
Reception: 26 August 2010, 6:00pm–8:00pm
Address: 425 Fawell Blvd, Glen Ellyn, IL 60137

This installation draws upon the ecological effects of vibration and the history of sonic warfare. At root is an interest in the way sound both makes and disturbs place. Its very nothingness seduces us. Historically, sound has been an ideal medium for the performance of psychological warfare because of how efficiently it evokes events and locations. Whether declarative, as with anthems or artillery, or deceptive, as with sonic decoys or surveillance, the audiosphere is well disposed to militarization.

Inside the gallery, aural encounters occur in two strains: one territorial, where sound travels through the ground walked upon, as much felt as heard, the other aerial, as a sonic beam that occasionally sweeps the visitor unannounced like a wandering ghost. A third Aeolian harp element will occur outside the Art Center. This will be a wire made to resonate by the wind, and so aleatory by nature.

More:

Pythagoras Film

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Road (2010) by Duncan Malashock

Saturday, August 14th, 2010

Road, Duncan Malashock, 40 sec, video, 2010

Duncan Malashock is a new media artist living and working in Brooklyn, NY. Born 1982, San Diego, California. Graduated Bard College 2005, BA Integrated Arts.

Duncan’s work is part of the current Refresh exhibit at the Axiom Center for New and Experimental Media. Upcoming events featuring Duncan’s work:

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Thoughts on LIMBO (Xbox Live Arcade)

Saturday, July 31st, 2010

Between heaven and hell

A lonely sea

by Jack Kentala

My ex-Catholic dad once explained the concept of purgatory to me. He summarized it as “a grey waiting room to get into heaven.” The idea stuck with me. I embellished upon it, especially when my grandmother was convinced my grandpa was stuck there after he died. I imagined him sitting in a very uncomfortable chair, next to a loudly-crying baby, with some white noise piped in through some speakers at an absurd volume. And as my grandmother put it, he had to wait there until the Rapture which, according to her, wasn’t going to happen for a while.

Danish game developer studio Playdead has a very different idea of purgatory. In their debut title, LIMBO, a young boy travels through a wasteland in search of his sister. The title alone suggests that the game occurs “in limbo,” which is often considered the same as purgatory. But while my version was simply very, very annoying, the proto-afterlife of LIMBO is a deadly place.

The game’s look is instantly iconic. The visuals are either black, white, or a shade of grey, and in the foreground and background are hazy, out-of-focus scenery, flickering like an old German silent film. This establishes an immediate immersion, as does the simplicity of the game’s mechanics. LIMBO is a 2D puzzle-platformer, and the only actions are walk, run, jump, and grab. There is no heads-up display. There are no superimposed markers to denote new areas. It’s one seamless experience in one seamless world.

The puzzle elements of LIMBO are integrated in the world depending on the location. At the game’s start you find yourself in an overgrown forest, and the first obstacles are bear traps you have to drag apart to jump safely over. One false step results in triggering the jaw’s deadly clamp, leaving you impaled and decapitated. Fortunately, the game generously grants checkpoints very close to the spot of death, allowing a penalty-free do-over. This is how the lion’s share proceeds in a game. I’ll rip off another review and say it’s less trial-and-error and more like trial-and-death.

The game is divided roughly into two parts for its fairly-short runtime. (It took me, a self-described supergamer, about four hours to complete on my first try without consulting any walkthroughs. I’ve played it six times in less than a week, and my average completion time is around 55 minutes.) The beginning takes place in the aforementioned forest, as well as some hilly terrain, and in some damp caves. What marks this half are distant human figures in the background who try to kill you at every encounter.

A hint of what lies ahead

This is actually a point of contention among reviewers. While playing the game yields no story, and Playdead only offers that you’re in search of your sister (who appears twice as a silhouette most have claimed is tending a garden, but who I think is mourning over a grave), many wish there was an explanation of these murderous natives. Since they deftly navigate the terrain, I see them as the inhabitants of purgatory, and your presence is quite simply a matter of trespassing. And that, naturally, warrants death.

