Thursday, December 12, 2013

Second Life Final

The last project was a lot of fun for me. My biggest challenge was trying to get my face to look right on my body and make sure it looked like me. I uploaded at least five files for my face before I got it right. I think the final product ended up looking like me and I'm happy with it.
Me mean muggin' the camera.

Another challenge was making sure my height and body type looked right without me hovering over the ground. 

The outfit I put my avatar in was actually was I was wearing the day I made it, so I'd so it's a pretty accurate representation of the clothes I wear.

The alter ego I chose to do was a pimp, because what goes better with the username 420yolo4jezus than a pimp outfit? I even made a cane to accompany it! 
The extra object I created was No-Face, the creepy spirit from Spirited Away. I was watching the movie while trying to decide what I should make and I think the final product actually turned out pretty good!
I finally figured out how to get No-Face to hover behind me like it did in the movie, and I'm very pleased with the outcome.




Tuesday, December 10, 2013

Project 7: Great Art



I was really interested in doing something with glitch art but also wanted to use some video I got of the recent snow, so I did both! I chose to cut between glitching and the actual video so you could get a feel of both.

Thursday, December 5, 2013

BYOB: Bring Your Own Beamer

I attended the opening of BYOB on December 4th and it was definitely not what I expected. The flyer for the exhibition was a random array of text -- nothing gave away a theme so I figured once I arrived I would be able to tell what the event was and what the artists were attempting to do. I was wrong. Upon arrival I walked past different records that I didn't understand what I was supposed to do with them until one of the artists came over and showed me. Once I was showed it was fun to go around and try out different pieces, but I didn't like the fact that I was confused until someone was gracious enough to explain what the pieces were. I was even more confused when I went into the rooms with the different projectors running. I thought the setup was interesting and it was a lot of fun to walk around the room and look the different projections, but I didn't understand the art and that took a lot of the fun out of it. There was no running theme to any of the projections. Nothing tied it all together. A lot of them actually looked like different clips from the same TV show. While it was fun to get to stand in the middle of the room and look around at all the different projections, not understanding what the artists were trying to do didn't let me fully appreciate the art. The flyer for the event said it was holiday themed, but I still can't tell if that was supposed to be the main focus of the art or just a holiday quirk for the event. There was a decorated Christmas tree and some of the projections were playing holiday themed things but it wasn't enough for me to feel like the actual theme of the even was about the holidays. I'm glad I went to this event because it was cool to see (and there was free food), but I wish there would have been more of an explanation so that us viewers understood what was going on.

Monday, December 2, 2013

Flight Exhibit

Upon entering “Flight” I was immediately unnerved by the sound that I thought was construction in the back of the gallery. While continuing to look at the pieces in the gallery the mechanical sound was constantly in the back of my mind. The mystery as well as the industrial quality of it affected how I interpreted everything. The pieces that were made out of paper and had a very natural quality to them didn’t seem so natural solely because of the sound I was hearing. The sound ended up being the Daedalus Fashioning His Wings, which is made of an air compressor. This sound affected me. Not necessarily in a positive or negative way, but it changed the whole demeanor of the gallery.

Another interesting way sound was used in “Flight” was in the video gaming/ digital media aspect. Sound most definitely made the outlines for Benjamin Poynter’s gaming outlines more tangible and aesthetic and made it stand out from the other exhibits.

Overall, I found “Flight” interesting because the wide variety of pieces that were displayed in it. There were videos, sculptures, mechanisms and photographs. The topics ranged everywhere from social to fiscal to environmental. My personal favorite part of the gallery was the Hide and Seek Collection by Bahahreh Shahrabi Fararhani because of its ambiguity. There is no outright theme by just looking at the collection of collages/paintings, but they do paint a narrative that has the ability to change from person to person. I think that “Flight” was successful in general because of its limited constraints in terms of the theme, and hopefully there will be more galleries done by the combination of these artists.

UNR Drawing in the Media Stream

Photo taken from drawinginthemediastream.net

“Layer it. It’s like the media stream. The news is always on top of each other.”
These words could not better represent what students came together with Tony Allard to do at UNR’s Drawing in the Media Stream on October 4th. Students traced news headlines, photos and graphics onto a piece of cardboard that had to be over eight feet high and twelve feet long. Everything overlapped and there was no apparent order to where the news went. The process was chaotic, but after I heard Tony Allard tell a student they were layering different components over each other because that’s what the news does it made sense. The media stream is never-ending and there is constantly information being thrown at the consumers. It’s to the point where it’s hard to decipher what’s true and what makes sense. I don’t know if this was Tony Allard was aiming for, but it’s definitely how I interpreted it. I also appreciated that students and not just Allard himself did this art. Allard even offered me to join in and help trace some headlines onto the cardboard, but having come so late in the process I didn’t want to. At one point there were almost ten people working on the drawing. It was actually really interesting to watch as it all came together. The final product was complex, chaotic, and entirely representative of the media stream.

