Exhibitions

ARGARMENIA, Game Play – Yerevan City, Armenia, 2013

ARGARMENIA was a series of real-time gaming environments designed both within real and virtual environments that challenge players’ ability to problem solve, and develop their imaginations whilst learning how to manipulate narrative structures. Players learn to collaborate and construct an imaginative space that ultimately expands the participants’ shared understanding of reality in how meaning is constructed out of history and the bodies that inhabit this temporal space of existence…read online >>

 

ARGARMENIA, Exhibition and Screening, Tumo – centre for creative technologies, Yerevan, Armenia, 2013

ARGARMENIA was a series of real-time gaming environments designed both within real and virtual environments that challenge players’ ability to problem solve, and develop their imaginations whilst learning how to manipulate narrative structures. Players learn to collaborate and construct an imaginative space that ultimately expands the participants’ shared understanding of reality in how meaning is constructed out of history and the bodies that inhabit this temporal space of existence…read online >>

 

YEREVAN BIENNALE 01, Armenian Center For Contemporary Experimental Art, 2013

The final installment of the four ARG’s in Armenia began as a closing event for the first Yerevan Biennale staged at the Armenian Center For Contemporary Experimental Art (NPAK). The ARG used the function of the International Art Biennale and the tour guided experience as a way to frame the final episode in the four part series which was first started by students at Tumo – center for creative technologies……read online >>

 

New Dawn – Part I, Boxcopy, Brisbane, Australia 2013

The first component to New Dawn is a multi–channel video work which conflates the online spectacle of real events with virtual gaming. How do we determine certainty or truth and remove doubt from the decisions we make about real–time and online experiential data; now that our lives are progressively more than ever entwined with virtual space. The purpose of this new moving image work is to question this new phenomenon and what are the political, social and economic repercussions for these new technological developments on our bodies and subjectivities. By doing this my work asks us to reflect on how we function as a society in response to these new spaces of interaction, how we might respond to the political dimensions of these expanded sites of inhabitation, and how they might also represent a more troubling scenario for the possibility of dissent or opposition in our media saturated culture…read online >> | download catalogue >>

 

New Dawn – Part II, Metro Arts, Brisbane, Australia 2013

The second component to New Dawn is an ongoing series of sculptural works that have been in development since 2010. This new body of work will examine the mysterious nature of our reality by combining 3D printing technology software with traditional studio based sculptural practices such as mould making and air brushing techniques. All of my past video work, machinima, performance and installation practice all attempt to activate an immersive space from which to critically and creatively consider how reality and simulated environments both construct and reconfigure our ideas about the nature of identity. Unlike previous moving image works, these static sculptural works aim to primarily bring the body from a technological and virtual three–dimensional space into the real gallery space of the viewer…read online >>

 

GAMERZ FESTIVAL #09, Arcade P.A.C.A., Aix en Provence, France, 2013

The word “glitch“ first appeared in spaceship programmes in the USA in 1962. A computer glitch is the failure of a system, usually containing a computing device, to complete its functions or to perform them properly. The word spread to electronic music in the 1990’s. Glitch goes with the notions of bug, repetiton , linearity or fragmentation to quote Iman Morandi’s ‘Aestehetics of glitch’ 2004. Made purposefully…read online >>

 

Machinima, The Block, QUT, Creative Industries, Brisbane, Australia 2010

Machinima in its present form is probably best defined as “Filmmaking using Video Game Technology”. It’s a term often used by Paul Marino, the Director of the Academy of Machinima Arts and Sciences, and I feel it encapsulates the current state of Machinima quite well. Most works people will stumble upon will use settings within existing games to tell a story…read online >>

 

Videoholica: Keep the Illusion Alive, Varna Bulgaria, 2010

The 4th edition of VIDEOHOLICA International Video Art Festival took place in Varna between August 10th and August 18th, 2010 accompanying AUGUST IN ART International Biennial of Visual Arts. During the festival 9-day duration, according to the VIDEOHOLICA 2010 motto ‘KEEP THE ILLUSION ALIVE’, various video selections and projects as…read online >>

 

Vocal Thoughts, Contemporary Art Centre of South Australia, Adelaide, 2010

CACSA Projects 2010 #9 presents Vocal Thoughts curated by Peter McKay was an exhibition that focused on various forms of mental unrest, bringing to the fore exchanges that are largely left unspoken, or sometimes engaged with a closed mind. Blurring the line between public and private, internal dialogue and social exchange, this exhibition provides an opportunity…read online >>

 

Finalist: Premier New Media Art Prize, Gallery of Modern Art, Brisbane, Australia, 2010

Metropolis “Chris Howlett: In the not-too-distant future” by José Da Silva – At the end of the first decade of the twenty–first century, contemporary culture appears increasingly seduced and absorbed by apocalyptic reveries. Scientists are racing to cryo-preserve genetic material from animals and plant matter in underground bunkers, while filmmakers use the spectacle of…read online >>

 

Flashbacks, Metro Arts, Gallery 2, Brisbane, Australia, 2009

In this installment of Flashbacks, Chris Howlett continues to examine the way in which meaning is derived from a multiplicity of places, spaces and texts. By making apparent how these complex discursive practices complicate what is meaningful and…read online >>

 

Flashbacks, City Hall, Balmoral Room, Brisbane, Australia, 2009

When thinking about how to address the complex political, social and aesthetic implications of Chris Howlett’s exhibitions, I had something of a flashback of my own and was drawn to revisit Andrew Feenberg’s…read online >>

 

Christopher Howlett Enterprise: this is not art but design, Melbourne, Brisbane, Australia, 2006 – 2009

Christopher Howlett Enterprise was a process driven work of conceptual art that turned the artist’s art practice into a design business through the New Enterprise Incentive Scheme (Neis) which is a Centrelink…read online >>

 

INOUT, Blindside Artist Run Space, Melbourne, Australia, 2006

A Semiotic “Analysis”: sound & text exercies – one of the triggers for the work INOUT was a “Four Corners” documentary on an exclusive Christian fundamentalist sect called the Brethren…read online >>

 

ARC: Art, Design & Craft Biennial, Brisbane, Australia, 2004/5

In 2005 Weapons on the Wall was concentrated into a floor piece with a selected arrangement of works neatly shaped into a rectangle onto the floor. This is an excerpt from the Curatorial Essay published in Arc – Art, Design & Craft Biennial in 2005…read online >>

 

Weapons on the Wall, Institute of Modern Art, Brisbane, Australia 2004/5

Weapons on the Wall – Institute of Modern Art, “Seduction is important 1” by Chris Handran. The title of Chris Howlett’s ongoing series of exhibitions comes from the description of World War II propaganda posters as…read online >>

 

Hire Me Out, Los Angeles, 1999 – 2000

The Hire Me Out project which took place in Los Angeles was a time based project that ran from 1999 till the end of 2000. It was a conceptual-performance based project that…read online >>