Archivos por Etiqueta: robo en los museos

Dos videos del MoMA sobre Fluxkit


Alison Knowles discusses the Fluxkit.
During the course of the exhibition, the display of Fluxkits-collective groupings of Fluxus Editions assembled by George Maciunas-will change. Artists-some who were original members of Fluxus-have been invited to select objects from the kits and determine their arrangement.
© 2011 The Museum of Modern Art, New York


“A Personal History of Curation”, Pope.L | Thing/Thought: Fluxus Editions, 1962-1978, at MoMA. Narrative involving the Fluxkit, created by Pope.L.
Filmed on December 13, 2011, in conjunction with the exhibition Thing/Thought: Fluxus Editions, 1962-1978
On view at MoMA September 21, 2011-January 16, 2012
Thanks to David Hart, Dan Phiffer, Gretchen Wagner, the artist’s sister and her husband Jim, Jim Calder, Jim Pruznick, Jim Jeffers, Tati and Mitchell-Innes and Nash, New York

Iconoclastia, FPS (First Person Shooters). Vídeo de Manel Bayo

Iconoclàstia FPS (First Person Shooters), de Manel Bayo. Pieza producida por el Vad festival 1.0.

Gracias a Marta Sureda por el aviso.

(Text que acompanya el vídeo – Texto que acompaña el vídeo).

Català:

Si acceptem com a vàlida la lectura feta per Donald Kuspit segons la qual el pas d’un art analògic a un art digital s’hauria d’entendre, a grans trets, com un procés que va de la «representació d’objectes» a un progressiu intent per «codificar les sensacions», aleshores sembla clar que l’estètica dels videojocs FPS (Doom, The Conduit, Unreal, Quake, Halo…) suposaria una mena de fita en aquest esdevenir marcat per la voluntat de situar el subjecte –i la seva experiència sensorial– en el centre del «dispositiu lúdic-estètic».

I no només això: de la mateixa manera que el millor videoart de la dècada dels setanta (Baldessari, Acconci, Nauman…) va haver d’encarar l’omnipresència de la televisió com a metàfora dominant d’un suposat «nosaltres» –com molt bé ha observat Mark van Proyen–, l’art digital d’avui dia només podrà ser rellevant en la mesura que tingui en compte les implicacions d’Internet. Ser a la xarxa s’endevina com el darrer requisit per completar aquest procés d’obertura que converteix l’espectador tradicional en usuari o protagonista d’una història que ell mateix s’encarrega de construir.

Justament per tot això, no és estrany que artistes com Manel Bayo –que ha transitat per quasi tots els formats, començant per la pintura– trobin en l’estètica del videojoc un espai insòlitament autàrquic que els permet, d’una banda, mantenir i afirmar el caràcter lúdic que sempre hauria de tenir qualsevol proposta artística i, de l’altra, dialogar irònicament amb una tradició representativa que ha esdevingut icònica (encapçalada per la «pintura de cavallet»). Si a tot plegat hi sumem la utilització d’escenaris perfectament reconeixibles i amb una forta càrrega social i històrica com poden ser les antigues Sales Municipals d’Exposició de la rambla de Girona, aleshores el que s’esdevé és un diàleg vertiginós entre l’element més local –o, fins i tot, anecdòtic– i el dispositiu tecnològic d’abast global i, en aquest sentit, essencialment anodí i impersonal. D’això es tracta: el videojoc entès, també, com a espai de reflexió.

Eudald Camps.

¨¨¨¨¨¨¨¨¨¨¨¨

English:

Iconoclàstia FPS (First Person Shooters)
Eudald Camps

If we accept Donald Kuspit’s interpretation according to which the step from an analogical towards a digital art should be undesrtood, mainly, as a process that goes from the “representation of objects” to a progressive attempt for “codifying feelings”, then it becomes clear that the videogames FPS aesthetics (Doom, The Conduit, Unreal, Quake, Halo…) would be a kind of benchmark in this process that has to do with the aim of placing the subject –and his sensorial experience– at the center of the playful aesthetic device.

But not only this: the same as how the best video-art works in the seventies (Baldessari, Acconci, Nauman…) had to face the presence of TV everywhere as the dominant metaphore of an imagined “we” –as it has so well observed Mark van Proyen–, nowadays, digital art will only be relevant as long as it considers the implications of Internet. To be in the web is eventually the last condition to complete this opening process that makes the traditional viewer become a “user”, as well as the main character of a story that he or she is in charge to create.