Friday, November 29, 2013

Manovich Discussion Questions

According to Manovich, all art is interactive, though not seemingly true because of the way we have misconstrued the meaning of "interactive." What do you think?

Why does it matter to make a distinction between new and old media? Will any of these distinctions matter in fifty years when we have new technology?

Sunday, November 24, 2013

The Digital Divide

"Does work premised on a dialogic, prosumer model, seeking real-world impact need to assume representation or an object form in order to be recognized as art?" -- Lev Manovich

I personally don't think so. If art is a person's way of interacting with the world then art is inherently a method of communication -- whether it be dialogic or not. Art that seeks to represent and impact should be more valued, not less. What do you think?

This reading says a side effect of the age of technology is the way we research art is easier than ever before. Because of this, many artists are intentionally approaching their research in a more laborious way and taking a second glance at overlooked and marginalized artists of the past. While I think this is interesting I also think it's a bit overrate when there are artists, even now, who have been overlooked and marginalized. This reading even calls attention to a group of them -- the modern digital artist. 

Thursday, November 14, 2013

Project 6.2: 3D "The Sequel"


This was definitely the most challenging assignment for me yet, but I still had fun with it. I am very proud of how the actual shapes of the sculpture turned out, but somehow when creating it I didn't notice I was building all the different components in the same layer. Somehow they became linked, so I can't change the color of all the different parts of the mannequin like they are in the real sculpture. It's disappointing because color was a large part of the original sculpture, but at the same time I think the final project is still representative of me so I'm okay with it. Creating this sculpture on the computer taught me a lot about working with different shapes and I am excited to learn more about it in future classes!







Tuesday, November 5, 2013

Final Writing Assignment

Axel Stockburger and Robbie Cooper

Axel Stockburger is an artist from London and Vienna who specializes in game art. He has done videos and photo galleries about the cosplay phenomenon, technology in relation to nature, fandoms, and gamer culture in general. As of now Stockburger works at the Department for Visual Arts and Digital Media/ Academy of Fine Arts in Vienna.

One of Stockburger’s videos, Ork Warrior, shows a Chinese fan of World of Warcraft playing the game while wearing a replica of the mask his avatar wears. In the description of the video, Stockburger says his work “plays with the borders between fiction and reality and the real world environment of this Chinese Fan.”


Robbie Cooper, originally from the UK and Kenya, is an artist working in “photography, video, and explorable 3D.” Cooper is currently working on a project called “Immersion,” which is a series of videos recording people as they play video games, watch television and browse the Internet.

Before doing “Immersion,” Cooper worked on a project called “Alter Ego,” where he took photographs of gamers in real life and then created a diptych with their online avatars and compared the two.



Both of these artists are taking a new and rapidly developing medium and seeing how its users relate to it. What’s different about this medium, though, is its interactivity with its viewers. Video games allow the viewer/participator to be a part of the art and now with Internet capabilities even allow them to contribute.

While many may not think gaming and its constituents are a form of art, looking back at the newly emerging medium of video will disprove most, if not all, arguments that video games and other interactive forms of art cannot be valued.

Marshal McLuhan, the author of The Medium Is the Massage: An Inventory of Effects, wrote about new media in the 1960’s:

Any one of our new media is in a sense a new language, a new codification of experience collectively achieved by new work habits and inclusive collective awareness. The new media are not ways of relating us to the old “real” world; they are the real world and they reshape what remains of the old world at will.

In The Language of New Media Lev Manovich explains exactly what new media entails, one of the proponents being interactivity:
New media is interactive. In contrast to old media where the order of presentation is fixed, the user can now interact with the media object. In the process of interaction the user can choose which elements to display or which paths to follow, thus generating a unique work. In this way the user becomes the co-author of the work.
With the art of video games the above has never been truer. An artist presents the gamer with options, which in turn allows the gamer to be their own artist and decide what they want to do in order to create their own experience. Cooper and Stockburger did not create these games, but they created works that attest to the gaming experience and its impact on its participators.

The artists that embrace emerging mediums are the most impactful ones. While gaming may not be the same thing now that it will be in sixty years, both Cooper and Stockburger are one of the few that are helping to shape the art form and its influence. Much like video as an art form, it will take some time for more interactive art forms to gain the respect that analog art forms have accumulated over centuries.

Cooper and Stockburger are not only showing the value of gaming as an art form, but through their works they have also showed the social impact that games have had on our lives. “Ork Warrior” and “Alter Ego,” though done through different mediums, do a brilliant job of portraying how, for many gamers; games are not just a pastime but also a part of their lives.

“Ork Warrior” was effective because seeing the gamer appear on screen wearing the mask after watching him play World of Warcraft for quite some time was a surprise. The simplicity of the video helped contrast the real world reality with the in game reality. The sound and the minimal video show how basic gaming is, but once you see the gamer playing with an Ork mask on you understand what's going on. To me, the mask is not just something the gamer is wearing, but more so an extension of himself. 

