Monday, December 10, 2007

Reaction to Generation Flash

GENERATION FLASH looks at the impact of Flash graphics on art in a new era. One thing I first found interesting, is how Manovich categorizes the artist, the media artist, and the software artist, and distinguishes them by separate time periods. For instance the ‘romantic/modernist artist’ is said to be of the nineteenth and first half of the twentieth century…Does this mean that it is no longer possible for an artist who composes art from scratch to create something new/original? Have the years that have passed since the second half of the 20th century made remixing the only mode of production? Manovich says that the new romantic is the software artist, but is that really the only possibility? I’m not sure if I would agree here. I think it is possible to integrate the paradigms of the new generation, as he says, in more mediums than just software, though software is one good medium (it isn’t the only possibility). (Of course this isn’t necessarily what Manovich is saying, since the article is centrally about Flash).
Software artists intellegintely use media to carry a new meaning, rather than former media artists who were simply remixing in competition with commercial media. They creatively and mathematically (through code) use ‘economical systems’ rather than sampled ‘icons’ to as Manovich says, offer us intelligence rather than ignorance (of media). They also trust the audience's intelligence, providing them with the tools and graphics to interact with and create/understand the intended meanings, rather than overtly throwing them at us, in an almost cliched way as media does, so that they make sure we understand the meaning directly (with no room for discovering meaning on one's one).

Monday, December 3, 2007

comment on slash fan fiction

When reading slash fiction, I think one would first assume it to be written by a male homosexual. It seems to be written for the purpose of extending preexisting characters into an extended world in which they take on homosexual identities that they wouldnt normally take on in their original setting (film, tv show, etc.). This allows fans to bring the characters into their own world, and share cultural similarities with the characters, that people of the heterosexual culture can already do. ..When I read more on slash fiction on wikipedia, it said most slash fiction is written by women (whether this is true or not, of course I dont know for sure), but i found this very surprising. I dont entirely understand the reasons for a heterosexual woman, who is the fan of something, to take its characters and place them in a homosexual sex scene, unless they are just playing with gender roles through their this free creative space. I would really need to research more on the motives of the authors of such fan fiction to really understand it. (especially between male and female authors)

Monday, November 26, 2007

Architecture after Couture ?

Couture was once an expensive system in fashion that illustrated wealth and difference for the elite, which separated them from the masses. But as times progressed and changed, class distinctions were ‘blurred’ as Varnelis stated, and couture became overindulgent and uptight. Class distinctions became less visible and a bit less important, and as the Varnelis said, “difference is no longer a property of the elite”, meaning that it now became possible for the masses to remix and create accessible fashions that could make themselves different, though not in the amount of money the possessed, rather as a group of shared interests/identity (fashions of subcultures). This same change, he says, must happen in architecture. Similarly to couture, the grander the piece of architecture, the grander the person (or their wealth) must be, separating the wealthy elite from the rest. This will, as happened with couture, eventually become unimportant and not sensible. This is the reason that architecture must find a way to allow accessible difference to the masses, in order to maintain any importance. The architectural equivalence of couture can only be one sphere in the realm of architecture.

Monday, November 5, 2007

Reaction to "The Mechanics of World-Making"

Synthetic worlds...Moving through the future, are we now moving from sub-cultures to sub-worlds?! That is what this chapter of The Mechanics of World Making seems to demonstrate. I am well aware that there are thousands of people who spend hours each day engaged in video games and these synthetic worlds...but how far can this go? Castranova writes, "We don't know how many people might find the synthetic world to be better, but it might be quite a few..." What i find really scary here is the word 'BETTER'. Personally, it makes me a bit uncomfortable that people find the constructed world they live in through a monitor better than the real world, their real life. Though it is really fascinating how advanced technology is becoming, that so much interaction can take place between people through a synthetic illustrated world, I find it a bit scary. Children are already being raised with regular video games and TV distracting them from and blurring out the, apparently, hard real world, isn't that enough? Do we really need to create another persona, or a new, better 'reputation' as Castranova explains in a separate, artificial world? Similarly, we already see people creating new personas and reputations of themselves through online self-advertising sites such as Myspace, and that hasnt seemed to better life quality now has it.
In terms of the design of the 'worlds' and the 'technology of immersion', I do find it fascinating how succesful it has become (though I dont necessarily agree with the time spent engaged in it). What also is a bit strange is when the author excuses the lack of detail in these synthetic worlds by reasoning that,
"accurate detail is not the ultimate objective of any work of art (any good one, at least). Shakespeare's Veronese and danes and Celts are certainly not accurate depeictions of members of those historical culture groups, but it does not matter. We don't watch Shakespeare to learn about these folk, we do it to learn about ourselves."
I may be being ignorant, but I hardly think video games can easily be compared with Shakespeare. By venturing through a synthetic world, are people really engaged in a piece of art that is helping them learn about themselves? I guess this all goes back to what is considered art, and what real meaning is, which of course...I have no authority to say.

Thursday, October 11, 2007

Response to Adorno's 'Mass Culture'

Mass mediated popular culture (such as television, the central focus of the article) for Adorno is no longer simply novels and popular music, but now encompasses basically "all media of artistic expression". New popular culture has grown to such an extent that it is impossible to ignore. It surrounds all of us in most aspects of our daily lives, even those living farthest from it. Popular culture follows a strict set of rules and structure (he explains that any form not following these rules will have trouble even reaching the masses). It is created to appease the masses as easy as possible (creating it so that little attention and intellect is needed on the audience's part). Adorno explains that the aura of autonomous art is now replaced with the almost-evil power of mass mediated popular culture, which allows it to integrate it's audience with the ideals of "conformity and conventionalism". Adorno describes the way in which it does this by illustrating it's "multilayered structure". Mass media, according to Adorno, is not just the actions that appear on the surface, but is comprised of numerous layers of messages all contributing to this conformitive effect. There is the messages sent to the audience by the surface or "overt" layer, which for example could be the basic plot of a movie or television show, and beyond that there is the hidden meanings which send messages (that are sometime subtly present in the overt meaning) to the audience without them being aware of it. Both, or all of the layers of meaning work together in promoting the "nefarious" ideals Adorno talks about.
In contrast with Benjamin's idea that aura is not lost, but transformed, I think Adorno's thoughts are a bit different (according to this essay). While art forms placed in different cultures/settings gain new aura (according to Benjamin), mass media seems to be created with a specific aura indoctrinating the ideals of the creator into the minds of the audience both on a conscious and subconcious level. This, inevitably leads to a homogenous mass culture, shifting the ideas and stereotypes represented in popular culture into the minds of the masses.