Project 3: Metaphor

•October 13, 2009 • Leave a Comment
Triumph of the Couch Potatoes

Triumph of the Couch Potatoes

I came to the subject for my piece while observing relatives watching television. The children would try to get the attention of the adults to let them know about something bothering them, but were ignored until a commercial break when the adults would have time to listen to their troubled children. It was troubling to see that because I know that sadly, the children will grow to exhibit the same behavior if not shown any other way.

In my piece which I am calling “Triumph of the Couch Potato Heads”, I wanted to show what can come to be if appropriate action isn’t taken when it is needed most. Everywhere I seem to look, procrastination is rampant. Kids are impoverished because their parents choose to look for handouts rather than try to earn money to keep their children safe. Thousands are killed because those in power would rather wait for an opportunity to glorify themselves than to act when injustices are taking place. It is in my mind a horrible truth that can be avoided easily simply by taking action when needed. In my poster I wanted the main focus to be the environment. In it you can see the effects of war and famine everywhere. I wanted the sky to show a predictable force that humanity is easily shielded from if acted upon early enough. The four figures in the foreground are the pieces namesakes. All four of the eyeless figures stare blindly at the television set in front of them, oblivious to the devastation all around them as fires burn and the storm approaches. I used anomaly as my gestalt principle in my four “potato heads” to show that not only one type of person is responsible for the well being of the world, but a lack of action by anyone is enough to cause harm. In the end, the potato heads get their way; they aren’t disturbed by the world around them as they watch their television, letting everything fall apart around them.

14 Day Project

•September 24, 2009 • Leave a Comment

So I made this nifty 14 day slide show using scanned images. Check it out!

http://www.flickr.com/photos/42842933@N04/sets/72157622443605996/

Chapter 3 Response

•September 24, 2009 • Leave a Comment

Chapter 3 was probably my favorite chapter in the book. Although it was long, it had many examples of more recent technologies that I find myself compelled with. The major themes were all quite interesting to read about and held my attention through the entire chapter.

Artificial Life and intelligence is, in my opinion, the future of digital art. I grew up playing video games so I’ve witnessed the evolution of the portrayal of identity in that medium. Much like A-Volve, by Christa Sommerer and Laurent Mignonneau, there are games, Spore being a recent one, where you bein as a small, indistinct creature, and the choices you make dictate how your “spore” will evolve. If treated kindly, your creature will be a protector of creatures smaller than itself, however if you raise your creature to fight early, it will become a beast. AI in design will continue to be a fascinating subject.

Teleprescence and Telerobotics are also very compelling in their overall presence in modern life. On almost every major intersection in Denver, cameras are placed which watch and record every action in their scope. While we are not directly aware of these cameras as in Lynn Hershman’s “Tillie the Telerobotic Doll”, the fact that we are always under surveillance is no less creepy than being “watched” by cameras in the eyes of a doll. Home is the one place where we aren’t watched by someone else without our knowing.

Technology concerning Body and Identity has evolved quite rapidly in the last ten years. In the book are quite a few examples of how the lines between the real world and the digital world have become blurred. The example I found most compelling was Stelarc’s “Ping Body”. It is kind of frightening to think that the internet’s traffic could be wired to a human body and control the muscles through shock based on website activity. It seems like only a matter of time before some of us would rather be literally plugged in than make our own decisions about everyday life. Another example that has been in use is the creation of our online identities, either figuratively or literally as in video game customization. The website myspace.com welcomes users to customize their profile page to better fit their individual personality. Every bit of the page can be changed from the background to the music, to the color of the text and scroll bars. In many video games, you begin with a blank or very general character, which you then apply an almost infinite number of characterization options to until the blank looks nearly just like the user, and the options keep getting more in depth as video games evolve.

The remaining themes may seem less important to the everyday person for the fact that they are usually taken for granted. Knowing how information is gathered when you google a subject is a far less important process than actually going through the results of the search. This is also seen in such antiquated forms as telephone calls being made. Nobody ever wonders how the connection is made, they just care that a connection can be made, forgoing the technology that makes the connection possible.

In conclusion, I believe that the technologies in the chapter have come a long way, however their evolution is far from over. It is not unconceivable that in the near future we will be able to have digital forms of ourselves living separately from our living selves independently doing the best they can do to get along.

Chapter 2 response

•September 10, 2009 • Leave a Comment

Chapter two I found very interesting mostly because of my education in graphic design. First off, I think that the use of digital technologies as a medium as well as a tool can, and does vary from artist to artist.  In some cases, such as John F. Simon Junior’s “Color Panel” digital technology is both a tool and a medium. I believe this because Simon has created a traditionally, almost framed piece of art that lets the viewer see the motherboard peeking out from the sides of the lcd screen, while at the same time the screen is producing visuals. In this case, technology is a tool in that the computer board is creating the visuals, but at the same time it is a medium because technology is displaying the visuals onto the lcd screen. Another good example of technology being used as both a tool and a medium is Perry Hoberman’s “Bar Code Hotel” which used barcodes which can be scanned by a viewer, which in turn create a digital object within a digital virtual space. This example I think can be seen as a commentary piece as well showing our dependency on the consumerist culture we live in, where everything has a set value and must be cataloged to be valued.

For a more direct use of technology as a medium, I found that Marko Peljham and Carsten Nicolai’s Polar Artlab, used technology as a medium in a very interesting way. The bottom picture in the text shows the room without the display of any kind of visuals. However when a pair of visitors enters the room, a series of digitally recorded statistics are taken which bring the room to “life”, generating visuals based on the information gathered by the two participants. Perry Hoberman’s “Timetable” is another good example of how digital technology can be used as a medium. A projected image supplies the visuals on the round table while viewers watch as the dials change. As the dials change into new forms, the 3d center image changes as well according to the dials movement.  The digital art being projected is the medium because without it, the table would be left barren of any color or movement until the projection begins, bringing “art” to the empty canvas of the table.

A good example in the text of digital technology being used as a tool is Jeffrey Shaw’s “Golden Calf”. In this piece, a digital screen is used to view a virtual model of a golden calf that is non-existent in the real world. Viewers can move around the display pedestal and see it from all sides as if it were a tangible object through the view screen. I think that this is an example of technology being used as a tool because the viewer must use the view screen to see the digital model of the calf. There is no interaction with the calf other than being able to view it in a virtually created 3d space. Another, even more evident of technology as a tool is Wolfgang Staehle’s “Empire 24/7” In this artwork, the only thing acting on the subject of the building is natural light as it is seen and photographed from the same point over time.

Overall, I think the chapter showed a lot of great examples of all three examples. While the chapter was a bit on the long side, I had no trouble reading it. It was a very interesting chapter.

Assignment 3

•September 1, 2009 • Leave a Comment
Cool advertisement for Korea University's Institute of Foreign Languages

Cool advertisement for Korea University's Institute of Foreign Languages

This advertisement is very effectve for many different reasons. It has a pronounced focal point in the face on the front of the information box. It also has excellent counter-clockwise motion that leads your eyes from the closeup on the right all the way around to the description directly underneath the lead image. Repitition and the color of the “tongue” keeps the eyes moving in order through the advertisement. Shrinking proportion is also used as the two lead images are the largest which lead to two medium images that show a female using the information box, which lead to the smallest images showing a variation of the information box. Harmony is achieved through the square layout on top separated by an implied line separating the top from the bottom, which has a small amount of negative space to show that this area is the end of the advertisement.

Last Day of the Week!!!!

•August 20, 2009 • Leave a Comment

One week down!!! A Whole bunch to go!!!!!

Hello world!

•August 20, 2009 • 1 Comment

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