The puzzles in this section of the game seem much more organic than what occurs in the second half. After your last encounter with the natives, you go on to explore a derelict factory and a sort of ghost town. These seem quite out-of-place in the otherwise all-natural world, and the puzzles share this man-made quality. While the early game involved dodging traps set by the natives, platforming across dangerous terrain, and (the game’s highlight) an epic, multi-stage encounter with a giant spider, the latter game resorts to game-design tropes involves switches, crates, moving crates onto switches, and a few inexplicable total reversals of gravity. After such a fluid intro, the uniqueness of LIMBO seems to fade and lean on old standards of the platforming genre.

It’s unavoidable to compare LIMBO to fellow 2D puzzle-platformer Braid, which came out two years ago on Xbox Live Arcade. Braid dealt with the manipulation of time, and upon your first death, the screen froze and highlighted the button that reversed time. Upon pressing it, your actions reversed, and you could navigate to any point before your death. It made sense for the story, and it was an unique take on death in videogames, which often makes no narrative sense. LIMBO doesn’t have as elegant a solution. When you die, it’s either from player error or ignorance of unforeseen traps. The deaths are violent – you can get crushed by something heavy, ripped to shreds by a sawblade, electrocuted, or simply fall too far – but the lack of connection with the main character and the instant respawn gives them no consequence. The playable young man is simply a black outline and two white orbs for eyes, and when I see him get maimed or killed, I don’t find it as emotionally disturbing as it is visually gruesome.

The second half of the game also provides no narrative, whereas the first, at least, had you running from a spider and outwitting the natives. In the factory and town, you’re up against inanimate objects, and they hold no personal grudge against you. The puzzles, at worst, are dull, whereas a game like Braid sometimes got to a point of frustration that made it feel you were playing an interactive IQ test instead of an entertaining platformer. And while both games are equally stylized – LIMBO as a monochrome haze, Braid as an impressionistic painting – LIMBO fails to use the environment to tell the story, whereas Braid’s landscapes became more and more hellish as the game progressed. To its fault, Braid’s end was mired in empty symbolism, high concepts that didn’t work, and sheer pretentiousness. On the other end of the spectrum is LIMBO, which is totally open-ended for meaning.

Overall, there are few games available like LIMBO (I’ll give the obvious nod toward Ico and Shadow of the Colossus), and despite its shortcomings, it’s one of the truly original contemporary games worth playing. And, in my case, playing it over and over and over again.

(LIMBO is available through the Xbox Live Marketplace for about $15.)

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a beach in Boston, July 23rd – August 28th: Axiom Center for New and Experimental Media

Thursday, July 22nd, 2010

a beach (2010) | click to enlarge

Hey ya’ll East-Siders: my two-part film, a beach (2010), will be wavin’ simultaneously on two monitors at the Axiom Center for New and Experimental Media, as part of Refresh, “an exhibition of video and animation work that explores an alternative aesthetic in digital media artwork.” … “Refresh features a group of artists that all ask the viewer to reevaluate our collective definition of digital beauty and the value we place on visual quality in contemporary culture.”

The opening reception is tomorrow, 23 July, 2010, and the exhibit will sit pretty 23 July – August 28th, 2010. Artists in the show include: Nick Briz (Chicago), Michelle Ceja (NY), Clint Ennis (Canada), Elna Frederick (the internet), Doug Goodwin and Rebecca Baron (Los Angeles), Duncan Malashock (NY), Rosa Menkman (a Dutch-visualist DINCA recently interviewed, the Netherlands), Andrew Rosinski (Chicago), and Nicolas Sassoon (Canada).

  This exhibition is curated by Yuri Stone.

