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.