Tuesday, November 20, 2012

#TooMuchTweet

Social Media Project

#TooMuchTweet
Welded Wire Sculpture

My objective for #TooMuchTweet was to create a visual/sculptural representation of my thoughts on social media sharing. To me, what seems like an abundance of random thoughts, is useless. The views of using social as a means of staying in the loop and as a news feed seems to be an excuse for being criticized for use.

The piece consists of a vomiting twitter bird that is spitting out the means of "sharing" via social networks (tweet, post, pin, status). Through further thought, I believe that some modifications (greater amount of "vomit") would further enhance the thoughts and message trying to be given.


Monday, November 19, 2012

Pre-Social Media

My goal for this piece was to show the abundance of, in my opinion, useless sharing. Placing this same sculptural project into a time before digital social media had so much control, I believe it could still hold importance.

The basis and structural concept could still be left as a bird, however the content that is being shared and the use of location would be changed. Meaning, that the "bird" would have to take on a new cause and in a different way. Possibly representing a movement that is being pushed through speeches and large gatherings or activists events.


Tuesday, November 6, 2012

Nate Larson

Born: 1978 in West Lafayette, Indiana

Current: Living and teaching in Baltimore, Maryland

Education: 2000 BA Purdue University, 2002 MFA Ohio State University

"My current project GEOLOCATION, in collaboration with Marni Shindelman, tracks GPS coordinates associated with Twitter tweets and pairs the text with a photograph of the originating site to mark the virtual information in the real world."


larson-shindelman.com



Wednesday, October 24, 2012

Appropriation

The Devoid Of Sound
Single Channel Video
Duration: 5:02


The object of The Devoid Of Sound was to create a piece that seemed to have no modification from the original. After viewing the original The "Nature" of Sound, I came to the realization that most of what was being presented seemed to be blatantly obvious, at least in todays world. So with that I decided to make the attempt to create a piece in which everything that was originally presented was then reversed to the opposite. 

It seems to have ended up in a slightly unusual or humorous way, where Jimmy can somehow hear everything spoken to him but the experiments that his cousin is showing don't register or they just don't work. It could be also looked at in a way that Jimmy is unaware of time. He can't hear the watch, bell or whistle, which are all markers or signals of time.



Tuesday, October 9, 2012

Tauba Auerbach

Tauba Auerbach

Born: 1981 San Francisco, California

Current: Lives and works in New York and San Francisco

Education: 1999-2003 BA Visual Art, Stanford University, California

Much of Auerbach's works deal with written communication and the limits that they place on expression. There is a recurring interest in the space between the sensical and non-sensical – in how meaning is translated through the help of fragile and frequently failing systems of signs and symbols.






"The Uncertainty Principle"

Sunday, September 30, 2012

Creating Art Vs. Constructing Games

STRUCTURE

The first and most prominant difference between "art" and "game" for myself is structure. When creating my game and then collaborating with a partner, the game always required structure. There had to be a beginning, an end, pre determined point systems and teams or players, and purpose. We had to have a set direction and desire to give the player to do and follow, and in the end, we had to have a result. 

For me, when creating "art", these are things I never even think about, let alone focus on. I usually rely on allowing myself to become distracted and stray away from my original plan for the piece. I enjoy beginning with a thought and ending up in a different place. I have realized and stated in the past about how I enjoy to cause confusion for the viewers and being able to create different reactions and thoughts. 

I think that game making and art making can be seen as very similar though. They are both processes in which the artist is trying to create a reaction, however, in certain situations the artist has more control on the outcome, not just the desire for it.