REFRESH

23 July – 28 August, 2010
Opening Reception: Friday, July 23, 6-9pm

Axiom Center for New and Experimental Media is pleased to present Refresh, an exhibition of video and animation work that explores an alternative aesthetic in digital media artwork. Refresh features a group of artists that all ask the viewer to reevaluate our collective definition of digital beauty and the value we place on visual quality in contemporary culture.

Spanning from 8bit and ascii animations to manipulated digital video, this exhibition creates an aesthetic and conceptual dialogue that allows us to question conventions of digital media in our society as well as our relationship to new and past technology.  The artists included in this exhibition evoke notions of nostalgia, document unintended artifacts, and push the boundaries of the ↓field by experimenting with new technologies.  In doing so, these artists create a refreshingly alternative digital practice that functions outside of the mainstream aesthetic.

More:

Axiom Center for New and Experimental Media
Refresh Exhibit Page
Nick Briz
Michelle Ceja
Elna Frederick
Doug Goodwin and Rebecca Baron
Duncan Malashock
Rosa Menkman
Andrew Rosinski
Nicolas Sassoon

Please spread the word of this exhibit by clicking the “Share/Save” button below. Great thanks, and remember: this summer, take a break and beat the heat by visiting a beach.
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Andréa Stanislav, “Divine Creatures”

Thursday, July 15th, 2010

Andréa Stanislav, "Divine Creatures," 2006

Andréa Stanislav is a Chicago-based artist. “Divine Creatures”,  part of Stanislav’s to the Western Lands exhibit at the Packer Schopf Gallery.

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Seven Question Interview with Will Reed, Brooklyn-Based Painter

Wednesday, July 7th, 2010


Will Reed is a Brooklyn-based painter. His work speaks for itself. Will received a BA, Summa Cum Laude, Studio Art; a BA, Psychology, Magna Cum Laude, and minors in Religion and Philosphy from Lyon College, Batesville, AR. Will received his Post-Baccalaureate Certificate of Fine Art at Maryland Institute College of Art (MICA), Baltimore, MD, and is currenting working on a MFA, Painting, New York Studio School, New York, NY. Also, a Master’s of Art Education at Columbia University, New York, NY.

In this interview, Will discusses why and what he paints, what women he finds attractive, and brushes his inspiration, which includes filmmakers Andrei Tarkovsky, Alfred Hitchcock, Michelangelo Antonioni, Bela Tarr, and more.

(1) Why do you paint?

I feel that I am carrying a torch, the torch of the original imagists of Lascaux and Avignon those wonderful, magical cave painters (probably women) in the prehistoric times. It is a powerful notion that profound and poetic images can come into being from primitive and simple means — pigment, natural oils, fabric supports, etc. They were making these amazing metaphors for their existence and that is essentially what I am doing today. Painting and drawing both have a very physical visceral quality that other 2-D media simply lack. I am a practitioner of a communicative form that predates written language and I think that is a very special and powerful thing given the contemporary art climate.

(more…)

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But is it Art? Exit Through the Gift Shop: Film Review

Friday, July 2nd, 2010

BUT IS IT ART? EXIT THROUGHT THE GIFT SHOP:

by Zack Oleson

Art sometimes makes me sick.  Watching Exit Through the Gift Shop, the new digital documentary directed by street artist Bansky from the exorbitant footage shot by Thierry Guetta (aka Mister Brainwash, his street artist persona), I was struck by the subject but not so much the documentary itself.  Through the first hour, I didn’t know what was going on with the delegated narrator’s unqualified and unrelenting hyperbole—another voice-over doc narrator with a mysteriously foreign therefore authoritative accent, without even a hint of irony—or the attention paid to who was behind the camera, this Thierry Guetta character.  A rather fat and unkempt Frenchman, Thierry became obsessed with capturing people and things in his life on his digital camera ostensibly after his mother died when he was very young.  He used to record celebrity sightings, then he started eyeing his cousin’s work creating tile mosaics inspired by the videogame Space Invaders.  Using that name, Thierry’s cousin started pasting his work up all around Paris, thus “street art” was seemingly born.

