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Wednesday, October 23, 2013

Brock Rough Lecture

    This is a quite late submission for this blog post about the artist lecture on October 9, but I hope it is still acceptable.
    On October 9, Brock Rough from the University of Maryland came to give his lecture "Why Video Game Criticism is Hard". Rough began his studies in Art and then ventured into philosophy.  his lecture did not focus much on video games themselves; he did mention that his lecture could be applied to many other arts other than video games. So, his lecture seemed more philosophically-based than art-based.
    Rather than going into detail about the outline of Rough's lecture, I will give my reactions to his lecture and explain what I found particularly interesting. After establishing definitions for fiction, props, and narrative, Rough outlines the basis for two different worlds that are portrayed in art- the work world in which the reality is defined by the environment, and the game world in which an individual's freedom to make-believe in context of the work world determine's that virtue. So, in other words, each individual understands the work world as influenced by their own established beliefs or fictions about said world. This is not a foreign concept to people seeing as how truth can be relative, and personal experience nurtures one's perception of a work.
    However, the lecture became more interesting with the introduction of the ideas of primary and indirect truths. I enjoyed his example of these truths in stating that a primary fictional truth is one directly stated by the work, such as "this is a person", whereas an indirect truth that depends on the foundation of primary truths could be something such as "that person has blood in their veins" though that is something that cannot be proven in the fictional world.
    Without going into the more complex and extraneous terms and issues that Rough introduces about why video game criticism is hard, I will attempt to summarize his conclusions based on this information.  When there are multiple people playing a game in which the world is fictionalized, each individual is going to experience this playing field differently because they interact with the fictional truths of the world based on their own prior experiences. Therefore the nature of the game world is further fictionalized by the interpretation of the player's own make-believe, or interpretation of indirect truths.  Therefore, the established overall truth of the game world is not stable or the same for everyone.  Furthermore, the game worlds often have multiple outcomes in their story-lines based on the decisions that the individuals make in the game world. The plethora of options and outcomes makes it very difficult for people to experience every possible play in a game, thereby further increasing the range of experience of individual players. There is also the combination of player experience with the advent of Massively Multiplayer Online Role Playing Games (MMO RPGs).  In this, multiple people are influencing the outcome of each other's experiences, such as in Guild Wars 2 where another person stepping in to help in combat may effect your experience by decreasing your chances of earning experience points, or increasing your chances of survival.
    The infinite of outcomes makes knowing how to determine what defines a sufficient level of experience of a game in order to give a credible critical response to the game. If there are infinite outcomes, how much time does one need to spend playing a game in order to know the game to an extent in which they may give a well-researched criticism of the piece. Rough proposes becoming more determinate in creating this distinction, but I question how possible this is given the fact that there are very few people who are willing and able to play a game multiple times in order to gain greater knowledge of a game. And, how well do those experiences sufficiently reflect common criticism for the population at whom these games would be targeted, or by those who would buy them? How would better criticism affect the marketing of these games?
    The content of the lecture was great and and complex, so Rough needed more time in which to fully grate upon his ideas and definitions, especially given the diverse crowd that attended the lecture, but his ideas are fascinating and great because they are extensive in application.





Abstract Colors

Alessandro Pautasso, a.k.a. Kaneda, is a graphic designer and illustrator based in Italy. His specialties are in vector art and mixed media. Interestingly enough, his interest in design and illustration was sparked by the discovery of Alan Aldrige's illustration book about the Beatles, and thereafter he worked in commercial art and digital art.  I am intrigued in this artist's work, not because I wish to utilize his methods in my work, but because I admire his since of color, an aspect of art I feel inferior in.  In his series "Abstract Colors", he uses a very wild color scheme to recreate portraits of old Hollywood stars, such as Bette Davis and Frank Sinatra. His color scheme is reminiscent of a pop-punk 80's color scheme, which would probably be more appropriate for 80's Hollywood stars, but in any case, his sense of color and line in creating these wild portraits is quite amazing in my opinion. The way the colors are combined in order to create an obvious sense of depth is confusing, but effective. His use of small lines in order to create texture, especially on the iris, the lips, and the eyebrows is also lovely. Because I admire the texture, the use of texture lines will be considered in the making of my portrait of Ella Fitzgerald.

