Questions for Reading due 4/30 on Manovich
1. How are the streets a dead capital?
2. Why can we no longer "storm the winter palace"?
This blog was created to chronicle my journey in Digital Media through my Art 245 class at UNR. So hopefully this will be kinda exciting...
Wednesday, April 30, 2014
On 4-24-14 I went to the opening of the Possession exhibit at the Sheppard Gallery. This exhibit included the works of David Chappelle, Katsuyo Aoki, Erik Park, and AVAF.
This exhibit was filled with stunning and intricate works, in particular, Katsuyo's Porcelain skulls stood out. But there were also gorgeous flower still life's that worked to show decay and beauty together, and a collage artists who created intricate scenes, where the figure would seem ever so slightly repeated.
I did not pick up the handout at the front, which is making this difficult, as not all the artists are listed on the exhibit's webpage. only four are listed, but I am certain there were at least five. The porcelain skulls, then two different collage pieces, the still life's, a few pieces looking at transexual culture, and a sculpture, that was a soft cage that held a live model you could barely see through the opening.
Overall it was an interesting exhibit, and I really enjoyed most of the work there.
This exhibit was filled with stunning and intricate works, in particular, Katsuyo's Porcelain skulls stood out. But there were also gorgeous flower still life's that worked to show decay and beauty together, and a collage artists who created intricate scenes, where the figure would seem ever so slightly repeated.
I did not pick up the handout at the front, which is making this difficult, as not all the artists are listed on the exhibit's webpage. only four are listed, but I am certain there were at least five. The porcelain skulls, then two different collage pieces, the still life's, a few pieces looking at transexual culture, and a sculpture, that was a soft cage that held a live model you could barely see through the opening.
Overall it was an interesting exhibit, and I really enjoyed most of the work there.
I went to Clairissa Stephens MFA thesis exhibition Thursday, 4-24-14
Clairissa was my drawing 1 instructor, so I really wanted to be able to see her thesis exhibition, "Interior West". Sadly I was not able to until the very last day of the exhibit, but I was able to talk with Clairissa about it while she was photographing her work.
"Interior West" was a series of works she had done about the Nevada landscape. One of the first things I noticed about Nevada when I moved here, was the mountains. I come from the valleys of California, and had rarely, if ever, experienced mountains like these, so I loved her subject matter. She had done several cartographic pieces, making a cartographic map of different peaks, and placing a rock she found at the top where the peak was in her map. She also had several root systems she had drawn, and then one piece in the very back that was more of a sculpture. The one in the back was a series of rocks suspended two inches apart at heights that suggested the 360 view of crystal peak. All of the rocks she had collected herself from her visit there.
The fact that she had a rock from each of these mountains I felt really made this work very strong. It showed that she had been there, that she had not merely copied a map from the internet, but visited the location itself. I also found it very fitting that she did most of the work in silver point, Nevada being the silver state. Silver was one of the themes I found floating through the work.
All in all I was very impressed with the exhibit, and with Clairissa's body of work.
Clairissa was my drawing 1 instructor, so I really wanted to be able to see her thesis exhibition, "Interior West". Sadly I was not able to until the very last day of the exhibit, but I was able to talk with Clairissa about it while she was photographing her work.
"Interior West" was a series of works she had done about the Nevada landscape. One of the first things I noticed about Nevada when I moved here, was the mountains. I come from the valleys of California, and had rarely, if ever, experienced mountains like these, so I loved her subject matter. She had done several cartographic pieces, making a cartographic map of different peaks, and placing a rock she found at the top where the peak was in her map. She also had several root systems she had drawn, and then one piece in the very back that was more of a sculpture. The one in the back was a series of rocks suspended two inches apart at heights that suggested the 360 view of crystal peak. All of the rocks she had collected herself from her visit there.
The fact that she had a rock from each of these mountains I felt really made this work very strong. It showed that she had been there, that she had not merely copied a map from the internet, but visited the location itself. I also found it very fitting that she did most of the work in silver point, Nevada being the silver state. Silver was one of the themes I found floating through the work.
All in all I was very impressed with the exhibit, and with Clairissa's body of work.
On February 27th I went to the Holland Project for Lisa Congdon's Roundtable Discussion.
It was a really interesting discussion, we talked about her life as an artist (which was mostly her complaining about how she's too busy and doesn't really like the compromises she has to make as an illustrator). We talked about how she has gotten to the point shes at today in her career, and how she started out as an artist. She's only been painting or drawing for about ten years or so. She took her first painting class ever in her thirties and just continued with it, and really found a passion there.
It was really quite fascinating listening to her speak about the art world, and a little scary as well. She was found through posting her stuff online, and she gets lots of commissions through that. She seems like shes at a point where she wants to take a different direction with her work. She's started trying out doing abstract paintings.
I really liked her work, and I can see why she does well. Its amazing that she was able to discover this talent so much later in life.
