Sunday, April 26, 2009

The Global Flow of Visual Culture (Chp. 10)

The summer before my junior year of college I took an intensive Japanese course at Clemson. For five weeks, 24 hours a day, I spoke nothing but Japanese. The task was more than grueling and there were days that I didn't think I would be able to process all the information without my head exploding. That was before we were assigned Skype partners -- students from Japanese Universities that we conversed with on an almost daily basis. I had conversations with Mari-san over the internet as easily as if she were sitting in the room next to me. She was of course, in Fukui, Japan.

It's amazing that with today's society how easy communication has become, not just on an individual basis, but on a global scale as well. I can instant message my roommate, sitting not 10 feet away from me as easily as I can instant message my boyfriend five hours and two states away, again, just as easily as I can communication with Mari-san. The expansion of technology has lead to the decrease of border prominence.

Cross cultural visualization is noticeable in more than just internet presence, too. Take for example, the recent movie Slumdog Millionaire. The movie is directed by a British director, based on a book by an Indian novelist and diplomat, and based on an American game show. The film, though many of the concepts themselves are foreign to American audiences, still appeals to a grander scale of people than simply those in India. Digital hasn't only made communication easier, but it's also opened up the world to cultural differences and instead resulted in cultural blending. I may be from the states, but I can still appreciate the concepts gleaned from other cultures. Somehow, watching them in film makes the concept seem less foreign and more our own.

Tuesday, March 31, 2009

Chapter 9: Science

I found the information discussed in chapter nine particularly interesting, especially because I’d never really given the subject of science photography and science as a visual art form. I suppose I’ve heard the term that science is art before, especially in terms of things like pictures that are from space and the like, but never specifically in terms of the human body and science.

I’ve always, perhaps incorrectly, thought of art as art and science and science. Sometimes art may encompass such elements from science – many famous artworks often encompass the human form (I think of the statue of David, specifically). But in my mind I had classified the focus on the human form as the subheading under the giant umbrella of art, rather than the other way around.

What I find most interesting about using drawing art from science is how it’s such an ethical art. Art, in my mind, is meant to make you think and invoke some sort of emotional response, but never before have I thought about the moral and ethical repercussions. Often the emotional response is a call to action. Images like “race has no gene” plays on people’s guilt and prejudices. But images like those of true human dissections seem a bit more real. Images from the Visual Human Project seem a bit more graphic and real, even inescapable.




The beginning of the look at the body and science as art had a large boom during the period of renaissance art. One of the most famous was Da Vinci’s Vitruvian Man, which described the proportions of man based on geometic shapes and figures. This print is actually so famous and well known, that other artists have done mock prints with similar and pop culture symbols.


Recently though, the display of the body has become more of an ethical debate. The famous Body Worlds exhibition displays real bodies that have been preserved in plastic. The Body Worlds exhibit as well as the Visual Human Project has the effect of employing the abject in people – making it possible for people to see themselves in the art and thus invoking a sense of disgust and uncomfort. Though science has the ability to use art in order to teach future generations, it has also been met with great adversity and disgust.

Tuesday, March 24, 2009

Post Modernism and Indie

Out of chapter 8, what I found the most exciting topic was the progression of the video industry and the focus on post-modern themes. Having just finished a massive (rough) draft on the progression of video games and how they've adapted to the times, so caught my eye in the terms of film.

In 1988 Katsuhiro Otomo released his animated film, Akira. Akira, to those that know anything about the anime or japanese animantion pop culture, is one of those indie, cult films that is almost a requirement to see (think of it as akin to today's Boondock Saints). The theme of the movie is that a nuclear explosion has erupted in Tokyo, leaving the world crumbled and desolate in it's wake. From the rubble, however, comes the Neo-Tokyo in the age 2019.

Akira was an international cult success -- due not only to the underground popularity in anime, but also because of the cell animation, and the broad reach it had to adult audiences of the science fiction genre. According to the book, Akira demonstrates that "we do not live in a fully postmodern world but in a world in which postmodernity is lived in the crumbling ruins of modernity...through these films, viewers engage with simulated environments with the jaded sense that we know what is to come and that our bodies may be physically malleable and changeable through technology and medicine."



Following the Akira phase came things such as CGI animated films like Toy Story and A Bug's Life. What's interesting about these films, however, is the intertextuality within the films. Films, now, are hardly ever based on an original concept. Scenes in Shrek obviously had tones carried from the Matrix series that proceeded it, just as Aladdin had references to Julius Caesar with "et tu, Brute?" I had known about intertetuality in terms of novels and stories, but had never applied the concept to film.

