Urban Shelter Anthony Discenza, Caleb Duarte, Emily Hall, Huong Ngo & Rob Allen, Doug Kerr, Eric Medine, Michelle Wasson, John Watson
Urban Shelter is the third multi-media group show exploring the intertwine between architecture and the environment. This show will present how artists use the symbol of a house to express the fragility of survival, the lengths people go to create safe places, and their social and cultural implications.
Caleb Duartes work consists of a painted figure onto construction type frame works suggesting basic shelters. The intention is to create objects that explore the ideas of shelter within the first and third worlds. Emily Halls wood construction are colorful and elegant but under close examination, you realize that things dont make sense, doors are non existent, and roofs are upside down. Doug Kerr uses references to freeway architecture. His wall sculptures reflect upon the isolation of the American commuter culture. Made of clear polycarbonate, his buildings are as abstract as possible, rarely breaking this seamlessness by revealing the entryway. Michelle Wassons paintings propose a non-linear excursion through a network of interdependent scenes. Arching pathways connect landscapes consisting of flora and the unconventional architecture of futuristic houses. John Watsons material is drift wood which he collects and then hammers together forms suggested by the wood. His metaphor is architectural and although the works is for no practical use, they refer to shacks suggesting the fragility of survival and the lengths people go to create safe places in an indifferent world. In Microtecture, Huong Ngo and Rob Allen use architectural model as a starting point for creating objects and animations. Encapsulated inside toy machine bubbles, tiny replicas of cityscapes or landscapes sprout on the floor like vegetation. Anthony Discenzas video is a compilation of fragmented images of houses for sale designed to obtain the picture perfect of the dream house. Eric Medine uses goggle map for searching random description such as the most corrupted place. The outcome is a series of 3-D architectural elevations that become an illustration of the ultimate uselessness of labels and location.