Push Play - Adopt-A-Native
Transcription
Push Play - Adopt-A-Native
Push Play Reinventing the Wheel P ushing boundaries, repackaging entertainment icons and exploring gender identity and social roles are just some of the threads that run concurrently through the Bellevue Arts Museum exhibition Push Play: The 2012 NCECA Invitational, running from 19 January to 17 June, 2012. Dynamic installations commanding various galleries share space with smaller scale counterparts that manipulate the ceramics medium in fresh, edgy and unexpected ways. Play, which is at the heart of this ambitious undertaking, starts with childhood where essential life skills are learnt, as explained by co-curators NCECA Exhibitions Director Linda Ganstrom and BAM Director of Curatorial Affairs/Artistic Director Stefano Catalani. Play may bring out the child in all of us but, from the start, nonverbal communication, social interaction, fantasy and imagination, as well as discovery set the stage for a life well lived. Out of 200 artists, 33 international artists were selected to participate from a call for entries that generated 2000 works. The bar is set high so one can only guess at the work that did not make the cut. To celebrate the various works, it is best to recognise them through the similar concepts they represent. Take Anne Drew Potter’s The Captain’s Congress, a searing look at peer pressure. Fourteen children sculpted in unglazed stoneware are perched on wooden crates joined in an intimate play circle that fills most of the gallery. Apart and excluded from the circle is a lone child seated with her back to the others. No dialogue needed here. Potter’s narrative is told through the exaggerated body language and grotesque facial expressions of her child gang. The figures may be naked but the caricatured bodies are anything but vulnerable. Innocence has been replaced by mean-spirited jockeying for position and for attention. It is not clear if there is a leader. What is clear is that the group dynamic has seen one child cast out and ostracised: A familiar scenario depicted down to the unifying paper hats worn by all the figures in the circle. It is a powerful commentary on how children take their behavioural cues from moments of group play. What a Doll: the Human Object as Toy by Christina West and Come Undone by Beth Cavener Stichter combine body and movement similar to Potter’s work with the addition of a third element – reinterpreting familiar narratives. What a Doll is a montage of life size dolls with slipcast limbs and cloth-stuffed torsos circling around each other while bolted to the walls. The notion of a doll as plaything is literally turned on its head. The dance of bodies is accentuated by blank or A Review by Judy Seckler 108 Ceramics: Art and Perception No. 88 2012 anguished faces, dressed in clothing that is adult and sophisticated with dot or paisley patterns and a hint of sexual tension. These dolls have left the comfort zone of simple childhood roleplaying and relationship building. West introduces nuances to her figures that are as complex as they are unsettling. Cavener Stichter turns up the volume on unsettling with Come Undone, her 25-foot installation of a stoneware wolf ready to attack while a pink mixed media cloud of mostly fibres explodes like vomit from its lips. It is hard to miss. The cascade of pink chunks is composed of ribbon, bows, artificial flowers, tulle and crocheted yarn, which brings levity to the proceedings. The cunning and dangerous archetypal wolf that we know from folk tales is reimagined, introducing a duality not seen before between the feminine and the masculine. The combination of media might throw many off their straight and narrow ceramics compass with its kitsch sensibility. For those who embrace Cavener Stichter’s novel approach, it represents the boundless future of clay. The future also relies on play to pave the way for inventing new language. Beginning with Megumi Naitoh, her 6/12/2009 earthenware screen-printed frieze is a throwback to mosaic and tile murals, while at the same time exploring imagery inspired by a 3D virtual world. Images of domesticity and avatars comingle in a world where it is possible to create an alternate identity for play and fantasy purposes. Facing page: Anne Drew Potter. The Captains Congress. 2011. Stoneware, wood, acrylic and newsprint. Above: Christina West. What a Doll: The Human Object as Toy. 2010. Slipcast ceramic and stuffed fabric. 