Contemporary Art from China
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
梁绍基 LIANG SHAOJI Solo Presentation 梁绍基 Liang Shaoji B
Frieze London | ShanghART Booth A13 | 05-08, Oct. 2017 梁绍基 LIANG SHAOJI Solo Presentation 梁绍基 Liang Shaoji b. 1945, now lives and works in Tiantai, Zhejiang Liang Shaoji (72-year-old) is one of the most unique and singular figures in the contemporary art scene in China. For 28 years, he has been working with his unusual partners - silkworms. Dubbed as a hermit residing in Tiantai (four-hour driving distance from Shanghai), Liang Shaoji patiently and purely devotes to art by his idiosyncratic creations imbued with ecological aesthetics. He discovers some kind of critical point where science and nature, biology and bio-ecology, weaving and sculpture, installation and performance might meet. His Nature Series sees the life process of silkworms as creation medium, the interaction in natural world as his artistic language, time and life as the essential idea. His works are fulfilled with a sense of meditation, philosophy and poetry while illustrating the inherent beauty of silk. Liang Shaoji's works have been internationally presented at: Cloud Above Cloud, Museum of China Academy of Art, Hangzhou (2016); What About the Art? Contemporary Art from China, Al Riwaq, Doha (2016); Liang Shaoji: Back to Origin, ShanghART Gallery, Shanghai (2014); Liang Shaoji: Questioning Heaven, Gao Magee Art Gallery, Madrid (2012); Art of Change, Hayward Gallery, London (2012); Liang Shaoji, Prince Claus Fund, Amsterdam (2009); Liang Shaoji: An Infinitely Fine Line, Zendai MOMA, Shanghai (2009); Liang Shaoji: Cloud, ShanghART H-Space, Shanghai (2007); The 5th Biennale d'Art Contemporain de Lyon, Lyon (2005); The 6th International Istanbul Biennial, Istanbul, Turkey (1999); The 48th Venice Biennale, Venice (1999); China/Avant-Garde Art Exhibition, National Art Museum of China, Beijing (1989) etc. -
Sample Syllabus
Contemporary Art, Architecture and New Media in China New York University A Private University in the Public Service Class Title Contemporary Art, Architecture and New Media in China Listed as “Contemporary Art and New Media in China” ARTCR-UE 9077 4 points Instructor Contact Name: Francesca Tarocco Information Class Time Thursday, 3:00-6:00 Course Description Over the past three decades, the contemporary art scene in China has expanded fast. The massive political, economic, and social changes the country has undergone since the end of the Cultural Revolution in 1976 have dramatically altered its cultural landscape. In this seminar course, the course will survey the main development areas in Chinese contemporary art. Dedicated to responding to the new textures of China’s metropolitan culture, it will look at the relationship between visual arts, new media, architecture and performance in the mega-city of Shanghai, often regarded as the cradle of Chinese modernity. The class will be complemented by guest lectures and visits to public museums, galleries and artists’ studios in and around Shanghai. Students will have the opportunity to meet leading figures from the art world in China as well as the international art community, including artists, museum directors, curators, art critics, and art dealers. Course Objectives * To develop your understanding and appreciation of some of the major intellectual and artistic transitions in Chinese contemporary art today. * To introduce you to many of the influential artists of as well as the important works in Chinese contemporary Art. * To explore the evolving understanding of artistic correspondences between Chinese context and he rest of the world. -
Journal of Games Is Here to Ask Himself, "What Design-Focused Pre- Hideo Kojima Need an Editor?" Inferiors
WE’RE PROB NVENING ABLY ALL A G AND CO BOUT V ONFERRIN IDEO GA BOUT C MES ALSO A JournalThe IDLE THUMBS of Games Ultraboost Ad Est’d. 2004 TOUCHING THE INDUSTRY IN A PROVOCATIVE PLACE FUN FACTOR Sessions of Interest Former developers Game Developers Confer We read the program. sue 3D Realms Did you? Probably not. Read this instead. Computer game entreprenuers claim by Steve Gaynor and Chris Remo Duke Nukem copyright Countdown to Tears (A history of tears?) infringement Evolving Game Design: Today and Tomorrow, Eastern and Western Game Design by Chris Remo Two founders of long-defunct Goichi Suda a.k.a. SUDA51 Fumito Ueda British computer game developer Notable Industry Figure Skewered in Print Crumpetsoft Disk Systems have Emil Pagliarulo