Posts Tagged ‘Museum of Modern Art’
January 17, 2013 | by Yevgeniya Traps
The Polish sculptor Alina Szapocznikow made a career of disassembling the body, of exposing its weaknesses, its many vulnerabilities, whether through the uses and abuses it’s been put to in the abattoir of twentieth-century history or at the mercy of the more mundane, if no less fatal, everyday mortality. If that sounds like a bit of a downer, worry not: Szapocznikow managed to keep a sly tongue firmly in cheek, and her work, for all its startling beauty, its nearly unbearable intimacy, its sublime evocation of pain and disease and suffering, is witty, even funny.
Her sculptures—on display, through January 28, at the Museum of Modern Art, where they are presented as part of a retrospective entitled “Alina Szapocznikow: Sculpture Undone, 1955–1972”—indulge in the darkest shade of black humor, extracting their punch lines from abysmal pockets of human experience. Take, for example, her Lampe-bouche (Illuminated Lips) (1966), a series of resin casts of a female mouth set atop metal stands and wired to work as lamps.Read More »
August 11, 2011 | by Josh Dzieza
On a recent balmy night, in the courtyard of the Museum of Modern Art, I watch a dozen adults hop excitedly between platters of white, gray, and black arrayed in a circle. They move at a waltzlike pace, stepping, stopping, pointing. This strange spectacle isn’t an art project, exactly, but a game: part of a one-night arcade organized by the magazine Kill Screen for MoMA’s exhibition of interactive objects, “Talk to Me.”
The game is called Starry Heaven, after Kant’s epigram that the two things that fill him with wonder and awe are “the starry heavens above me and the moral law within me.” The rules of Starry Heaven, however, are decidedly unfriendly to anyone following the moral law within him. As players move from disc to disc toward the center of the circle, they must conspire with each other to point at another player on an adjacent disk, banishing him. “It requires them to collaborate with their fellow players—and to stab them in the back,” says Eric Zimmerman, who designed the game with Nathalie Pozzi, an architect. “It tells a perverse moral fable.”
Another game, in the museum’s lobby, takes a more laissez-faire approach to pitting players against each other. It has only one rule—to follow the instructions that appear on a screen—but the game’s title, BUTTON, for Brutally Unfair Tactics Totally OK Now, encourages players to break it. As I walk toward the five-foot-wide screen, it tells the four men standing in front of it that the first one to hit his button ten times will lose. They run, dive, grabbing their bucket-size rubber buttons from the floor—and then they stop, seemingly at a loss. Cautiously they press their own buttons, watching each other: a suicide pact. Then, one of them grabs his neighbor’s button and starts bashing it furiously. People in line cheer as the screen shows his competitor’s animal avatars blasted by lightening bolts. He walks away with his arms raised in triumph. Read More »