Sunday, November 15, 2009
articles you may find interesting
Monday, November 9, 2009
The Glass Onion
Sunday, November 1, 2009
texting while driving?
Wallpaper sticks to walls
Tuesday, October 27, 2009
your wall your paper
Thursday, September 24, 2009
My apartment was not pretty
Tuesday, September 22, 2009
Links for my daring digital print students
Sunday, September 20, 2009
Living in public
Friday, September 18, 2009
second project
Text as Art
Twitter me this…
As we know Twitter is this ridiculously popular social networking thing. 140 characters per message to express yourself to your friends, to update them on every small thing you do, every little tiny thing you do.
Well, artists have been effectively using short pieces of text for years to express an idea, to explore concepts, and to generally challenge people. I showed you a few examples in class the other day, but below is a much longer list of artists who have worked with text.
Your assignment, as you may recall, is to stick within the confines of Twitter’s 140 character count (and that includes spaces), but to create a work of art within those confines. Yes, you can combine an image with the text to create the artwork, you can repeat the text, you can do many things… as long as you have a conceptual reason for doing so.
I talked quite a bit about how artists view language, that language is this seemingly invisible thing that is turned visible by their acts. We will continue to explore the ideas of text-based art over the next few weeks. To begin with do some research yourself, look up the artists I have listed, go online and do some independent research, maybe go to the library. For Monday’s class I would like you to bring with you some ideas for discussion after our crit. Good luck, and check back at the blog for further updates.
Andy Warhol
Alexander Rodchenko
Kurt Schwitters
F.W. Marinetti
Rene Magritte
John Heartfield
Hannah Hoch
Ed Ruscha
Barbara Kruger
Sabrina Ward Harrison
Dan Eldon
Tauba Auerbach
Jenny Holzer
Cy Twombly
Kay Rosen
Robert Indiana
Jasper Johns
Roy Lichtenstein
Guerilla Girls
William Wiley
Alexis Smith
Jeff Soto
Raymond Pettibon
Glenn Ligon
Bruce Nauman
Christopher Wool
Neil Jenney
Joseph Kosuth
Nancy Dwyer
John Baldessari
John Michel Basquiat
John Cage
Robert Rauschenberg
Tim Rollins and
Kids Of Survival
Trenton Doyle Hancock
Monday, September 14, 2009
Kasey http://kc96.blogspot.com
Natalie http://natalian86.blogspot.com/
Rachel www.rachelkozlowski.com
Garrett http://crowdedlives.blogspot.com
Olga http://olgavuk.blogspot.com/
Brian http://digitallysound.blogspot.com/
Griffin http://grifflotz.blogspot.com/
Anja http://printmakingfall09.blogspot.com/
G Mutz http://gmutzprocess.blogspot.com/
Robin http://www.robinzeggblu.blogspot.com/
Andrew http://smotherparty.blogspot.com/
Ayelet http://ayeletdaniel.blogspot.com/
Allison http://allisonwolfeblog.blogspot.com/
Mirida http://miridab.blogspot.com
Wednesday, April 22, 2009
Digiscape Digiscape Digiscape!!!
Digiscape: DUE May 4
There has been a long tradition of landscape painting in American art. After the confusion of early colonization, American artists began to depict the incredible landscape around them in oil paintings. This tradition continues to this day. This generation and the generation to come will also be faced with the subject of landscape, however, it might take on a different form. This new Landscape or digiscape exists solely inside the digital world, comprised of million upon millions of bits of data. Like "Real" landscape, within this metaphysical digiscape, everything is in a constant state of flux, with each person perceiving it from a different point of view. Unlike the "Real", the digiscape abides by a different set of rules, not constrained by the properties of the physical world. In this way, the digiscape is analogous to the dream world, constrained only by the limits of human imagination.
The question is, what does your digiscape look like? In this assignment use images that you find online, along with at least five images of your own, to create three virtual renderings of what the digiscape might look like. Experiment and alter the relationships between elements by changing their size, scale and transparency. Think of this as an opportunity to realize a personal and original vision of an electronic space, rather than a re-creation of something you have seen before, i.e., slick, geometric, computer graphic spaces or the psychedelic fractal-scapes of which we are already familiar. Experiment enough to create at least three variations of your idea.