Mark MacDonald sued 3D Realms, claiming the lat- ter's hit game series Duke Nukem Wednesday, 10:30am - 11:30am infringes copyright of Crumpetsoft's Room 132, North Hall vintage game character, The Duke of industry session deemed completely unnewswor- Newcolmbe. Overview: What are the most impor- The character's first adventure, tant recent trends in modern game Yuan-Hao Chiang The Duke of Newcolmbe Finds Himself design? Where are games headed in the thy, insightful next few years? Drawing on their own in a Bit of a Spot, was the Walton-on- experiences as leading names in game the-Naze-based studio's thirty-sev- design, the panel will discuss their an- enth game title. Released in 1986 for swers to these questions, and how they the Amstrad CPC 6128, it features see them affecting the industry both in Japan and the West. -
Art Games Applied to Disability
Figure 1. Thatgamecompany. PlayStation 3. (2009), Flower. Figure 2. Thatgamecompany. PlayStation 4. (2013), Flow. Esther Guanche Dorta. Phd student. [email protected] Ana Marqués Ibáñez. Teacher. [email protected] Department of Didactics of Plastic Expression. Faculty of Education. University of La Laguna. Tenerife. Art Games applied to disability. Figure 3. Thatgamecompany. PlayStation 3. (2012), Journey. THEME 4 – Technology – S3 DT Art Games, Disabilities, Design, Videogames, Inclusive education. Art Games applied to disability. Videogames are an emerging medium which represent a new form of artistic design, creating another means of expression for artists as well as different educational context adapted to people with dissabilities. Abstract This is a study of several examples of artistic videogames which can be 1. Art Games and Indie Games Concept The MOMA2 arranged an exhibition on the 50 years of videogame history, made a used to improve the quality of life of persons with impairment, for those review about the design and has added the most significant games to its permanent with specific or general motoric disabilities and mental disabilities in Art Game is an art object associated to the new interactive communications media exhibition, such as those of the Johnson Gallery with 14 videogames, which have order to bring them closer to art and design studies. As well as to develop new approaches in order to include this medium in artistic and a subgenre of the so-called serious videogames. The term was first used in been increased to around fifty. productions, study the impact of these images in Visual Culture and its academic circles in 2002, and referred to a videogame designed to boost artistic and construction by designing. -
Contemporary Asian Art and Exhibitions Connectivities and World-Making
Contemporary Asian Art and Exhibitions Connectivities and World-making Contemporary Asian Art and Exhibitions Connectivities and World-making Michelle Antoinette and Caroline Turner ASIAN STUDIES SERIES MONOGRAPH 6 Published by ANU Press The Australian National University Canberra ACT 0200, Australia Email: [email protected] This title is also available online at http://press.anu.edu.au National Library of Australia Cataloguing-in-Publication entry Author: Antoinette, Michelle, author. Title: Contemporary Asian art and exhibitions : connectivities and world-making / Michelle Antoinette and Caroline Turner. ISBN: 9781925021998 (paperback) 9781925022001 (ebook) Subjects: Art, Asian. Art, Modern--21st century. Intercultural communication in art. Exhibitions. Other Authors/Contributors: Turner, Caroline, 1947- author. Dewey Number: 709.5 All rights reserved. No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying or otherwise, without the prior permission of the publisher. Cover illustration: N.S. Harsha, Ambitions and Dreams 2005; cloth pasted on rock, size of each shadow 6 m. Community project designed for TVS School, Tumkur, India. © N.S. Harsha; image courtesy of the artist; photograph: Sachidananda K.J. Cover design and layout by ANU Press Printed by Griffin Press This edition © 2014 ANU Press Contents Acknowledgements . vii Introduction Part 1 — Critical Themes, Geopolitical Change and Global Contexts in Contemporary Asian Art . 1 Caroline Turner Introduction Part 2 — Asia Present and Resonant: Themes of Connectivity and World-making in Contemporary Asian Art . 23 Michelle Antoinette 1 . Polytropic Philippine: Intimating the World in Pieces . 47 Patrick D. Flores 2 . The Worlding of the Asian Modern . -
This Book Is a Compendium of New Wave Posters. It Is Organized Around the Designers (At Last!)
