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Based on 23 Temple Street, Kowloon, Hong Kong. Scratchbuilt 1:20 Scale Miniature created from MDF, Wood, cardboard, plastic card, chalk pastels, spraypaint, wire, plastruct. Created for VOLTA Art Fair, New York City, March 2017. Photo Credit: Andrew Beveridge/ASB Creative The post 23 Temple Street appeared first on Joshua Smith.
over a year ago

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More from Joshua Smith

Williamsburg Loading Dock

Description of artwork The post Williamsburg Loading Dock appeared first on Joshua Smith.

a year ago 1 votes
Luncheonette

Description of artwork The post Luncheonette appeared first on Joshua Smith.

a year ago 1 votes
General Laundry Building

Scratchbuilt miniature based on the Abandoned General Laundry building in New Orleans, United States. Created for the Urban Art Fair in Paris showing with Galerie 42b in Paris, April, 2019. Scratchbuilt 1:24 Scale Miniature created from MDF, Wood, cardboard, plastic card, chalk pastels, Acrylic Paint, wire, styrene. The post General Laundry Building appeared first on Joshua Smith.

over a year ago 1 votes
Chapel Street Photobooth

Based on the Iconic photobooth located on Chapel Street, South Yarra, Melbourne. Exhibited at Beinart Gallery, Brunswick, Melbourne, Australia, June 2019. 1/12 Scale Scratchbuilt miniature using Paper, Cardboard, MDF, Wood, Styrene, Plastic, Wire, Working LED’s. Photography Credit Andrew Beveridge/ASBcreative.com Do not use without permission. The post Chapel Street Photobooth appeared first on Joshua Smith.

over a year ago 1 votes
Globe Slicers

Scratchbuilt miniature of the Globe Slicers Building, The Bowery District, NYC. Scratchbuilt miniature using MDF, Wood, Cardboard, Paper, Spraypaint, Acrylic Paint, Styrene, Wire, Chain, Weathering pigments. Private Collection Featuring the work of Sory, Staino, Seedr, Sefu, Hitop, Crown, Skuf. Used with permission. The post Globe Slicers appeared first on Joshua Smith.

over a year ago 1 votes

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Vigdis Rosenkilde by Fibra Branding

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an hour ago 1 votes
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2 days ago 6 votes
From Pascal's Empty Room to Our Full Screens

On the Ambient Entertainment Industrial Complex “All of humanity’s problems stem from man’s inability to sit quietly in a room alone.” Pascal’s observation from the 17th century feels less like historical philosophy and more like a diagnosis of our current condition. The discomfort with idleness that Pascal identified has evolved from a human tendency into a technological ecosystem designed to ensure we never experience it. Philosophers and thinkers throughout history worried about both the individual and societal costs of idleness. Left to our own devices — or rather, without devices — we might succumb to vice or destructive thoughts. Or worse, from society’s perspective, too many idle people might destabilize the social order. Kierkegaard specifically feared that many would become trapped in what he called the “aesthetic sphere” of existence — a life oriented around the pursuit of novel experiences and constant stimulation rather than ethical commitment and purpose. He couldn’t have imagined how prophetic this concern would become. What’s changed isn’t human nature but the infrastructure of distraction available to us. Entertainment was once bounded — a novel read by candlelight, a play attended on Saturday evening, a television program watched when it aired. It occupied specific times and spaces. It was an event. Today, entertainment is no longer an event but a condition. It’s ambient, pervasive, constant. The bright rectangle in our pocket ensures that no moment need be empty of stimulus. Waiting in line, sitting on the train, even using the bathroom — all are opportunities for consumption rather than reflection or simply being. More subtly, the distinction between necessary and unnecessary information has collapsed. News, social media feeds, workplace communication tools — all blend information we might need with content designed primarily to capture and hold our attention. The result is a sense that all of this constant consumption isn’t entertainment at all, but somehow necessary. Perhaps most concerning is what happens as this self-referential entertainment ecosystem evolves. The relationship between entertainment and experience has always had a push-pull kind of tension; experience has been entertainment’s primary source material, but, great entertainment is, itself, an experience that becomes just as affective background as anything else. But what happens when the balance is tipped? When experience and entertainment are so inseparable that the source material doubles back on itself in a recursion of ever dwindling meaning? The system turns inward, growing more detached from lived reality with each iteration. I think we are already living in that imbalance. The attention economy is, according to the classic law of supply and demand, bankrupt — with an oversupply of signal produced for a willful miscalculation of demand. No one has the time or interest to take in all that is available. No one should want to. And yet the most common experience today is an oppressive and relentless FOMO you might call Sisyphean if his boulder accumulated more boulders with every trip up and down the hill. We’re so saturated in signal that we cannot help but think continually about the content we have not consumed as if it is an obligatory list of chores we must complete. And that ambient preoccupation with the next or other thing eats away at whatever active focus we put toward anything. It’s easy to cite as evidence the normalization of watching TV while side-eying Slack on an open laptop while scrolling some endless news feed on a phone — because this is awful and all of us would have thought so just a few years ago — but the worst part about it is the fact that while gazing at three or more screens, we are also fragmenting our minds to oblivion across the infinite cloud of information we know is out there, clamoring for attention. Pascal feared what happened in the empty room. We might now reasonably fear what happens when the room is never empty — when every potential moment of idleness or reflection is filled with content designed to hold our gaze just a little longer. The philosophical question of our time is not how to fix the attention economy, but how to end it altogether. We simply don’t have to live like this.

2 days ago 4 votes
CMC Korea by Instory Creative

CMC is one of the largest technology corporations in Vietnam. In the process of going global, CMC opened a branch...

5 days ago 4 votes
UX, how can I trust you?

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a week ago 9 votes