“Alter Ego,” specifically the diptych of the physically disabled man, Jason Rowe, and his avatar, was also effective because of its contrast. This photo is interesting because it portrays gaming as a way of escape from this man’s handicaps. Rowe's character can also be seen as an extension of himself, because without his character Rowe could not find himself doing many of the things he does.

“The difference between me and my online character is pretty obvious,” said Rowe in an interview with Cooper. “I have a lot of physical disabilities in real life, but in Star Wars Galaxies I can ride an Imperial speeder bike, fight monsters, or just hang out with friends at a bar. I have some use of my hands – not much, but a little.”

Modern artists and video game artists reflect society in a way that those who don’t embrace new mediums can’t. People have adapted to a world that technology is constantly changing, and while Cooper and Stockburger’s art may be entirely different, their messages of virtual and reality crossovers are the same.


I contacted both artists through their emails provided on their blogs about why they feel their work is significant in the art world but have received no responses yet. I will update this as soon as I receive responses!

Works Cited

  • Cooper, Robbie. Robbie Cooper. n.p., n.d. Web. 1 Nov. 2013.
  • Stockburger, Axel. Axel Stockburger. n.p., n.d. Web. 1 Nov. 2013.
  • Manovich, Lev. The Language of New Media. n.p., n.d. Web. 27 Nov. 2013
  • Mcluhan, Marshal. The Medium is the Massage: An Inventory of Effects. n.p., n.d. Web. 27 Nov. 2013

  • Tuesday, October 29, 2013

    Project 6

    I made this piece for my 3D sculpture because I believe it's representative of where I've been, who I am now, and where I want to go. I chose this mannequin because they represent movement and art. I painted it different colors because I'm a diverse person. I've lived many places and come from many backgrounds. I also chose to use different colors because keeping it wood would be boring, and I don't like boring things! I chose to use a bell in my sculpture because I'm loud and I want people to know my presence! And last, but certainly not least, I incorporated a rabbit into my sculpture because I largely identify myself as a pet owner. I have pets other than a rabbit, my my rabbit Samson was my first pet in college and I honestly think rabbits are the coolest pets ever!

    Monday, October 21, 2013

    Interventionist Media

    I honestly had no idea what website to use for this project, but luckily beat UNLV week was coming up at the time. After seeing posts  across various social media platforms from friends that now go to UNLV saying things like "UNR sucks," I thought this would be an appropriate art project to finally put them in their place. Yes, they did end up winning the cannon, but they will never be the superior university. In this project I really wanted to shed light on the fact that whenever an argument arises about UNLV and Nevada's academics, someone from UNLV always has to bring up the fact that UNLV has a really good hospitality program. Overall, I thought this project was a pretty successful outlet for my feelings of UNLV and I like how it turned out.

    Tuesday, October 8, 2013

    Project 4: Video Reenactment

    Original Video:
    http://www.ubu.com/film/garcia_deviant.html

    My Video:
    http://www.youtube.com/watch?v=f8-VGh01zcY&feature=youtu.be

    The original video by Dora Garcia is about "the implications of art, politics and psychiatry of the anti-institutional movements." My video interprets this as well, but also brings forth chaos and confusion -- something widely considered anti-institutional. Reeanacted in costumes that make no sense, and with no context as to what the actors in the video are doing, this video was done in opposition to what is known as "popular" art, government and religion.

    Thursday, October 3, 2013

    Reading #3 Discussion Questions

    If video art was not a respected form of art in the 80s and now it's widely respected, what forms of art that aren't as respected now will be respected in thirty years?

    What makes a video artist so special when anyone can pick up a camera and record something?

    Tuesday, September 24, 2013

    Walter Benjamin Discussion Questions

    "Artistic production begins with ceremonial objects destined to serve in a cult." What does that mean?

    Did the invention of photography and film reform the nature of art or are they still seen as a lesser form of art?


    Tuesday, September 3, 2013

    Basic Animation Aesthetics Discussion Questions

    Do the coherency/consistency rule take away from an artist's ability to make their work different and diverse?

    Do following the rules of coherency/consistency help the artist follow their vision or does it simply hinder their ability to make them stand out?

    Diptych Allison Ford




    While gathering these images with my partner I was excited because both he and I have similar interests. I thought it would be great because it would be easier to make what both he and I thought introspectively tangible. Once they were gathered, though, I realized that many of the images we ended up with were conceptual things, and did not help make our thoughts any more clear. But what I found interesting is that we each brought forth images that represented these farfetched things, and much less so us. We each chose dark, spooky things and for the most part ignored the things that represent us in reality, so I arranged my collage to represent how our introspections are fantastical and eerie, and that we tend to ignore things that are considered to be reality or real. 
    Allison Ford

    For this project, a partner and I each created a digital diptych collage which was centered around the theme of "Introspective." Together, we gathered a total of twenty-five images that we felt represented our personal interests. We both agreed that it was important to not only include tangible and realistic reflections of self, but abstract and fantastical ones as well. By doing this, we felt our emotional and physical traits would be captured creating a more thorough exploration of the theme "Introspective."
    -Johnny Bennett