Street art is for the layman a thinking man’s graffiti.  The work of Banksy is arguably the most well known, considering a book of his work is sold at Urban Outfitters.  There’s also Shepherd Fairey, who was commissioned to design the iconic Obama campaign posters and whose Andre the Giant “OBEY” trademark can be spotted in almost any city.  Thierry comes to know and follow both these two (any surprise in the will-he-meet-the-reclusive-Bansky thread of narrative is undermined by the inclusion of footage of Bansky, though I suppose it is suspenseful to know how they meet), promising that he’s at work on a documentary.  Thierry’s quite a help and a lookout, and he takes hours and hours worth of footage, yet he never watches or does anything with it.  He concerns himself with preservation of change before it itself is wiped out (it is a shame there’s no scene of these posters being taken down or stencils painted over) which is a worthwhile cause, even if it is through 0’s and 1’s.  Thierry manages to get invaluable footage right before street art takes off and into the galleries and auction houses, evolving modern art to a street-aesthetic.

The shit hits the fan once Banksy asks Thierry to put his documentary together. (more…)

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an Artist never works under ideal conditions

Wednesday, June 30th, 2010

… an artist never works under ideal conditions. If they existed, his work wouldn’t exist, for the artist doesn’t live in a vacuum.
Some sort of pressure must exist: the artist exists because the world is not perfect. Art would be useless if the world were perfect, as man wouldn’t look for harmony, but would simply live in it.
Art is born out of an ill-designed world.

— Andrei Arsenyevich Tarkovsky

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Selected Works of Fred Camper’s Via Appia

Monday, June 14th, 2010

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“Reality is Psychedelic.” Seven Question Interview with Ali Hossaini, American Philosopher, Filmmaker, Ouroboros Artist, Seer

Tuesday, May 25th, 2010

Ouroboros: A History of the Universe

Artist Interview: Ali Hossaini, (interviewed by Andrew Rosinski, April/May 2010)

Ali Hossaini is an American philosopher, a filmmaker, an artist; an innovator, a pacifist, a seer; a visionary. A warm-hearted man with a mystical, ubiquitous vision for progress. Common themes in Ali’s work include, “a commitment to freedom and innovation that breaks disciplinary boundaries.”

Ali serves on the Board of Advisors for Anthology Film Archives and the Water Mill Center for the Arts. He is an Associate of the Liverpool-based FACT, the Foundation for Art and Creative Technology, where he serves in a development role.

Ali Hossaini (view his IMDB page here) works on the cutting edge of film, television and interactive media, and in addition to his 2010 Ouroboros exhibit, the 6-channel 3D video exhibit collaboration with SWEATSHOPPE, Ali has been involved in the launch of several television channels, including LAB HD, the only TV channel devoted to video art, Equator HD, Gallery HD, Oxygen, TechTV, NOW, and LinkTV. He is currently proprietor of Pantar, a media production company that specializes in talent-driven projects of artistic merit. Much of his work involves organizing international production, financing and exhbition.

Hossaini’s productions include the Voom Portraits, directed by the avant-garde visionary, Robert Wilson, which includes performances by Johnny Depp (one of my favorite actors, who starred in one of my all-time favorite films, Dead Man (1995) — a film by the brilliant Jim Jarmusch), Salma Hayek — Brad Pitt — Winona Ryder, Robert Downey JrPrincess Caroline of MonacoSean Penn, and other cultural icons. He has produced numerous documentaries and factual television series relating to travel, natural history, culture and sustainable living. In 2009 he produced Self-Portrait, a short film by Dennis Hopper.