49 x 12 x 8 in/ea. Photo by Colin Conces. Social interaction becomes a mind/keyboard experience, where patches of white mosaic, creating a flickering effect that references movies, videos and the ephemeral nature of online interaction, interrupt Naitoh’s images. Her work is a commentary on contemporary life: Play is available at our fingertips and is effortlessly integrated in to real life. Adrian Arleo’s Swan switches our attention from daily life to the subconscious. Dreams are often places to be playful and encounter the fantastic. A swan in folklore and mythology was seen as a messenger and associated with power and fertility. Arleo’s sculpture transforms the swan into a seer. Its feathered surface is covered with questioning eyes. It sits on an undulating platform glazed in shades of blue attached to a similar organic pedestal glazed in shades of green. The technical prowess of the sculpture speaks louder than its psychological implications. On one level, the swan is a recognisable icon but on another level, the sculpture attaches new meanings to its subject. Sam Scott reaches back to a recognisable ceramic form, creating a series of six plates that exist as contemporary fossils. He uses symbols of play and games to capture the significance of play. Ceramics: Art and Perception No. 88 2012 109 Above: Beth Cavener Stichter. Come Undone. 2012. Stoneware, mixed media with fibre elements created in collaboration with Lauren Turk. Courtesy Claire Oliver Gallery, New York. Photo by Doug Yaple. Below: Megumi Naitoh. 6/12/2009. 2009. Screen printed ceramic earthenware. 30.75 x 20 x 2.25 in. At first, the black and white plate titled Play/KT appears to be a jumble of symbols and letters. Woven into the surface of the plate are images of astronauts, robots, cowboys, dominoes, dinosaurs, soldiers, 110 Ceramics: Art and Perception No. 88 2012 knights in armour interspersed with random letters. It is a short list of favourite toys plucked from childhood. They are the items that provide the catalysts for imagination. The placement of the various icons is energetic and conveys that play is a vital part of life. With War Games, Scott ties iconic playthings to contemporary life. At the centre of the plate is a TV/ game remote control. All the toys ricochet off and around this symbol of what has now become play central in the lives of many. The plate Push Play, whose letters resemble children’s building blocks, is a nod to another classic toy and puts a playful face on the exhibition name, while revisiting the same themes as War Games. Skipping from Scott’s work to a sculpture by Ian Thomas and Ryder Richards, Monument to a Quarter Million Dreams uses clay in new ways to illustrate how childhood fantasies translate into physical objects. Whether the frame of reference is the American space program or homage to sci-fi fantasy films such as Star Wars or Alien, the mysteries of space travel are a springboard for play. Thomas and Richards have used a raw clay glue mixture to create a sculpture that totters back and forth between being seen as a skeleton of an unknown aircraft and/ or a reminder of a fallen icon like Ozymandias where dreams rise and fall from the poem of the same name of Percy Bysshe Shelly. Play can also be seen as transformational as personified by the works of Rebekah Bogard and Diego Romero. The links to reality become blurred in Bogard’s large dreamscape Gravitational Pull. Inspired by camp-outs sleeping under the stars, bulbous abstract trees frame a scene where rabbits of an anthropomorphic bent recline on unfamiliar organic pedestals. It is a dream version of the forest with lush, erotic flowers showing their blooms and stars hanging above. Bogard turns her attention to twilight, in her estimation, the magical time of the day when things are about to change. The transformation leaves room for play, exploration and discovery. Working on a more intimate scale, Romero uses the tradition of Native American pottery as a jumping off point in Wonder Woman. Play and playfulness are both at work in Romero’s technically taut bowls. He melds the stylistic imagery of comic books with Pueblo pottery to create a hybrid style that addresses contemporary issues. Comic book heroes afford a chance for adventure and room for play. Top left and below: Sam Scott. Top left: Push Play. Below: War Games. 2011. Kai Porcelain. Cone 12 gas firing. 13 x 13 x 1.5 in. Above: Diego Romero. Wonder Woman. 2011. Ceramic and gold lustre. Courtesy of Robert Nichols Gallery. For all the many sculptures in the exhibition that could not be included on these pages, it can be said that they possess depth and power in a limitless variety of styles and techniques. Also play, it has been shown, is not the unique domain of the young. It is the spark that is available to all who are able to harness it. Judy Seckler is a Los Angeles-based magazine writer, specialising in art, design and architecture. (www.judyseckler.com) (www. twitter/judyseckler). Her previous two reviews for Ceramics: Art and Perception were Making Fun: The 67th Scripps College Ceramic Annual and Brad Miller: Primordial Algorithms (Issue 87/2012). Ceramics: Art and Perception No. 88 2012 111