And it is for that reason that artists like Manel Bayo –who has tried almost all the formats, starting with painting– can find in the aesthetics of videogames an autarchic space that allows him, on one side, to keep and to assert the playfull side of any art event and, on the other side, to ironically establish a dialogue with a tradition that has become iconic (with “easel painting” at the top). If we add to all this the use of perfectly recognizable environments that have a strong social and historical background, like the old Sales Municipals d’Exposició in the Rambla of Girona, then, what happens is a lightning-speed dialogue between the most local –even irrelevant– issue and the world-wide technological device, essentialy bland and impersonal. And that is the point: to understand the videogame also as a space for reflection.

Eudald Camps.

Ross recuperation

From The Reappereance of Ross

I resolve to recuperate the body of  Felix Gonzalez-Torres’s boyfriend Ross Laycock, from the Art Institute of Chicago into my bedroom at Roots and Culture Contemporary Art Center before I return to San Diego, California. In order to steal Felix’s boyfriend away from the AIC, I must remove as much cellophane wrapped candy from the AIC as I can hide in my pockets before being chastised by the very competent and friendly museum attendants. My first pieces of Ross came to me uneventfully. I grabbed a handful of colorful candies and shoved them in my pocket before the attendant could explain the 2-candy-limit policy. The second pieces of Ross were more difficult to obtain, but more fun. I brought reinforcements (who shall remain nameless). Between the two of us, we managed to more than double the amount of Ross in my bedroom.

No Touching – Publicación de Radicalmente emancipado(s)

Sobre el robo de partes o elementos de arte contemporáneo.

Descarga el PDF.

Libro intervención para el catálogo de Composición del lugar II: Audiencias cardinales, ciclo de Álex Brahim.

Catalan, Castellano e inglés.

Abril de 2012

Más información aquí.

Dos robos en los EEUU: un Picasso y un Dalí.

A painting by Salvador Dali has been stolen from an art gallery in Manhattan, by a man who took it off the wall and carried it out in a bag (BBCNews – 22 June 2012).
http://www.bbc.co.uk/news/entertainment-arts-18549855#TWEET163459

A Pablo Picasso drawing, thought to be worth £100,000 has been stolen from an art gallery in San Francisco (BBCNews – 6 July 2011).
http://www.bbc.co.uk/news/entertainment-arts-14042128

Radicalmente emancipado(s) con subtítulos

Entering fully into the analysis of the institution as a space of social production, and motivated by what Foucault theorised as societies of control and the way they are reflected in the artistic framework, Mireia c. Saladrigues recently focused on the social fixation of the roles of the public, and on the surveillance systems of art centres and museums.

This gave way to “Radically Emancipated” (2011), a documentary work in progress, the initial results of which became the basis for her intervention in “Cardinal Audiences” in the form of video capsules, objects and documents. Somewhere between the prohibited and the sublime, Saladrigues looks at the experience of thefts of fragments of artworks that have been carried out in Barcelona by perpetrators who see their actions as exercises in profound and respectful communion with the work. In this vision of the desire to transcend the ephemeral experience of contemplation – through appropriation – Mireia touches on fetishist materialisation and possible impertinence in the face of security codes and regulations, but also comments on the poetry and politicisation required by the inner time of use of the artwork, beyond throwaway consumption and its domains of safeguarding.

The Maiden Heist, 2009

Anna Moreno menciona esta comedia. Tres guardias de seguridad de un museo, después de treinta años en contacto con las mismas obras de arte, han desarrollado un profundo vínculo emocional con ellas. Por eso, cuando se decide trasladadas a un nuevo museo, los tres tramarán un plan para robarlas y devolverlas a su lugar original.

Radicalmente Emancipado(s), de Mireia c. Saladrigues

Radicalmente emancipado(s)
Un proyecto en proceso de Mireia c. Saladrigues

Radicalmente emancipado(s) investiga apropiaciones de fragmentos de obras de arte acontecidas en algunos espacios expositivos de Barcelona en los últimos años. Estos hurtos han sido realizados en circunstancias similares y poco comunes, por lo que tanto cuerpos de seguridad como trabajadores de las salas los atribuyen a un individuo o un grupo concreto. Una serie de vídeos y documentos distribuidos a lo largo del Espai Cultural Caja Madrid parten de estas sospechas, para plantear al visitante qué posibles motivos estéticos e intelectuales provocan a cierto(s) espectador(es) realizar tales sustracciones, consideradas como vandálicas por el consenso social, pero celebradas por algunos como gestos de comunión artística o actos políticos.

Los códigos de comportamiento en un museo están claros. Los mecanismos de protección y de seguridad de las obras lo hacen evidente incluso para el espectador no iniciado.

Sin embargo hay visitantes que rompen con esas normas para poder llevarse algún elemento o pedazo de obra… ¿Recae toda la responsabilidad de ese gesto sobre el espectador? ¿O de alguna manera las obras, los artistas e incluso las salas de arte incitan a que aquello suceda?