Requirements: The finished images should be flattened (no layers) .PSD or .TIFF files and must be at LEAST 12000 x 3600 pixels (width x height)/40” x 12-18”. The resolution should be 300 DPI. In addition, please include a .JPG version of your images at a pixel width of no greater then 900 @ 72 DPI.
INDEPENDENT RESEARCH
Everyone is expected to find at least 3 contemporary artists using the landscape that are working in ways that they find inspirational. Work by these artists will be gathered either from the web or from books, and presented to the class in a coherent digital (projected) format. Examples from these artists along with five preliminary sketches should be posted on your blog. During the process you should also comment on at least three other student blogs.
WRITTEN STATEMENTS
A one-page typewritten statement explaining the visual, emotional, and intellectual motivations behind the work presented at critique must be handed in at the start of each critique. This should also be posted on your blog.
Technical details of the project must also be included, including what worked and what did not, so future students can learn form your experiments. Include name, class, semester, year, and project title, at the top of each document.
ASSIGNMENTS WILL BE EVALUATED
BASED ON THE FOLLOWING CRITERIA:
CONCEPT - idea, intention and meaning. Does the artwork clearly communicate something to other viewers?
CREATIVITY - originality of thought and expression. Does the artwork show innovation and uniqueness? Did the artist solve the given assignment problem in an expected or unexpected way?
COMPOSITION - arrangement and organization of elements. Has the artist carefully considered elements such as balance, proportion, texture, color, shape, and positive/negative space?
CRAFTSMANSHIP - attention to detail. Does the artist skillfully manipulate the images? Are all details carefully finished and/or intentional-looking?
Tuesday, March 31, 2009
Wait, where did last week go?
Tuesday, March 24, 2009
GDC Day 1
Much of the hype this year has been about iPhone and other smart phone games, as well as games for Facebook. I am interested in the growing number of platforms for gaming, but as an artist the small screen size is a major drag. This is also a year when everyone is talking about government RFPs (requests for proposals) these are typically issued from a government agency like the National Endowment for the Humanities or the Department of Education or more often the U.S. military. Such government contracts are a growing part of the serious game industry as these different agencies start to see the potential for gaming as a training or education tool. These contracts can be very lucrative and small companies are often encouraged to apply because of rules that support small business. I'll return to this topic later when I discuss the session I went to on RFP's.
Anyway, the morning began with a short presentation on a social game project known as Akoha which bills itself as the world's first social reality game where you earn points by playing real world missions with your friends. The whole point is basically a pay it forward concept, you get cards that have points on them for performing acts of kindness, in using your card you receive the points and then pass the card on to the next person who is supposed to do the same thing. Everytime your card is used after that gives you more points. The presentation raised some interesting questions about social gaming and acts of kindness (is it still a good deed if you are doing it for the points?). What I was interested in was how with these cards and other merchandise the company was looking for a real world product to sell that would generate income and support the online game. This is a concept really developed successfully by Webkinz and I'd been wondering why it hasn't been done more.
The second session in the morning was a workshop on teaching game design in the classroom without using a computer. For this workshop we were put in teams and assigned some group projects to complete. It ended up being pretty interesting and could prove useful in a course on interactive art/media as well as game design.
In the afternoon I attended a presentation by Katherine Isbister on the topic of designing more compelling avatars for your game by considering the psychology of the player. Katherine suggested that as designers we think of the avatar as a bionic problem solving suit, it represents and enhances the image of the player to others and themselves. She discussed four levels of psychology to consider in developing the avatar: visceral, cognitive, social, and fantasy. She gave some examples of successful character designs from Bear.com to Little Big Planet and City of Heroes. The big take away for me was to consider ease of use in personalizing an avatar vs. a more complex interface such as in Second Life that requires much more buy-in from the player. There's more, but I'll have to write more after I reflect a bit.
The last session was on the RFP thing I mentioned earlier and here I'll just paste my notes because I need to run to Day 2's events.
Legal Issues
1. Who owns the intellectual Property?
2. Who has rights to the source code?
Marketplace Issues
If you are a sponsor where do you post opps?
See sites
Serious Gaming
Building Better RFPs
3 q’s
What are we trying to teach the player?
How will we know when the player has learned it?
Who needs to know if they have learned it?
