Category: Art History

  • Personal Introduction

  • That Poppy – IDMAa 2017 Presentation-

    That Poppy – IDMAa 2017 Presentation-

    Video of my latest conference talk at IDMAa 2017 at the University of the District of Columbia

  • That Poppy: An elaborate piece of performance art, or marketing

    That Poppy: An elaborate piece of performance art, or marketing

    Exploratory analysis of Internet sensation “That Poppy”

  • Molleindustria, art video games

    Molleindustria, art video games

    Molleindustria, is an Italian game development company that describes itself as: Since 2003 we produced homeopathic remedies to the idiocy of mainstream entertainment in the form of free, short-form, online games. Our products range from satirical business simulations (McDonald’s Video game, Oiligarchy) to meditations on labor and alienation (Every day the same dream, Tuboflex, Unmanned), from…

  • Family Resemblances

    Family Resemblances

    As we move closer to post-modern thought we find that philosophers, aestheticians and others shift in how to grapple with the “Art Question.” The search for an essential quality that all works of art share and that can thus be used as a benchmark to determine what is art and what is not, seems more…

  • The pleasures of teaching

    The pleasures of teaching

    An undergrad wrote this about my class: “I know that the class had no clear intention to adress any philosophical issues or issues of imperialism, socialism and social injustice, however I noticed that by knowing the culture around us we can get answers to the questions I mentioned above, and understand how things happen the…

  • Significant Form

    Significant Form

    Clive Bell describes his theory of what makes certain artistic expressions be considered art as a shared quality that all objects that elicit an aesthetic reaction in the following way:  “What quality is shared by all objects that provoke our aesthetic emotions? What quality is common to Sta. Sophia and the windows at Chartres, Mexican sculpture,…

  • The artistry of frustration

    The artistry of frustration

    Recently I have been going through two very interesting games, Dark Souls and Bloodborne, designed by game-maker Hidetaka Miyazaki. These are often cited as prime examples of great video game design, lauded for their often times punishing difficulty and obscure and ambiguous yet intriguing storyline. While both games share mechanics and themes such as cycles of life…

  • Designing an exhibition

    Designing an exhibition

    I have been asked to design a very small exhibition for the student gallery at the Universidad de las Americas. The exhibition narrates the photographer’s trips in a 4 year period and the locations involved. This is a work in progress.

  • Authenticity in Museums

    Authenticity in Museums

    In this essay I will endeavour to offer my views in the subject, starting with an attempt at a definition of authenticity. Afterwards I will address the dangers of chasing this subjective concept if limits are not set. The third and most important part of this essay will look at two contrasting museums, the Piermaster’s…