“This book is a compendium of new wave posters. It is organized around the designers (at last!). It emphasizes the key contribution of Eastern Europe as well as Western Europe, and beyond. And it is a very timely volume, assembled with R|A|P’s usual flair, style and understanding.” –CHRISTOPHER FRAYLING, FROM THE INTRODUCTION 2 artbook.com French New Wave A Revolution in Design Edited by Tony Nourmand. Introduction by Christopher Frayling. The French New Wave of the 1950s and 1960s is one of the most important movements in the history of film. Its fresh energy and vision changed the cinematic landscape, and its style has had a seminal impact on pop culture. The poster artists tasked with selling these Nouvelle Vague films to the masses—in France and internationally—helped to create this style, and in so doing found themselves at the forefront of a revolution in art, graphic design and photography. French New Wave: A Revolution in Design celebrates explosive and groundbreaking poster art that accompanied French New Wave films like The 400 Blows (1959), Jules and Jim (1962) and The Umbrellas of Cherbourg (1964). Featuring posters from over 20 countries, the imagery is accompanied by biographies on more than 100 artists, photographers and designers involved—the first time many of those responsible for promoting and portraying this movement have been properly recognized. This publication spotlights the poster designers who worked alongside directors, cinematographers and actors to define the look of the French New Wave. Artists presented in this volume include Jean-Michel Folon, Boris Grinsson, Waldemar Świerzy, Christian Broutin, Tomasz Rumiński, Hans Hillman, Georges Allard, René Ferracci, Bruno Rehak, Zdeněk Ziegler, Miroslav Vystrcil, Peter Strausfeld, Maciej Hibner, Andrzej Krajewski, Maciej Zbikowski, Josef Vylet’al, Sandro Simeoni, Averardo Ciriello, Marcello Colizzi and many more. -
Behind the Thriving Scene of the Chinese Art Market -- a Research
Behind the thriving scene of the Chinese art market -- A research into major market trends at Chinese art market, 2006- 2011 Lifan Gong Student Nr. 360193 13 July 2012 [email protected] Supervisor: Dr. F.R.R.Vermeylen Second reader: Dr. Marilena Vecco Master Thesis Cultural economics & Cultural entrepreneurship Erasmus School of History, Culture and Communication Erasmus University Rotterdam 1 Abstract Since 2006, the Chinese art market has amazed the world with an unprecedented growth rate. Due to its recent emergence and disparity from the Western art market, it remains an indispensable yet unfamiliar subject for the art world. This study penetrates through the thriving scene of the Chinese art market, fills part of the gap by presenting an in-depth analysis of its market structure, and depicts the route of development during 2006-2011, the booming period of the Chinese art market. As one of the most important and largest emerging art markets, what are the key trends in the Chinese art market from 2006 to 2011? This question serves as the main research question that guides throughout the research. To answer this question, research at three levels is unfolded, with regards to the functioning of the Chinese art market, the geographical shift from west to east, and the market performance of contemporary Chinese art. As the most vibrant art category, Contemporary Chinese art is chosen as the focal art sector in the empirical part since its transaction cover both the Western and Eastern art market and it really took off at secondary art market since 2005, in line with the booming period of the Chinese art market. -
Game Narrative Review
Game Narrative Review ==================== Your name (one name, please): Glenn Winters Your school: Drexel University Your email: [email protected] Month/Year you submitted this review: January 2013 ==================== Game Title: Journey Platform: Playstation 3 Genre: Adventure Release Date: March 13 2012 Developer: ThatGameCompany Publisher: Sony Computer Entertainment Game Writer/Creative Director/Narrative Designer: Director - Jenova Chen, Robin Hunicke - Producer, Nicholas Clark - Designer, Bryan Singh - Designer, Chris Bell - Designer Overview Janet Murray states, “journey stories emphasize navigation -- the transitions between different places, the arrivals and departures -- and the how to’s of the hero’s repeated escapes from danger [4].” At its core, the game Journey encompasses this sense of transitioning and the player character’s rite of passage. It is essentially a “hero’s journey” described in Joseph Cambell’s “The Hero with a Thousand Faces.” In Journey you play as a red robed character whom is often referred to as “the traveler.” The game's narrative revolves around the player’s exploration of the eight different levels as you unravel the history of a once thriving civilization. You collect energy by freeing several “scarf like creatures” that are trapped throughout the world. In this process, the player is challenged by environment driven puzzles and guardians of the past who actively try to capture her energy source before reaching her destination. Different from many other computer games, Journey provides no textual description of the story or dialogues. Thus to convey the story, it relies heavily on visuals and interactions with the environment. In other words, the environment and the resulting visual narrative are crucial narrative elements in addition to the more common storytelling components in the game. -
How to Know If It Is Art ? the Case of Video Games
