Prompts and Readings
Here you will find my reading responces as well as project ideas.
1-Why is art happening outside the usual art institutions--gallery, museum, art school? Where is it happening? Can you explain why it has shifted?
I think art is happening everywhere. People have realized that being creative is not only for those who want to pursue art as a career, and it's not only for those who are creative, but have an idea they want to express and to spread.
2-According to the authors, is "art" still an important term? Do we still want or need to distinguish it from "non-art"? If so, why or why not?
According to the authers 'art' is still an important term, but it is misplaced right now. We need it to "distinguish high and low culture or to validate creative programs in academic settings."
3-How is technology a virus, and if technology acts like a virus, how does "art" function like an antibody? Does this mean that art is opposed to technology? Is the immune system opposed to all foreign bodies (consider mitochondria in every one of our cells, or intestinal friendly flora). What then, is the relation between art and technology as portrayed in The Edge of Art?
I think technology is like a virus because when a new technology comes out, it spreads quickly and throughout the masses. Art is like an atibody because it takes that virus and makes it part of us. It makes something out of the virus that we can use.
1-What are the three transportation media? What is the difference between a transport medium and a transport vehicle?
Land
Water
Sky
The difference between a transport medium and vehicle is that a medium is what the vehicle uses to speard information.
2-What are the three communication media? Give examples of communication media vs communication vehicles. Email uses which communication medium?
Interpersonal Medium, one-to-one
Mass Medium, one-to-many
New Medium, many-to-many
Email uses the Mass medium (one-to-many)
3-What are the advantages/disadvantages of interpersonal communication? of broadcast communication?
Each participant has control over the information and it can be individualized, but the more participants in the converstaion, the harder it is to personalize the content and control it.
4-What are the characteristics of the New Medium? Is a many-to-many communication possible without the new technology of laptop, iphone and internet?
According to the article, the New Medium is "entierly dependant on technology"
The characteristics are the same as interpersonal and mass medium, but without the concequences.
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1-In Code art, the artist rarely works alone. Instead she calls upon the power of code to assist. Give examples of different kinds of codes that Code Artists use & abuse to create their work. Gievn this "procedural" approach, how do you distinguish this kind of creativity from art made with pen & ink or paint & canvas? How has the artists' role changes? How has the art changed?
Code artists use a plethra of different code to create art, from pearl to java and html. There is the web code art and game code art and many others. Code art and traditional art require a different kind of knowlege and skill. While code is more mathmatical, art is more knowlege of color and placement.
2-What function distinguishes the artistic use of code from a merely technical use? Give some examples of this function in a few art works from the chapter.
The way the artist simply writes the code can distinguish is from being merely technical, as well as the product at the end of the code. The Jack and Jill game for example. He wrote the code in a way noncoders could understand and also had a deeper meaning that being mererly technical.
3-Give examples of three mususes of browser technology to create art. What was the nature of the misuse/creative use and what was the effect? What issues were raised?
4-Give an example for each of the following: code as syntax, code as tool, and code as experience. Code as a tool: I-See I think would be a good example of code as a tool. I-See can hack public security cameras so that you may be able to avoid them when walking. Code as experience: Screenfull.net is an awesome place. It's like your screen was taken over by a million popups or ads but it's just random pictures that are layered over eachother. It's almost like experiencing the entire internet all at once.
1. Describe the difference between Political Design and Hacktivist Art. Use an example of each and describe how that work fits the category of design or art.
2. What does execution mean? How does it relate to computers (ie .exe files). What are some example of executatb;e art? How is execution different from representation? In other words how does each realte to the media paradigms of one-to-many vs many-to-many?
3. Why do you think Hacktivist artists find themselves hacking capitalist and political structures that most other people revere? What problem or dangers do they see in these forms of power? Use sample projects to answer this question.
4.How do hacktivists confirm McLuhan's prediction that the 'nation-state' wold not survive the advent of electronic media? Do hackitvists challege or question any critical policies of nation-states? Does their practice suggest any alternatives to the nation-state? Or why are they not really concerned about anarchy?
1-What are some of the reasons for a surge in digital autobiograpical production from "homepages" to "wearcams"?
I think that with the emergence of new technology, people are alway going to find a way to make their mark with it. So I think when homepages weren't
personal enough, the 'wearcams' gave them the tool that they needed to show people from around the world who they were, the "I'm here!".
2-What is the role of autobotography vis-a-vis technology's "narcotic effect"?
When we post things about ourselves online, we can see ourselves for who we really are and with either like or hate those things so much, we become obsessed.
3-Jennicam gives us an example of the pleasures of self-disclosure, Mann's WearCams give an example of the dangers of surveillance. Are there dangers in Jennifer Ringley's work (or similar projects)? And what might those dangers be? Conversely, are there any pleasures in Stephen Mann's WearCams?
Well one of the obvious dangers would be that some crazy person could figure out were Jenny lived and potetially cause her harm, but that's not to say that that couldn't happen anyways. Other than that, I really don't see any big danger in streaming your life 24/7.
4-Explain how 2 of the blogging projects reshapes our sense of self, life, or writing.
The 'Bloggin A Birth' by Ada T Norton was very interesting. The four bloggers seemed to become 'one' or 'we' as they blogged about the birth. Why? I'm not sure. Maybe it's the entense joy of the moment that brings the group to blog as one, or maybe they just don't want the readers to be bothered by the fact they might be reading from 4 different people (it could spoil the feeling and cause confusion) so they refer to themselves as we. I think it reshapes our sencse of self, life and writing because the world saw them as one person through their posts experiancing one great event.