(more…)

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Colors 1: Transitions, 24 through 1, by Fred Camper

Saturday, May 22nd, 2010

24

23

22

21

20

19

(more…)

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The Art of Fred Camper: Camper Art in Showing Chicago, NYC, and Paris

Friday, May 21st, 2010

Permutations 4: The Tower, All Views 13 (2008), by Fred Camper

Fred Camper is a writer. Fred Camper is a lecturer on avant-garde film and art. Fred Camper is the Stan Brakhage expert. Fred Camper makes art. Fred Camper is an artist.

Fred Camper certainly is a Chicago-based artist, and lecturer and writer on film and art, who has spoken on film in the US and overseas and has taught at several colleges and universities. Camper’s work will be showing, starting today, in Chicago (details below) and in soon New York City (details will be posted soon).

Chicago
21-23 May 2010
Friday, 21 May: 6 PM – 10pm
Saturday, 22 May: noon – 6pm
Sunday, 23 May: noon – 5pm
at
David Leonardis Gallery
Continuing ’till the end of May.

(more…)

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Artist Interview: DINCA asks Rafaël Rozendaal One Question

Wednesday, April 21st, 2010

Rafaël Rozendaal is a Netherlands-based artist who creates exceptional work; his art arouses that of computer art, cyberspace, and other forms that defy classification. His art is verily digital: Rozendaal also has created a number of concept-computer art websites. Part of Rozendaal’s work is computer-generated animations, and his animations are way good, and he has made many. I currently am running one of Rafaël’s screensavers — you should too — check them out here. Also of note, Rozendaal is currently selling signed prints of his “Dollar Poster” painting. Also of note: Rozendaal, inside of his mouth on the inner lip, has a tattoo that reads “internet.” He loves the internet (don’t we all?).

One of those websites is Rozendaal’s One Question Interview, a blog where Rozendaal interviews great artists, artists of all mediums, asking them just one question.

dinca.org decided to turn the table on Rafaël — do the olde tyme switcheroo — asking Rafaël just one question.

(more…)

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Joseph Conrad

Sunday, April 4th, 2010

Detroit filmmaker, Peter Hutton's At Sea (2007)

“A man who is born falls into a dream like a man who falls into the sea …”
“A man’s most open actions have a secret side to them.”
“Criticism, that fine flower of personal expression in the garden of letters.”
“Being a woman is a terribly difficult task, since it consists principally in dealing with men.”

— Joseph Conrad

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Video: Ouroboros: A Psychedelic, Phantasmagoric History of the Universe

Monday, March 29th, 2010

Ouroboros
6-channel 3D video, 2010
Ise Cultural Foundation, 555 Broadway at Prince St, New York City March 9 – April 23, 11 am – 6 pm, Tuesday – Saturday

Do you live in New York City? If you answered yes, you absolutely have to visit this video installation: Ouroburos: The History of the Universe, curated by Koan Jeff Baysa, MD, is a holographic 3-D visual installation that tells the story of cosmic evolution. Some 30,000 found images we’re used, and the 3-D video environment was rendered by Bruno Levy’s (no relation to Eugene Levy) software. According to artists Ali Hossaini, Bruno Levy aka SWEATSHOPPE, and Blake Shaw, “Compiling and processing the images requires hundreds of hours of effort and attention to detail on every frame of video.

The artwork was inspired by Hossaini’s investigations into the psychology of vision and SWEATSHOPPE’s interest in the hypnotic, meditative and mind-altering potential of the moving image.

Visitors will be handed 3D glasses that reveal mesmerizing arrays of animated holograms, created by seven channels of video, within a 2,000 square foot gallery. Original compositions of ambient sound have been produced by the artists, and a limited edition of 3D prints will be available for purchase.”

March 09, 2010 – April 23, 2010 at  Ise Cultural Foundation in SoHo.

Artist(s): Ali Hossaini, Blake Shaw, Bruno Levy
Curated by: Koan Jeff Baysa, MD
Artist Talk: Wednsday, April 7th, 6-8PM
Artists Ali Hossaini, Bruno Levy and Blake Shaw will discuss the inspiration, influences and technical processes used to make the installation.

(more…)

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