Helvetica

Though I felt like an absolute dork while doing so, I enjoyed watching the movie Helvetica. Being an English major that has a heavy sense of design (I've been working on some sort of school publication since I was a sophomore in high school) and I thought I was strange for noticing the peculiarities of fonts. I absolutely hate papyrus, as I think anyone that ever wanted a default "asian-looking" font resorts to that. Ironically, I always hated Arial for bulk-text as well; it was ironic then, to discover that Arial was just window's version of Helvetica.

I found it odd how everyone gushed about how amazing the font was; yes, I agree that Helvetica is very nice and neat, but by the same token I feel as if the font lacks any sort of emotion...at all. You cannot call it professional looking, whimsical, curly, bubbly, exciting or any sort of other defining word. It is simply...there. That's why I agree that Helvetica is good to have in places such as stop signs or trash can bins. You don't need Edwardian Script to say "Stop" or "Place trash here." Overall, however, I enjoy a bit of life and design within my fonts, and I think that a font should describe what you are selling. If you are to be whimsical, shouldn't your title (name AND font) describe that? There is such versatility to font faces, it seems a shame to focus so heavily on one. If you notice, my blog is not written in Arial/Helvetica. I feel like those fonts say nothing about me.


Tuesday, March 3, 2009

Advertising

Few things in terms of digital media I find as interesting as advertising. You can’t manage to drive to the grocery story without being bombarded by advertisements on billboards and on the radio.

Thought it was not the largest part of the chapter, what chapter 7 made me think about the most was the branding associated with advertising. We started to discuss the same topic in one of my other classes, so perhaps that’s why this topic was at the forefront of my mind. Why is it that so many people associate themselves not with a product but with a product name? No one listens to MP3 players anymore, but instead they’re always listening to iPods. Other brands often model their own products after those things that have done well. There are even AM/FM radios that have gotten an extreme make over to look like the iPod.



What is it that makes a product so appealing to the masses and catch on in the market? The following graphic seems to prove it the best. It’s a delicate mix of what you’re good at, what your competitors are bad at, and what it is the masses are craving for – this is not a surefire way to success, but it does help to be a bit above the curve. When CDs where the new and improved way to play music media, Sony was at the top of the curve; but when music turned completely digital, it was the apple company that skyrocketed to the top. They saw the market and supplied a product that their masses wanted and competitors could not yet supply.



Lastly, this entire chapter reminded me of the 2005 commercial for Starbucks Espresso shots. The catchy jingle (a common marketing tool) made sure that I would never be able to forget their product.

Tuesday, February 24, 2009

Workin' on the Avatar

Second Life is absolutely killing me. I understand how SL shows a progression in digital media, but I don't see how it fits with the curriculum of Visual Communication. I feel like scripting and building is so much more geared toward computer design and graphics. I'm an English major...that's not my job.

But I'll do it...cuz I'm too stubborn not to do it.

Screen Cap of Avatar:


So, here's the most I have of my house so far. I say most not because I didn't work on it, but because the sandbox I was in started to add random pieces to my "lost and found" inventory...and thus I couldn't get a full picture of it. Ugh. Second Life is starting to grate on my nerves. And my house was awesome, too. There were stairs and hanging moss...

^*$%@_*^

Chapter Six: Media in the Everyday Life

I found this chapter particularly interesting for a few different reasons. Being involved in both a sociology class as well as a public relations class this semester, I’m finding it interesting on how much of the course load seems to overlap.

What I found particularly intriguing is how media seems to be directed towards the “everyday masses” and yet, when we sit down to actually view “everyday,” things aren’t necessarily as we’d see them in reality. Take television for example. As viewers, we often see television as a medium of distraction. In today’s society, nearly every person (at least in the US) owns a television set. But what we watch on that television differs.

How often do we watch a television show, more aptly, a reality show? Reality shows are one of the most common and well watched forms of entertainment on tv. But though we tend to assume that the television is presenting real life, if we stop to think about it, there’s nothing real and everyday about bombshell babes trying to make friends with the geek squad or a single dad that works on a far shipping in 12 lovely ladies from all around the country in hopes of finding true love.

Media stations are trying endlessly to find forms of entertainment that brings real life into the living room. But how ironic, that what we label in the media industry as real life hardly every happens in, well, real life.

Something else that stuck with me from the chapter is just how pervasive certain images are within our society. Certain photographs, portraits, sometimes even brand names become so quickly synced with our everyday happenings. If asked, I bet there is not a certain person in this room that cannot conjure up some image of the 9-11 attacks. Many people can also imagine the famous Obama “hope” poster that prevailed during his campaign. These images have been ingrained into our memories just as much if not more than the actual information itself.