One of the things we talked about was pricing your work. This was the one thing that really garnered a lot of discussion. While Lisa Congdon seemed to advocate using a lower price structure and gradually raising the price as things sell, other voices seemed to suggest very different things. This seems to be a really controversial topic for people.
It was a really interesting discussion, we talked about her life as an artist (which was mostly her complaining about how she's too busy and doesn't really like the compromises she has to make as an illustrator). We talked about how she has gotten to the point shes at today in her career, and how she started out as an artist. She's only been painting or drawing for about ten years or so. She took her first painting class ever in her thirties and just continued with it, and really found a passion there.
It was really quite fascinating listening to her speak about the art world, and a little scary as well. She was found through posting her stuff online, and she gets lots of commissions through that. She seems like shes at a point where she wants to take a different direction with her work. She's started trying out doing abstract paintings.
I really liked her work, and I can see why she does well. Its amazing that she was able to discover this talent so much later in life.
One of the things we talked about was pricing your work. This was the one thing that really garnered a lot of discussion. While Lisa Congdon seemed to advocate using a lower price structure and gradually raising the price as things sell, other voices seemed to suggest very different things. This seems to be a really controversial topic for people.
Monday, April 28, 2014
For this final writing
assignment I wanted to choose artists that in someway connected with something
I was either interested in or wanted to do. As such, the two artists I chose
are game artists. The way in which they approach these games are very different
though, both different from eachother and different from what one would
typically consider to be a game. Eddo Stern creates games that are both
physical and digital in nature, his bio explains it as exploring the uneasy and
otherwise unconscious connections between physical existence and electronic
simulation”. His games are as detailed and as realistic as he can get them,
requiring an installation to play. Pippin Barr,on the other hand creates simple
flash games. His games only take him a month or so to code and then he
unleashes them on the interwebs. Both of these digital artists, however, have
an interesting introspective aspect to their games that is quite different, and
the reason I chose them. The games I chose to focus on were Waco Resurrection
by Eddo Stern, and War Game by Pippin Barr. These games caused me to question
the accidental meanings found in games as well the level of detail necessary to
create an engaging game.
Eddo Stern has made a few of
these partly physical and partly electronic games, but the one I wanted to
focus on was Waco Resurection. Waco Resurection revisits the 1993 Waco, Texas
standoff between members of the Branch Davidian cult and federal agents, which
lasted 51 days and ended with the deaths of at least 86 people, including the
leader of the cult David Koresh. In Waco Resurection the players play as the resurrected
David Koresh. Each player wears a “specially designed voice activated, surround
sound enabled, hard plastic 3D skin” designed to look exactly like the animated
Koresh. Players voice texts from Koresh’s writings on the book of Revelation to
wield weapons and influence the behavior of both followers and opponents, even
turning opponents into converts. After ten minutes Koresh dies, either in a
fire similar to the one that killed him in real life, or he is killed by hordes
of FBI agents. Either way, the game ends and the scores are tallied. Players
earn points based on how many converts they have “dropped off”.
Pippin Barr has many games
to choose from, all very simple flash type
games. The one that seems to stand out the most though is called War
Game. War Game is based off of the old LED games, complete with stages, a boss
level, and a psych evaluation, only where as time goes on the game starts to
glitch and replaces characters and bullets with the wrong character or bullet.
Well, maybe that psych evaluation part is somewhat less typical. For him as a
game designer, he says that “In
some ways every decision I made about the game was for a kind of detached
aesthetic effect.” After either “five confirmed kills” or being shot the player
is sent to the a psychiatric evaluation. The psych evaluation asks the player a
question, such as “How do you feel about your mother?” or “what would you like
to talk about?” or “how do you feel about your country?” and then after the
player types 100 characters the game abruptly says “Everything seems to be in
order, you’ll be fine, return to active duty” and places the player back in the
war stage. Eventually the game just ends, with a screen saying “war is over”
and a vague feeling of purposelessness.
While some of Pippin
Barr’s games, such as Jostle Bastard, address maybe one of these things at a time
(Jostle Bastard addresses the antihero concept), the meaning is often almost an
afterthought. After writing up war games and posting it, Pippin Barr wrote on
his blog about how he had noticed “this
phenomenon by which bits of code and art and game mean things you didn’t mean
them to, whether you like it or not.” War Games ended up being a very
introspective piece. The 100 character limit on the psych evaluation was for
Pippin Barr initially simply a lazy coding decision. However, in game play, it
ends up being a commentary on whether or not the government really cares about
the psychiatric health of the soldier. The occasionally relentless and
undodgeable waves of bullets were neither coded for nor prevented, and yet they
provide comment on the hopelessness of war. Even the name was chosen simply for
its generality, however, as Pippin Barr noted, it sounds “falsely weighty… [like]
the final word on games about war”.
