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	<title>Post Internet &#187; afk</title>
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		<link>https://122909a.com.rhizome.org/?p=84</link>
		<comments>https://122909a.com.rhizome.org/?p=84#comments</comments>
		<pubDate>Tue, 23 Mar 2010 01:13:39 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[joelholmberg]]></category>
		<category><![CDATA[afk]]></category>
		<category><![CDATA[away from keyboard]]></category>
		<category><![CDATA[concrete]]></category>
		<category><![CDATA[joel holmberg]]></category>
		<category><![CDATA[object]]></category>
		<category><![CDATA[same shit different island]]></category>
		<category><![CDATA[sculpture]]></category>
		<category><![CDATA[shit]]></category>
		<category><![CDATA[space]]></category>
		<category><![CDATA[virtual]]></category>

		<guid isPermaLink="false">https://122909a.com.rhizome.org/?p=84</guid>
		<description><![CDATA[Same Shit Different Island, a sculpture by Joel Holmberg, is a thin, haphazardly bent-up metal beam supporting a rough chunk of concrete in the shape of, say, a long piece of petrified grey shit, which itself is held to the beam by a thin piece of fishing wire.
Also attached to this bent-up metal beam-armature are [...]]]></description>
			<content:encoded><![CDATA[<p><em>Same Shit Different Island</em>, a sculpture by Joel Holmberg, is a thin, haphazardly bent-up metal beam supporting a rough chunk of concrete in the shape of, say, a long piece of petrified grey shit, which itself is held to the beam by a thin piece of fishing wire.</p>
<p>Also attached to this bent-up metal beam-armature are a small piece of wood and a second, relatively smaller metal beam element, which, in turn, each support a vertical leg of the larger metal beam-armature.</p>
<p>Before the sculpture is an object, it is – for the artist – a process which is designed to be replicated and reproduced through a broad spectrum of scales.</p>
<p>The work consists of the following 5 process-steps:</p>
<p>1. A beam is bent in three points, forming an armature.</p>
<p>2. Two wires span the uprights of this armature and a third, longer (and, thus, more deeply hanging) wire is suspended down the middle of the first two wires.</p>
<p>3. A tarp is stretched over the three wires, resulting in a hanging “hammock” form.</p>
<p>4. A cement mixture is poured into this hammock form.</p>
<p>5. After the cement dries, both the tarp and the outer two wires of the armature-form are removed so that a curved concrete shape (the piece of shit) is left suspended in air by the “third wire” which still spans the upright points of the beam.</p>
<p>One is, thus, provided with a blueprint for the creation of the “same shit” on “different island(s).”</p>
<p>As one evaluates the sculpture in terms of form, one evaluates it as a set of instructions as well.</p>
<p>It’s virtual art.</p>
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		<link>https://122909a.com.rhizome.org/?p=146</link>
		<comments>https://122909a.com.rhizome.org/?p=146#comments</comments>
		<pubDate>Mon, 15 Mar 2010 02:16:26 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[harmvandendorpel]]></category>
		<category><![CDATA[acrylic]]></category>
		<category><![CDATA[afk]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[computer]]></category>
		<category><![CDATA[cubes]]></category>
		<category><![CDATA[harm van den dorpel]]></category>
		<category><![CDATA[object]]></category>
		<category><![CDATA[painting]]></category>
		<category><![CDATA[screen]]></category>
		<category><![CDATA[texture mapping]]></category>
		<category><![CDATA[virtual]]></category>

		<guid isPermaLink="false">https://122909a.com.rhizome.org/?p=146</guid>
		<description><![CDATA[Harm van den Dorpel’s Texture Mapping works are minimal, starkly-outlined cube sculptures whose high-gloss surfaces each depict abstract images reading to the viewer as “painterly.”
The “painterly-ness” of each image, though, is mutated by the de-texturing (or mapping of texture) accompanying one’s view of their subject matter through the glossy “screen” of transparent acrylic which functions [...]]]></description>
			<content:encoded><![CDATA[<p>Harm van den Dorpel’s <em>Texture Mapping </em>works are minimal, starkly-outlined cube sculptures whose high-gloss surfaces each depict abstract images reading to the viewer as “painterly.”</p>
<p>The “painterly-ness” of each image, though, is mutated by the de-texturing (or mapping of texture) accompanying one’s view of their subject matter through the glossy “screen” of transparent acrylic which functions as the surface of each cube.</p>
<p>The result is less the experience of viewing a painting first-hand (as in, say, a museum) and more the experience of viewing a painting remotely (as through, say, the screen of a computer).</p>
<p>In the process of describing the experience of textural remoteness, however, van den Dorpel creates a short-circuit to a whole new type of texture:</p>
<p>That of virtual space.</p>
<p>He does so in at least two ways:</p>
<p>1. Van den Dorpel’s technique in these works is to paint on the surface of the acrylic which – in the final product – will be viewed as the inside (as opposed to the, more traditional, outside) of the cube sculpture.</p>
<p>One’s view of the painting process is, thus, reversed.</p>
<p>The first layers of paint applied to the surface are the most visible and everything else is masked through, not overpainting, but underpainting.</p>
<p>The virtual presence of this painting’s absence is, thus, activated.</p>
<p>2. Similarly, the mobility of the relatively very light cubes and their subsequent malleability into almost instantaneous re-arrangement nudge the viewer’s understanding of the work’s physical “presence” away from, say, the mass and volume of Minimalist cubes and closer to the virtual 3D space of Second Life.</p>
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