And how quickly we get these images and information as well – the chapter opened with the specific reference to checking your mail on your iPhone! When did we become a culture so driven by brand names? If you asked a student demographic, most would probably get their news not from a local broadcasting network but from The Daily Show or Colbert Report. The media has so branded our interpretation and input of information, ideas and new in the world that we associate things now not necessarily with the information we are getting, but the conduit for how we are receiving the information. We don’t listen to music anymore…we listen to iTunes.

Tuesday, February 17, 2009

Chapter Five

Perhaps it’s just me, but I found chapter five and its discussion on technology versus how it changes society incredibly interesting. While one side of the argument is that society is what demands the changes in society, another side is that it is the technology itself with changes society.

I think that to some extent, both work simultaneously. For example, take something like the roomba (for lake of a better example coming to mind). No one needs a roomba per se. Technology is increasing because they are looking for ways to make life easier. But society is also getting lazier because of the convenience that technology gives us. It becomes a situation then of what came first, the chicken or the egg?

Another example that we could discuss is the idea about pictures and photography. It used to be a social norm within society to have portraits done. If you were high in society, you would spend hours sitting as an artist sketched your outline and painted a picture. Now, it has become more common place to be instantly gratified and have a family portrait taken at Glamour Shots in the mall. For those that still want an actual portrait to hang over their mantle, the artist will still paint a picture, but they will use the photograph as a base model instead of the actual model themselves.

After awhile though, even photographs became obsolete and cinema became the new rage. Portraits took much too long, photography was more instant, but film could show a progression of images.

Thursday, February 5, 2009

Visual Communications Proposal

Proposal: I intend to look at video game and how they have changed and adapted as there have been advancements in technology, with a specific look at the Final Fantasy series.

What are you trying to prove?

As technology has changed, so has the way that people entertain themselves. In particular, video games have seen a drastic overhaul in form and function as time has passed. Beginning from 1969 when William Rusch filed a patent application for the “Television Gaming Apparatus” (later to be known as the Magnavox Odyssey) to today’s Xbox360, PlayStation3 and Wii, gaming itself has changed just as much as the games themselves.





Why are video games so important?

Video games are important, at least in the idea of visual communications, because they demonstrate the growing use of technology in digital media. As advances in technology are made, graphics and other picture qualities must increase as well in order to keep the populace interested. In the past few years alone, video games have changed from 8bit color schemes CG movements. Classic games such as pong were shown in black and white and consisted simply of trying to keep a ball positioned between two paddles. Today’s games include much more intricate maneuvers such as intricate battle sequences, puzzles and strategic plotting. Before players were content with Pac man in arcade form at their favorite diner or movie theatre, but games and systems have now become more home compatible – they are slimmer and generally more challenging in their character.


Final Fantasy I battle sequence




Final Fantasy VII battle sequence





Final Fantasy XIII battle sequence

What example do you plan to use to illustrate your point?

Few games have been around as long as long as the Final Fantasy (ファイナルファンタジー ) franchise. Hironobu Sakaguchi created the first installment of the series in 1989, nearly a decade after Pac man became popular. Sakaguchi joked that since Square (now known as Square Enix) was about to hit bankruptcy, his final game would be a fantasy, hence the title of the game. When the game was met with wide success in both Japan and North America, Square continued to produce Final Fantasy games, a trend that persists today. Since 1989, there have been 13 Final Fantasy games developed, the last of which is due to be released in the United States 2010. The Final Fantasy games have gone from the Nintendo console to PlayStation, PlayStation2, Computer, and PlayStation3. To become more versatile and appeal to a larger audience, Final Fantasy XIII is set to be released on both the PS3 as well as the Xbox360.

How have video games affected the digital media industry?

Video gamers have become so obsessed with their respective game titles, they many video games have been transformed into other media. Many games have been transformed into movies. Such popular titles include things such as Mortal Kombat, Street Fighter, Tekken and Final Fantasy. Mortal Kombat has sparked not only a movie in 1995, but also a TV series and other merchandise. There is even rumor that there is a remake of the movie set to release in 2010. The Final Fantasy line has sparked not one, but two movies: Final Fantasy Advent Children and Final Fantasy – The Spirits Within. While Advent Children is based more directly on what happens post the conclusion of the famous Final Fantasy VII, The Spirits Within was a modern marvel when it was released. According to a review on Entertainment Weekly by Lisa Schwarzbaum, “Final Fantasy is also a mesmerizing technical achievement, and a breakthrough in the synergy…between digital gaming and movie-going. Untethered from the conventions of human-emotion-based storytelling, these computer-created characters represent a cinematic art of the future taking its first baby steps today.” Just to show how quickly digital media changes, over the four years of production time used on The Spirits Within, by the time the final shots were rendered, creators and animators had to return to some of the earlier shots – they needed to be redone because they didn’t match the later images. The software used to create the images had become more advanced and thus more detail was possible.