What becomes difficult about analyzing this difference, is the question
which is better. In the end I think this is a question that would be answered
differently for everybody. Personally, I find that the accidental nature of the
meaning in Pippin Barr’s games make me think more about every aspect of the
game. I find the need to “[ensnare players] in the custom ‘Koresh skin’”
heavy-handed. I think that if the game needs to be more detailed to be good and
meaningful, then it really isn’t all that good or meaningful in the first place.
However, I also think that that might be a matter of personal taste and opinion,
and higher levels of detail and content can add to a piece. Given that the “Koresh
skin” is a barrier to my being able to play the game, I really can’t say that
it detracts from the game, only that it means I cant play it and find out.
This leads me to
another thing I wanted to talk about with these two games, the physical
component of Eddo Stern’s games and the very basic pixel art of Pippin Barr. These
two game artists have very radically different approaches to the medium. Eddo
Stern’s games have a physical component, such as the mask or “Koresh skin” one
wears while playing Waco Resurection. These games strive to take on a hyperreal
aspect. They are as realistically animated as the technology can easily allow,
and create heavily detailed games. The mask of Waco Resucrection is meant to
increase that level of realism, with the surround sound within the mask, as
well as the mental association with putting on the mask, and a new identity for
the players. Eddo Stern was not able to create the game alone either, but made
it in collaboration with other artists in C-Level.
Pippin Barr is able to
achieve a similar, if not higher level of meaning with far less effort and far
less detail. In War Game your character takes up roughly 50 pixels, if that. However,
the simple mechanics of the fact that you are controlling him causes the player
to associate themselves with him. The direct nature of the psych evaluation
questions, inspite of the lack of gameplay effect, further places one within
this so-called war. The very flat and completely unrealistic graphics in no way
detract from gameplay or the gameplay experience. The fact that these games can
be so absorbing without even halfway decent graphics create an interesting
question about the obsession with ever better graphics and ever more
complicated gameplay within the gaming industry. Good writing is worth far more
than good graphics in many ways.
To conclude, Eddo Stern
and Pippin Barr are both very different game artists. Most of Eddo Stern’s work
involves a physical component to increase the realism of the games, however,
all of Pippin Barr’s games are extremely simple and make no attempt to be
realistic, yet are fully engaging. Their games Waco Resurrection by Eddo Stern
and War Game by Pippin Barr when viewed together create an interesting look at
the nature of meaning in games as well as raising the question as to how much
detail is needed in a game to make it engaging. I veer toward the side of less
is more, however, that is also in many ways merely an aesthetic concern, and
would be a matter of taste. While I wanted to ask Eddo Stern and ask him about
the physical component and his reasons for using it in so many of his games, I
was unsuccessful in contacting him. I also wanted to ask Pippin Barr about his
game design process and what gives him the ideas for his games. Sadly, that was
unsuccessful as well.
Bibliography
Stern, Eddo. "Waco Resurrection." Eddo Stern. N.p., n.d. Web. Apr. 2014. <http://eddostern.com/works/waco-resurrection/>
Stern, Eddo. "Eddo Stern BIO – Updated October 2006." Eddo Stern. N.p., n.d. Web. Apr. 2014. <http://eddostern.com/texts/ESTERN_BIO_CURRENT.htm>.
Barr, Pippin. "War Game." Pippin Bar. N.p., n.d. Web. Apr. 2014. <http://www.pippinbarr.com/games/wargame/WarGame.html>.
Barr, Pippin. "Pippin Barr. War Game Blog." Pippin Barr. N.p., n.d. Web. Apr. 2014. <http://www.pippinbarr.com/blog/?tag=war-game>.
Hannaford, Alex. "The Standoff in Waco." The Texas Observer. The Texas Observer, 18 Apr. 2013. Web. Apr. 2014. <http://www.texasobserver.org/the-standoff-in-waco/>
Wednesday, April 16, 2014
Wednesday, April 9, 2014
For this project I decided to criticize Nestle for some of their business practices. I had heard once about the child slave labor used to harvest the chocolate, so I did some more research on the company. What I found was quite simply overwhelming. Nestle is criticized for not just its chocolate but nearly every other product it produces. I was only able to touch on a few things in my interventionist parody of the nestle website. The nestle company is aware of most of these concerns and is taking steps to improve many of these things, however, they measures being taken are just babysteps. I link to the articles I found below.
BabyMilk Action
Laos UNICEF investigation
Unlatched
CruelTea
Greenpeace
About the Chocolate
Mislabeled Bottled Water
Water not a right
on GMOs
Water in Pakistan
Corporate Research Project
Corporate Watch
Cocoa Plan not enough
Chocolate Farming
Child Slavery
Human Cost of Chocolate
Child Slavery and Chocolate
BabyMilk Action
Laos UNICEF investigation
Unlatched
CruelTea
Greenpeace
About the Chocolate
Mislabeled Bottled Water
Water not a right
on GMOs
Water in Pakistan
Corporate Research Project
Corporate Watch
Cocoa Plan not enough
Chocolate Farming
Child Slavery
Human Cost of Chocolate
Child Slavery and Chocolate
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