In regards to his color scheme, I am slightly confused about why he chose the color scheme for this subject matter. The use of these colors does alter the natural color scheme, especially for a time that in most people's minds seems so classic and natural.  However, the color scheme does not enhance the meaning of the work for me. 

It does inspire me to look into popular color schemes for the 1930s-1950s for the background I will create for Ella, to be inspired by her music. The composition of Pautasso's shapes and the theme of squirls in his other works also give me other ideas about how to configure my interpretation of the music. The somewhat chaotic, yet clearly organized manner of the composition reminds me of the way jazz music is composed: there is an aspect of previously composed musical pattern with the addition of chaotic improvisation.


Frank Sinatra

Bette Davis


Tuesday, October 8, 2013

Portraits

I have found that I am really drawn to the very active self-portraits. These portraits can show the semblance of action by a mere toss of the head as we see in Bob Marley, or as if the person just turned their head to look over their shoulder as in Rembrandt's portrait, the old man's portrait or the drink stain woman.  The way in which the color application is done also creates a great sense of action too, which I particularly enjoy. The color and the texture can also help to define the person within the portrait.  In the portrait of the green lady, everything is a muted green and the texture is very fluid, which plays with her fluid motions, making her seem like a calm and graceful character. The flower around her also creates a helpful addition to defining her character, and if I were to add anything in my portrait, I would do it in this way because it seems to create a nice balance between the outer and inner/atmospheric self. The clear sense of lighting in all of them are really attractive too; most have a lighting that directs the viewer directly at the center of the face, highlighting around the eyes and part of the forehead. 

http://files.sharenator.com/portraits_made_out_of_used_joint_filters_01_Portraits_made_out_of_used_joint_filters-s550x686-60650-580.jpg
http://www.cruzine.com/wp-content/uploads/2013/06/001-amazing-digital-portraits-yuehui-tang.jpg
http://queue.typepad.com/.a/6a00d8345293e069e20133ef6049d4970b-pi
Portraits Drawn with Tea, Vodka, Whiskey and Ink by Carne Griffiths portraits illustration drawing
http://www.thisiscolossal.com/2012/10/portraits-drawn-with-tea-vodka-whiskey-and-ink-by-carne-griffiths/

http://www.visualnews.com/2012/06/12/outsiders-beautiful-portraits-of-the-overlooked/

Project 1






Friday, October 4, 2013

Peter Beyls

I felt initially drawn to Peter Beyls' works because his pieces seemed to be more organic and abstract without being constrained by straight lines.  Peter Beyls is a Belgium artist and composer; his goal in his artwork is to show how digital media and computers are related to the creative process. In the article, Beyls is quoted as having created an early computer-generated model of how people draw with an Untitled piece in the EWA series.
Untitled, EWA Series
I enjoy the works that have bright and saturated colors of his works, as if he is really trying to highlight the way in which the repeated algorithms change. The saturated nature of the colors also contrasts with the natural inspiration of his pieces. In each work, certain aspects of the artwork are accentuated by darker contour lines. The compositions have very clear intentions about how the eye is supposed to move around about the piece. In SwingArm, there is a defined curve and in Pinball Machine, the motion of the art spreads outward.  I am amazed at how algorithms can be calculated to create such organic movements such as the curved swing of an arm and the formulated circular scatter of pinball points.  Typically, mathematical formulas are thought of as being very straight and constricted. 

Beyls' works are also inspired by his compositions- his interactive audiovisual installation is intriguing because he is directly applying the intent of displaying the creative process and physical movements of people.  The multi-sensory aspect of this piece can also address synesthesia because the audio becomes a visual representation. It raises questions about how computers influence human movement or how calculated the human body is.