November 18, 2013 · Print This Article
This week: The Amanda Browder show rolls in to town! Amanda talks to Michael Velliquette and Oliver Warden
Michael Velliquette has a show up atÂ DCKT Contemporary!
MICHAEL VELLIQUETTE (b. 1971) is a mixed media artist known for his densely detailed and dimensionally complex paper sculptures, installations, and drawings.He has recently had solo shows at DCKT Contemporary, New York, NY; Disjecta, Portland, OR; Morgan Lehman Gallery, New York, NY; and Rhodes College, Memphis, TN. His museum exhibitions include Slash: Paper Under the Knife at theÂ Museum of Art and Design, New York; Art on Paper at the Weatherspoon Art Museum; and Psychedelic at the San Antonio Museum of Art. His work is in the collections of the Museum of Wisconsin Art; the Racine Art Museum; the Progressive Corporation; Western Bridge, Seattle; The John Michael Kohler Art Center; The Linda Pace Foundation; The State of Wisconsin; Boston Childrenâ€™s Hospital and the San AntonioÂ Museum of Art.Â A catalog chronicling his work from the past 10 years titled “Michael Velliquette: Lairs of the Unconscious” was released in 2011 through Devibooks Publishers.
Then a conversation with Oliver Warden about his project Globall!
GLOBALL is a new take on a social network created as a work of art by artist Oliver Warden.
“Basically, I want to pass seven wooden balls, one for each letter in GLOBALL, hand to hand, person to person, around the world.
On each of these wooden balls will be the instructions of what to do with it in multiple languages (three different ones for each ball) and in pictograms. When you receive a GLOBALL:
1. Take a picture of yourself with it and send the picture, your first name, your location and the time to our website www.wheresgloball.com.
2. Once on the website you can fill out a profile. There you can share your experience, connect with other GLOBALLers and follow your ball on its journey.
3. Youâ€™ll then be asked to pass the GLOBALL to a VERY GOOD FRIEND and explain the instructions.
Hopefully as each ball travels, everyone will think about words such as ‘share’ and ‘friend’ and ‘follow’. With a little luck, each GLOBALL will go on a voyage of friendship and connectivity around the world.”
This week: Video games. Amanda talking about porn and boobs. People behaving badly. Oh, yeah, some art. It’s after 3 AM.Â I’m tired you aren’t getting a huge, organized note, go and google stuff, you can do it. I am even more nasally than normal in the audio, damned airplane petri dishes.
This is a show for the ages.
JesperÂ JuulÂ is an assistant professor at the New York University Game Center. He has been working with the development of video game theory since the late 1990’s. His publications includeÂ Half-RealÂ on video game theory, andÂ A Casual RevolutionÂ on how puzzle games, music games, and the Nintendo Wii brought video games to a new audience. He maintains the blog The Ludologist on “game research and other important things”. His most recent book isÂ The Art of Failure: An Essay on the Pain of playing Video Games.Â http://www.jesperjuul.net
Oliver Warden (b. 1971, Cleveland, Ohio) is a multidisciplinary artist, working both in the realms of contemporary art and technology. When online, he goes as his avatar name, ROBOTBIGFOOT. The majority of his body of work is inspired by and culled from his experiences in the virtual world, as he spends about 40 hours a week inside the realms of Counter-Strike, Left 4 Dead, and various independent titles. It can be said that Warden essentially, and by 21stÂ Century definition, lives in two worlds: online and off. His paintings, ranging in size of 1 ft to 21 ft canvases, are made by a unique process of pouring Galkyd onto canvas laid horizontally in his Bushwick studio. The semi-transparent and glossy layers build over each other in intricate and elaborate geographies, creating an effects-driven and technologically mediated super-world. HisÂ cameraless-photographyÂ is created on his computer, in virtual spaces. One series that I find especially innovative shows the â€œedge of worldâ€ in the video game Tribes; Warden literally played the game until there were no more challenges or objectives to complete, and after reaching the literal end of the map (where the playable area stops), he took thousands of screen shots. The results are works on paper, presented as pixelated photographs.Â His performance pieces are the third factor of his work, creating a complete balanced and intentional body. Inspired by his interactive experiences, he built a body of work around notions of privacy, voyeurship and control.Â Stalking people in Central Park at midnight and â€œcapturingâ€ them on video, living in a school wall for a week and pulling covert ops at night and sittingÂ insideÂ a chair as unknowing sitters sat on his lap, all challenged and occasionally broke the rules of engagement and participation.