Tuesday, February 3, 2009

Chapter Four: Realism and Perspective

Chapter four speaks a lot about the idea of “realistic” and what that concept actually means. Most people think that realistic constitutes as something that you would find in real life, something that is unaltered. Like a photograph. But when you think about it, how often are photographs altered? With the advances in modern technology, it is incredibly easy to doctor a photo and make it look as if it were real. Even more so, pictures that could be taken to look like a snapshot in time could actually have been staged. If things are staged, do they lose their reality, or are they just trying to portray the reality in which the creator intended the viewer to see.

Another interesting fact is the idea about doctoring a photo in the sense to make things look differently. I don’t mean this in the sense of photoshop, where you change the actual elements pictured in the photo, but things such as black and white, cyan and sepia. Black and white film, as well as sepia tones, were used in the past because of the absence of color technology as well as to preserve the photo. Now, with the click of a button we can easily modify a photo to be taken digitally with these specific tones. Changing a photo to black and white can easily give a picture a different feel than what was originally intended.





Tuesday, January 27, 2009

Chapter Three: Modernity

Images are also factors in the power relations between human subjects and individuals/institutions.

What is important to remember is also the way in which we view images. Rarely do view an image while we are in total seclusion and isolation. Sometimes the room may be cold or the hustle and bustle of other tourists distracting. The concept of spectatorship allows us to talk about the full scope of viewing.

Modernity is a term that scholars use to refer to the historical, cultural, political and economic conditions related to the Enlightenment: the rise of the industrial society and scientific rationalism; and to the idea of controlling nature through technology, science and nationalism.

The concepts of gaze and spectatorship remain important cornerstones of visual studies because they provide a set of terms and methods through which to consider some aspects of looking practices that the concepts of the viewer does not really allow us to consider in depth. These are:
1) the roles of the unconscious and desire in viewing practices
2) the role of looking in the formation of the human subject as such; and
3) the way that looking is always a relational activity and not simply a mental activity engaged in by someone who forms internal mental representations that stand for a passive image object ‘out there.’

One of my favorite sections of the entire chapter was definitely the idea of power and discourse. As I mentioned back in chapter one, many of the theories reminded me of the ideas of Foucault and Panopticism. Luckily for me this topic came up again later.

Panopticism is the idea that the onlooker can assert power on the subjects they are looking/gazing upon without having to directly interact. There is a power struggle and imbalance this way between the commanding figure (viewer) and lesser figure (viewee).

The concept of Panopticism can often be best described in the idea of a prison. In the middle the high tower looks down upon the cells. There is a bright spotlight that shines towards the inmates cells as well. The cells themselves are of a concave nature, making it difficult to see and interact with the cell next to you. The inmates then are under constant surveillance. Or so they think, anyway. In reality, the inmates are lead to believe that because the panopticon (the tower in the center of the room) is constantly present, they are constantly under watch. In reality, however, the inmates have no idea when they are actually being watched, since they cannot see or interact with others.

This gives the power to the viewer.

Topics for Discussion:

1. What is the best way, in your mind, to view art and other images? If the setting plays a difference in the way viewers see images, should the setting be tailored to the type of art viewed, or should everything be viewed in isolation?

2. What other modern day examples of Foucault’s theory of Panopticism can you think of? How does this assert power between the viewer and viewee and how could the roles be changed or reversed?

Monday, January 26, 2009

The Birth of an Avatar

I've forgotten how to get an image of my avatar (as well as how to buy free things like hair) but I thought I would blog a bit about the creation of my avatar in second life.

My avatar's name is Eve Denver. Fairly generic I thought, with a little bit of flair (I've always loved the name Eve). I chose the original style of girl next door, which I quickly modified. Instead of brown haired with a pony tail, she now has long blond hair that's unbound (at least for now). She's fair skinned, like me, with blueish eyes, again like me. I tried to make her as close to my own image as possible, but considering I'm not as well versed in second life as I would like to be, that's still up to be debated. In fact, in order to make Eve's hair color correct, I kept hitting the randomize button until I got something somewhat close and then started tweaking with the slider bars. Seemed to work fairly well.