How to know if it is art ? / P Krajewski – Juin 2018 How to know if it is art ? The case of video games Pascal Krajewski Context : Proposal for : Pascal Krajewski et Jorge Martins Rosa, Convocarte N°6-7: Ars Ludens, l'art, le jeu et le ludique, 1st trimester 2019. Index Table of contents: Prolegomena to the question Enrolment in an institutional artistic context Analogy with reputed concomitant arts Integration into an extended fine arts system Identification of universal art markers Election of (Ur) masterpieces Highlighting art compatible principles Conclusion: “to do as if” 1 / 17 How to know if it is art ? / P Krajewski – Juin 2018 How to know if it is art ? The case of video games What good would it be to demonstrate that video game is an art ? Or is not ? Why trying to link it to a discipline is not even eyeing ? Do we wonder if sport is art ? No, sport is sport, and that sounds OK to anyone. Yet, even sport do use occasionally some artistic terms : this player is an artist; that gesture was almost art; such game will stay as a masterpiece of great game; such a sport, played at this level of skills, is reaching art (fencing, skying); and eventually some sports do deserve the adjective of “artistic” since they aim at the beauty of a sequence and not the efficiency of a gesture (figure skating, synchronized swimming). Sport could – by chance, temporarily or specifically – produce “artistic” results, when they prove a perfect mastery allied to a gracious beauty. And even then, they remain sports, because, by vocation, they don't aim at being art. -
Fervent China Contemporary
4 july > 4 oct. anciens Abattoirs - Mons Fervent China Contemporary Monumental Sculptures PRESS PACK © LIU SHANLONG #escale CHINA SCENE NO 1, CHEN WENLING Mons 2015 PRESS PACK MONS 2015 PRESS PACK PRESS RELEASE This exhibition with its very distinctive focus of interest, far removed the tradition of ink and brush, offers a fresh look at contemporary Chinese art. Most of the works on show have been created in the last few years. They challenge us by affirming their difference and represent an up-to-date take on issues relating to sculpture and the world around us. Twenty-five male and female artists, ranging from the pioneers of the late 70s and early 80s to the latest generations, affirm the three-dimensionality of their medium and re-appropriate the diversity of their materials. Whether these are of industrial, artisanal, mineral or natural origin, recycled or man-made – not to mention the use of video – all become raw or virtual materials for the development of artistic offerings that are as unexpected as they are relevant. The questions they raise both extend and confirm the overturning of artistic assumptions initiated by the avant-gardes of the last century. Several themes will be developed through these pieces – some monumental, others fragile – which revisit and transform the traditional themes of landscape, nature and environmental challenges, examine the challenges of mega-urbanisation, consider the feminine in contemporary art, reinterpret Chinese cultural history, update and hence redefine myths such as that of the Phoenix, and deconstruct or reinterpret the forms of art history or of human representation in order to reshape them according to the new imaginative concerns of a redefinition of Chinese cultural identity and what makes it distinctive within the global art scene. -
Press Start: Video Games and Art
Press Start: Video Games and Art BY ERIN GAVIN Throughout the history of art, there have been many times when a new artistic medium has struggled to be recognized as an art form. Media such as photography, not considered an art until almost one hundred years after its creation, were eventually accepted into the art world. In the past forty years, a new medium has been introduced and is increasingly becoming more integrated into the arts. Video games, and their rapid development, provide new opportunities for artists to convey a message, immersing the player in their work. However, video games still struggle to be recognized as an art form, and there is much debate as to whether or not they should be. Before I address the influences of video games on the art world, I would like to pose one question: What is art? One definition of art is: “the expression or application of human creative skill and imagination, typically in a visual form such as painting or sculpture, producing works to be appreciated primarily for their beauty or emotional power.”1 If this definition were the only criteria, then video games certainly fall under the category. It is not so simple, however. In modern times, the definition has become hazy. Many of today’s popular video games are most definitely not artistic, just as not every painting in existence is considered successful. Certain games are held at a higher regard than others. There is also the problem of whom and what defines works as art. Many gamers consider certain games as works of art while the average person might not believe so. -
Liu Xiaodong the Process of Painting 06.06
Kunsthaus Graz English Liu Xiaodong The Process of Painting 06.06. – 02.09.2012 Space01 Kunsthaus Graz, Universalmuseum Joanneum, Lendkai 1, 8020 Graz, T +43–(0)316/8017–9200, Tue–Sun 10am – 5pm [email protected], www.museum-joanneum.at This text is published on the occasion of the exhibition Liu Xiaodong The Process of Painting Kunsthaus Graz Universalmuseum Joanneum June 6 until September 2, 2012 Liu Xiaodong is one of China’s most renowned contemporary painters. His paintings are large-sized, realistic, clear and very direct in their expression. The subjects he chooses sometimes relate to natural or created catastrophes or even to private matters. They also often refer to the question of change. For his exhibition at the Kunsthaus Graz, Liu Xiaodong stayed in Eisenerz for a month, where he lived amongst the resident s and studied the town. Liu Xiaodong has portrayed two great moments in the history of this communi ty in various aspects of his work: as paintings, film, photography and as a diary. The Process of Painting Out of Beichuan, Into Taihu Liu Xiaodong revitalised the tradi- Beichuan in China had long been tional Chinese easel painting a lovely, peaceful place until an technique and has thus become earthquake flattened it in May one of its major representatives. 2008, burying 70,000 people He understands the essence of oil underneath the ruins. Ever since, painting as a comprehensive pro- Beichuan has become a ghost cess of perception and observa- town whose reconstruction was tion, creating a style which one impossible. Instead, it was practi- could describe as New Realism.