MFA Research Methods visit to the MET

MFA Design’s first year students took a trip to the Metropolitan Museum of Art this month as part of the Research Method’s assignment led by professor Atif Akin (he/him). They explored questions of authorship, history, and genealogy referencing readings completed in class by Michel Foucault and Nietzsche. The goal of this assignment was to look at artifacts within the MET and construct a continuous narrative or genealogy. This assignment could be about anything as long as it was in the MET at the time of the tour. 

Iris (Qing Zeng, she/her), crafted a pixel solo play through game on Figma, using AI to generate the image. The viewer could explore the garden as a flower and look at formal elements of rocks, wood panels, and architecture. Her tour took place in the Asian Art wing, starting at the moon gate, traversing through the courtyard, and ending thoughtfully in the chamber. Iris has an interest in gaming software and enjoys building narratives and worlds that can engage with her viewer’s feeling of sympathy. Her own voice overlaid the play through text as well as a beautiful soundtrack that set a peaceful tone. Click here to play the game

Rachel Jung A Huh (she/her) created a zine that explored the fictional world of a dog shelter, The Canvas Shelter, where the audience could understand a dog’s reason for being placed for adoption and the busy lives of the people in the European Painting Wing. This tour captured the imagination of everyone involved, as all MFA first-year candidates on this tour had their own pups they had to leave behind.

One of the featured dogs was Reynolds, a greyhound whose refined yet confined life mirrored the contradictions of aristocratic society. His story, like those of the other animals, revealed how love, loss, and care intertwine across time and class.

This project reflected on authorship, representation, and empathy, asking who is seen, named, and cared for within institutional narratives. By personifying the museum as a shelter, The Canvas Shelter subverted the power structure of the traditional art museum, turning observation into emotional participation. The narrative concluded with a personal reflection on Rachel’s own adopted labrador retriever, Kahn, whose story bridges the distance between past and present, painting and life, art and care. Ultimately, The Canvas Shelter invited our first year class to adopt not only the forgotten animals of art history but also a more compassionate way of seeing.

Ali El-Chaer (they/he) created a walk through using the folk story of Joha and his donkey as a guide and to set the tone on cultural appropriation and erasure through the Arab/Islamic art wing. The viewer could use the blank Mary template as a comment on the absence of Palestinian textile/patterns. The use of Mary is also reflective of Ali’s Palestinian Christian background and the importance of her story as a Palestinian woman on a global scale and the Palestinian Christian identity being erased. Viewers were able to dress her up with various other patterns and materials encountered in the same wing and in other places of the museum.

 The MET has Palestinian textiles within their collection but they are not on display. This inspired him to ask questions about artifacts you do not see in a museum for this assignment, what happens when you erase a culture or people from history, and who is allowed to be seen.

Creating Virtual Environments (Workshop)

Saturday, April 30th @ 2 pm

A workshop on the technical aspects of designing 3D virtual environments.

Space is limited to 20.
Reserve your spot: elizabeth.larison@apexart.org.

This hands-on workshop guides participants in the technical aspects of designing 3D virtual environments, including hardware setup with Oculus Rift and Unity Game Engine. Within the workshop, participants will work in small groups and practice newly-acquired skills to create their own virtual landscapes and scenes.

This workshop is designed for participants with moderate familiarity with digital 3D content creation. Experience with 3D modeling and Adobe Photoshop are strongly recommended, and participants will need to bring their own laptops that have these softwares installed.

This event is free and open to the public. RSVP required.

Bunker Gallery

OPENING MARCH 3

BUNKER is a pop up art gallery specializing in emerging artists who create engaging, beautiful work that often involves technology. 

BUNKER operates under the assumption that art doesn’t have to be inaccessible and pretentious in order to be valuable. 

BUNKER is a gallery for people who hate technology but love art.

BUNKER is a gallery for people who love technology but hate art.

BUNKER is curated by GABEBC

Information Fall-Out: Buckminster Fuller’s World Game extended

Film stills courtesy of the Herbert Matter World Game Archive at Stanford University Libraries.
Columbia University Graduate School of Architecture, Planning and Preservation
Information Fall-Out: Buckminster Fuller’s World Game extended
September 18—November 20, 2015

Arthur Ross Architecture Gallery
Buell Hall, Columbia University GSAPP
1172 Amsterdam Ave
New York, NY 10027
Hours: Monday–Friday noon–6pm, Saturday 3–6pm

Columbia GSAPP Exhibitions presents Information Fall-Out: Buckminster Fuller’s World Game, an exhibition at Columbia University’s Graduate School of Architecture Planning and Preservation.

Initially proposed for Expo 67 in Montréal, Buckminster Fuller’s World Game was played for the first time in 1969 at the New York Studio School for Drawing, Painting, and Sculpture. Over the next decade, the World Game evolved and expanded through workshops, seminars, strategy papers, and building designs. Across its different manifestations, the World Game remained focused on the goals of overcoming energy scarcity and altering conventional territorial politics through the redistribution of world resources. This anti-Malthusian, anti-war game was meant to discover conditions for perpetual ecological peace and to usher in a new era of total global resource consciousness. Mirroring Cold War command and control infrastructures, proposals for World Game centers described a vast computerized network that could process, map, and visualize environmental information drawn from, among other sources, Russian and American spy satellites. Fuller claimed that their optical sensors and thermographic scanners could detect the location and quantity of water, grain, metals, livestock, human populations, or any other conceivable form of energy. Among Fuller’s abiding obsessions was the limited range of the electromagnetic spectrum available to human vision. Fuller argued that the World Game would serve as a corrective to this limitation by rendering visible global environmental data patterns that evaded normal perception.

Assembling documents related to various iterations of the World Game conceived, proposed, and played from 1964 to 1982 along with materials from the World Resources Inventory, the exhibition examines the World Game as an experimental pedagogical project, as a system for environmental information, and as a process of resource administration. A related symposium will bring together scholars and architects with Fuller partners and collaborators to speak about the World Game in relation to its ecological, informational vision, and to the current stakes for environmental data and its representation.

The exhibition is curated and designed by Mark Wasiuta, Director of Exhibitions and Co-Director of the Critical, Curatorial, and Conceptual Practices in Architecture Program, and Adam Bandler, Exhibitions Coordinator at Columbia GSAPP. Florencia Alvarez Pacheco is assistant curator.

For more information, please send an email to exhibitions@arch.columbia.edu.

The Arthur Ross Architecture Gallery at Columbia University’s Graduate School of Architecture, Planning, and Preservation (GSAPP), provides a platform for developing original curatorial projects and for experimenting with the spatial distribution and visual organization of research material. The gallery is simultaneously a testing ground for exploring new approaches to architectural exhibitions, and a space for considering and analyzing architecture as it has been formed through exhibition. Its exhibition program follows several distinct series. “The Living Archive” interrogates and exposes important and underexamined architectural archives, while other exhibitions resulting from collaboration with contemporary artists, architects, and scholars aim to provide models for novel forms of architectural speculation and spatial practice.

Bierut Show in NYC — Must See Before Nov 7!

Make sure to see Graphic designer Michael Bierut’s exhibition at the SVA Chelsea Galleries, up now through Nov 7. You will see a coherent body of thoughtful work, including logos, visual identity systems, posters, books, way-finding and building signage, as well as pages from the designer’s sketchbook, a video interview and a roomful of black-and-white posters for the Yale School of Architecture. Absolutely gorgeous! Read an interview with the designer here.