And a list of sites for funding:
Sites
www.fedbizopps.gov
www.grants.gov
http://ies.ed.gov/funding
http://www.nsf.gov/funding/
http://www.nsf.gov/funding/pgm_summ.jsp?pims_id=5361
http:///digitallearning.macfound.org
http://www.kauffman.org/
http://www.rwjf.org
http://www.cpb.org/grants
Chronicle of Philanthropy
Okay, well, more later.
Saturday, March 14, 2009
Readings for Monday
The infinite print
Wednesday, February 25, 2009
Digital Printmaking First Project Description
ma·nip·u·late \mə-ˈni-pyə-ˌlāt\
1: to treat or operate with or as if with the hands or by mechanical means especially in a skillful manner2 a: to manage or utilize skillfully b: to control or play upon by artful, unfair, or insidious means especially to one's own advantage3: to change by artful or unfair means so as to serve one's purpose : doctor
Advertisers have as their rhetorical purpose the presentation and exhibition of a product or service and the exhortation and coercion of the potential purchasing population to the extent that that population becomes actual. Simply put, advertisers try by the various means at their disposal to get people to buy the product or service advertised. Moreover, advertisers want potential purchasers to consider what is advertised to the exclusion of all other similar products or services. They therefore attempt to construct an advertisement that will fully involve the attention of the potential purchaser and which will have a suasive effect. Advertisers thus create a semiotic world in order to persuade their audience of the essential "rightness" of purchasing the product or service advertised.
Artists have manipulated the feelings of viewers since the beginning of art. Plato warned against the power of art as a dangerous delusion making us have feelings that go against our better natures. Consider the role of art in religion as in the many images of Jesus crucified. In Slaughterhouse Five Kurt Vonnegut writes of the traumatizing effects of one representation of the crucifixion on the book’s main character Billy Pilgrim:
Billy, after all, had contemplated torture and hideous wounds at the beginning and the end of nearly every day of his childhood. Billy had an extremely gruesome crucifix hanging on the wall of his little bedroom in Ilium. A military surgeon would have admired the clinical fidelity of the artist’s rendition of all of Christ’s wounds– the spear wound, the thorn wounds, the holes that were made by the iron spikes. Billy’s Christ died horribly.
To create an emotional response with an artwork is an aim of many artists, but true manipulation implies something more…sinister. Such manipulation often occurs because the artist or those who have hired the artist want something. Whether it’s power or money, there is a goal and the art of manipulation is the means.
Project Description:
Basically put the student is to create an image that either manipulates the viewer in some way or uses the concepts of manipulation (whether it’s on a personal or corporate level) as its theme. This image can be created using a variety of media including: photography, drawing, collage, sculpture, or raw food. The final product, however, will include as a component a three color screen print created using stencils printed digitally.
To complete the project the student will:
1. Research the concept of manipulation in its various forms with an emphasis on its use in art
2. Write an artist’s statement that offers the student’s definition of manipulation, provides examples from culture and art, and describes the student’s project, its intent and intended audience
3. Create at least ten preliminary sketches (these can be multi-media in approach)
4. Create a blog that will act as a sketchbook/journal for the project and will document the research and sketches
5. Give a five minute presentation of this blog to the class, with five minutes left for questions
6. Write a comment on at least three other student blogs
7. From the presentation and comments the student will create the final work incorporating the digital in some form as well as a three-color screen print
8. The student will document the work on the blog
The following criteria will be used in the grading of the artwork:
• The student understands the concept of the project and this is evident in the finished work
• Clear progression of ideas is visible through the sketches to the final work
• Application of skills learned in the Photoshop demo
• A demonstrated understanding of screen printing process
Project timeline
Wednesday February 18
Set up blog
Your first entry should include your ideas on the meaning “manipulation”, as as examples of images that have been manipulated or demonstrate a type of psychological manipulation
You should also have a description of the project you intend to create, include your concept as well the materials and process you will use for the work
Monday February 23
Create five sketches for your project. These sketches each be radically different or demonstrate a progression of ideas (they should represent about ten hours of work)
Wednesday February 25
Five more sketches, these should be even more developed with the last few representing the evolution of the final project
Screen printing demo
March 4
Meet in Mac Lab for Blog presentations
Images prepared for screen printing
March 9
Work day printing
March 11
Critique!!!!