After a bit of fiddling, I tweaked her a bit:



Tuesday, January 20, 2009

Chapter Two: Viewers Make Meaning

Images generate meanings, but the meanings to not necessarily like in the work itself. The meaning instead are produced through complex negotiations that make up the social process and practices through with we interpret meanings. In laymen’s terms, we bring our own interpretation to the work.

Three elements besides the image itself and its producer:
1) the codes and conventions that structure the image and that cannot be separated from the content of the image
2) the viewers and how they interpret or experience the image
3) the context in which the image is being viewed

There is a difference between viewer and audience. A viewer is the one that looks. An audience is the collection of lookers. To interpolate something would be when an image “calls out to” a viewer or catches their attention. For the viewer to be able to interpolate something though, the viewer must consider themselves as part of the society in which the image is meaningful. An Olay commercial will not be interpolated the same for men as they are for women because the men are not in the same societal group as women.

Most images have a meaning that the producers prefer you to see. For example, advertisers have different reasons for images than say, artist, graphic designers and filmmakers. We usually have no idea what the exact meaning is of the producers though, since each person brings to the table their own thoughts.

What determines the value of a work? One key factor is the collecting by art institutions like museums and other art collectors.

Someone’s “taste” in images if often an extension of a culture’s ideology. Living as we do in our own culture, it is easier for us to recognize the meanings of another culture’s ideology than it is our own, because we are so engrained in our own culture that we hardly consider them to be anything more than common place and common sense. Marx once theorized that since we are so enwrapped in our culture, that we are often encouraged to believe in the culture and give into it, even if we are oppressed.

Louis Althusser theorized that without ideology we would have no means of thinking about or experiencing that thing in which we call reality.

All images are encoded with meanings in their creation and production that the viewer later decode. According the Stuart Hall, there are 3 positions that viewers can take when decoding images:
1) Dominant-hegemonic reading. They can identify with the hegemonic position and receive the dominant message of an image or text (TV show) in an unquestioning manner
2) Negotiated reading. They can negotiate an interpretation from the image and its dominat meanings
3) Oppositional reading. Finally they can take an oppositional position, either by completely disagreeing with the ideological position embodied in an image or rejecting it altogether.

Thoughts for Discussion

1. How, within our class, do we vary in audience versus viewer? We are all here to learn the same material, and yet based on the reading, how does interpreting the material as a viewer change our meaning of the course?

2. Louis Althusser said that without ideology we wouldn’t be able to understand reality. How would this concept play out if we started viewing things from a different angle? Would this disrupt our reality or simply alter it?

3. Based on Stuart Hall’s idea of 3 ways a viewer can decode images, what are some common examples we find everyday that can illustrate his points? Why are these illustrations such a hot topic for discussion?

4. Political cartoons are often based upon the viewers ideologies. How much of these ideologies are expressed through the work itself and how much of the meaning is interpreted by the viewer?

Wednesday, January 14, 2009

Chapter One: Images, Power and Politics

One of the main themes that caught my eye was the mention and idea that, like other practices, “looking involves relationships of power.” This idea is much like that of Foucault and Panopticism

According to The Practices of Looking, the role of images in providing views of violence, and of voyeurism and fascination with violence, is countered by a history of using images to expose the devastating aspects of violence. The poignant example was that of Emmett Till, a black boy that was murdered for whistling at a white woman. Till’s mother, knowing the effect it out have on the public, had an open casket for her son.

Representation
Representation refers to the use of language and images to create meaning about the world around us. I found it interesting that representation can be interpreted as either what the world "really is" (what is mirrored back to us) or what we really just precieve things as being. I agree with the idea that we percieve things to be as they are becuase of the things that we carry along with us -- our mental baggage.

One of the most interesting parts of the discussion was the idea of "this is not a pipe." Surrealist artist Rene Magritte created a picture of a pipe with the phrase "this is not a pipe" on the bottom. Though this is taken as a joke, it could also be pointing to the relationship between words and physical things. Of course the painting is not an actual pipe -- you cannot pick up the pipe and smoke it. That being said, if someone where to say "this is a pipe" or "this is a picture of a pipe" the general understanding would be the same.

The Myth of Photographic Truth
One of the most interesting points of the chapter was the discussion of the truth of photography. Many people often associate photography with being a snapshop of the truth. Though things can easily be posed and manipulated, via the photographer, photoshop or other digital technologies, there is a power in photography that makes the viewer believe that what they are viewing has to be the real thing.

Photographs can be used as both documents of how something is at a given time (like the snapshot at Tinamen Square) or they can be of more a symbolic stature.