5-Pick one of the "moving self-portraits" and explain how the project evokes the mystery of our contemporary lives. What kinds of issues does the portrait raise?
I really couldn't find one particular, however, to me, it seems like a lot have to do with how we want people to see us. What kind of 'face' should we show in the company of others or how should we act. I think this has a connection with most every human.
6-Katherine Hayles speaks of the "post-human" in describing the cyborgian entities we have become. How do the artists of this chapter create autobotographies of this "post-human" cyborg? Consider, for example Life Sharing and [phage].
7-How do digital artists examine the commodification of the self? How has the self become another consumer good, or how does a human being get reduced to a "consumer"? Which digital projects raise theese questions and how do they do it?
8-Describe the autobotography of "invented selves" or avatars. How do Female Extension and Darko Maver raise questions about the nature of digital selves. Why do they use invented selves and what are the reasons for doing so and the effects of their choices?
Cyborg Manifesto, Donna Harraway
1-What is a cyborg, or rather why is thinking about cyborgs useful for exploring identity? Is identity single? dualistic? paradoxical? What roll does gender play in cyborg identity vs conventional cultural identity?
2-Give two examples of cyborgs in books, comics, games, or films you have seen. Describe the cyborg, explain its role in the work, then explain what new perspectives it brings to identity.
3-What does Haraway mean when she writes “ the production of a universal, totalizing theory is a major mistake” How does the metaphor of the cyborg undermine the totalizing theories or dualisms that Haraway feels are damaging to our society?
4-How does her cyborg challenge the white, male, heterosexual bias of our culture? (this bias, for example discourages or punishes white males when acting feminine, or wild or gay; or it rewards women who act like men or like heterosexuals; it is not necessarily good for white male heterosexuals, as it boxes them into this role too) How does the 'monstrous' liberate us? How is this like code art "perversion"?
5-What is liberating, and what is dangerous about a human/machine symbiosis?
6-Would you consider yourself a cyborg? Explain how you are or are not a cyborg. Would you like to be a cyborg (sometimes, never, only in play, only when serious)?
One game that came to mind almost instantly was Age of Empires. While physical violence (war) is part of the game, there is other violence as well. You can destroy crops and cattle, or but other continents of from resources in order to kill them.
2. What is arrest and why is it important to art and specifically to game art? Can you describe a moment of arrest in any kind of game you have played? Arrest is something that out of the ordinary that makes you stop what you're doing and makes you think about what you're doing or what you're seeing. This is important in art and game art because it it can give you a kind of epiphany. It would make you realize something that you haven't realized before. Instead of conforming to the norm of art in today's galleries or games, it's different and makes you think.
3. What happens when a game breaks out of representations of violence (Grand Theft Auto) and actually engages (executes) violence (Tekken Torture Tournament)? In what way does representation sensitize or desensitize us to violence vs in what way does play (real enactment) resensitize us? When children play do they ever resort to violence? Can you describe its possible uses?
When we play video games that have a lot of violence in them, we do tend to get desensitized to that violence because there is no real consequences to those actions. However, when there are real physical consequences we are going to get a jolt 'back to reality'. I think it could be useful, especially to very young children playing those games so they possibly don't get desensitized to violence. Another reason it could be good could be to gamers who game too long. If there were bad physical consequences (such as getting shocked), gamers would possibly not play as long and actually go out into the daylight!
4. In what ways to some games reinscribe (ie make it seem natural by so much repetition) rather arbitrary gender roles? Why do games geared to adolescent boys have such strong gender stereotypes? What biological phase are these boys going through? What is the danger if they do NOT adopt gender stereotypes but pursue alternate gender definitions for either women or men? Pick a game that begins to questions gender roles for women and for men (these can be two different games) and describe how they challenge stereotypes.
Games geared to adolescent boys do have strong gender stereotypes because at that age, boys are turning into young men and finding their place in society. It a way for them to figure out how they fit. That men are always the strong dominant hero's and girls are always the meek damsel in distress. They need to fight for their place in the world and to get the girl. It could be 'dangerous' if they do not adopt gender stereotypes because they could grow up thinking differently than others, which is not something most people in our society like. Games are starting to challenge that (or have been challenging that) by switching up gender roles in games. Tomb Raider, with its brave adventurous female 'leader' challenged those gender stereotypes.
5.Why do US Army recruiters use games to both recruit and train soldiers? What is being trained or learned? Why is it effective, or is it?
Because we learn very well through games. Games are the closest thing to the real life without actually doing something. We can't really pretend to 'kill' soldiers in real life without a very high risk of actually doing harm to the 'enemy' so games are a very good way of training without those physical consequences.
Environmental art as Earth Stewardship
By Sam Bower
"-art has the power to provoke debate, call attention to local and global problems, and unite a wide range of people and organizations to address a common goal."
Collaboration, Public Environments, Artists and Others: A Few Thoughts from Outside the Art World
By T. Allan Comp
"But what I can recommend is the critical role of multi-disciplinary collaboration - with artists, with scientists, with the community, with everyone"
The Plastic Waterfall
“The use of surplus garbage on a grand scale highlights the glut of plastic waste in our consumerist society and its serious long term impact on our global community,” she explains. “We are reminded of the vast island that has formed in the middle of the Pacific Ocean consisting of plastic refuse brought together by oceanic currents.”
- Plastic waste in our oceans
- How unaware we are of this problem