Spot Games and Log Cabins: an exhibition featuring the work of Theresa Devine and Luke Haynes (original) (raw)

Marketing thanatos: Damien hirst's heart of darkness

2011

This article explores themes and techniques of violence in the arts of Damien Hirst and interprets them as expressive forms of cultural pathology. While Hirst has produced his "shockaholic" art for more than two decades, his new prominence and power have flourished in the distinctive context of the past seven years. The article examines Hirst's 2007 creation of a diamond

Hirst, Don't It: Revealing the Invisible Labor of Female Fiber Artists in Twentieth Century Art

Women fiber artists have engaged in the core concepts of Modern Art, including color theory, geometry, and abstract composition, in ways that have not always been acknowledged by art historians. Through research, writing and an accompanying quilt project, artists Nora Renick Rinehart and Rachel Wallis (otherwise known as Craft/Work) have documented the parallel history of fiber art and artists in Contemporary Art - beginning with the often overlooked artists of the Bauhaus Weaving Workshops - and continuing through Modern Art history to one of the most talked about works of Contemporary Art on the market today.

Diverging Collectives: Artist-Run Spaces versus Warehouse Shows Comparative models of art production and cooperation among young British artists

The paper addresses the case of artist-run spaces and warehouse shows in the United Kingdom between the 1980s and 1990s, a time when autonomous group shows and independent artist collectives sprawled particularly thanks to the engagement of a new generation of artists, among whom were found later celebrities such as Damien Hirst and Douglas Gordon. It will be argued that both artist-run spaces and warehouse shows were feasible solutions for young authors against art market barriers and economic crisis, although they held structural and organisational differences that would affect aesthetic outcomes and present art history with a shift in the model of the art collective.

Game Worlds: A Howard Becker Influenced Institutional Theory of Games

Usually the term "Gameworld" or "game world" refers to an in-game space of a digital game designed by developers and enjoyed by players. In this article, I am not using the term in that way. I am interested in situating the makers, supporters, and critics of the game world in relationship to one another, using the template set forth in Art Worlds written by Howard S. Becker in 1982. His institutional theory of art serves as an exemplar to comprehend the game world from a sociological viewpoint. Currently, no one has taken the time to sort out the sociological structure of the construction, delivery and reception of games. This article fills that gap.

Historical Overview of Olfactory Art in the 20th Century

2013

With the digitization of sight and sound, smell is becoming one of the last bastions of materiality in an age of immaterial globalization. The resistance of odor to electrification makes it one of the aspects of an artwork that still demands the physical presence of its audience in order to experience it. As such the olfactory is, perhaps unintentionally, emerging as a refuge for the necessity of embodiment in exhibition making. Olfactory art is certainly nothing novel; its roots trace back to the beginnings of modern art. One of its earliest occurrences was in Marcel Duchamp’s 1938 Surrealist Exhibition in Paris, where an installation filled the air with the aroma of roasting coffee. Since then, a great assortment of figures have contributed to olfactory art’s growing lexicon: from Ed Kienholz’s Beanery and Takako Saito’s Smell Chess in the sixties; Judy Chicago’s Menstruation Bathroom and Walter De Maria’s Earth Room in the seventies; to Joseph Beuys’ Olivestone and Richard Wilson’s 20:50 in the eighties; and Nancy Rubins’ Mattresses and Cakes and Damien Hirst’s A Thousand Years in the nineties. In fact, much of the resilience of this form of art has been its versatility and its ability to adapt to the shifting winds of modern movements. With the turn of the millennium, however, there has been a veritable boom in olfactory art production around the world. On the one hand that may be thanks to the myriad new possibilities engendered by recent technical advances; on the other hand that could be attributed to the sense of isolation and disembodiment brought on to our lived experience by these very same technological shifts. From Times Square, New York to Alexanderplatz, Berlin; from the Venice Biennale to the Biennales of Thessaloniki and Istanbul; from the Stedelijk Museum in Amsterdam to the Shanghai EXPO; artists of all nationalities—Korean and Japanese, Czech and Belgian, Colombian and Canadian—are creating olfactory artwork that is as diverse as contemporary art can be. This paper aims to outline the theoretical and historical backgrounds of olfactory art and to propose ways of classifying its diverse modern practices in an attempt to better understand its trajectory.

Art as an Innovation for Games: A Closer Look at Role of Art in Games

This article presents a methodology to decipher and explore this question: is Art a new predicate, a new way to introduce creative innovation, for games? Examining Art as a new way to innovate for Games introduces the idea that there are low and high games, signified thusly: games and Games. The process exposes, through an examination of Games that are Art, there are currently six (6) Art predicates for Games. This study also reveals that these newly found predicates are, indeed, defining traits of Games that are works of Art. In discovering these traits this article identifies the boundaries of an already existing "Gameworld" as Arthur Danto might have seen it, if he had been inclined to conduct such a study.

Animal Studies and Art: Elephants in the Room

With the publication of an extended editorial titled 'Animal Studies and Art: Elephants in the Room' by Giovanni Aloi, Editor in Chief of 'Antennae', the journal embarks on a new and challenging year-long project constituting somewhat of a departure from the theoretical approaches of animal studies for the purpose of conceiving new productivities specific to art. This project is provocatively titled 'Beyond Animal Studies'. At the end of March 2015 the publication of two installments dedicated to multispecies-Intra-action: new ways of thinking multispecies aesthetics through Karen Barad’s agential realism (co-edited with artist/curator Madeleine Boyd) will mark the beginning of this journey. This first offering will be followed by an issue edited by artists and theorists Suzanne Anker and Sabine Flach focusing on the proceedings of an exciting conference dedicated to bioart titled 'Naturally Hypernatural' that took place in New York (November 2014). The last segment of this publishing project will comprise two issues on art and environment that will be made available in December 2015 and March 2016. 'Animal Studies and Art: Elephants in the Room’ is the developed and expanded version of the keynote address Giovanni Aloi gave at the University of Wurzburg in autumn 2014. Its content stems from a genuine sense of concern with regards to current affairs in animal studies, its involvement with contemporary art, and the challenges scholars and artists face in engaging with multidisciplinarity within this context.