Tuesday 25 January 2011

Inspiration & (Hopefully) an Ace Artistic Callaborator


Thought I would just use this post to point people in the direction of the awesome comic artist I am hoping will carry on working with me for my project. His name is Kelvin and he is rather talented and his blog will engross you for hours!
This image is one that he mocked up for me for the last hand in as a rough idea of the sort of 'junkyark' we're thinking... Though the final one would be a little different and painted on the walls you get a good idea of the sort of style. I'm aiming for a 'Wall-e' style junkyard but with a comic book edge. Anyway; go and read his massively funny blog... go and look at his massively awesome drawings and be in awe tiny people!!

Monday 24 January 2011

Project Description

The Swap Shop

“Rapidly our technology is creating a new kind of human being, one who is plugged into machines instead of relationships, one who lives in a virtual reality rather than a family.”

(Potter, J. 2011 quoting Pipher. Pg. 253)

What Pipher speaks of here is our societies rapid progression through the digital age. Developments in hand-held communication and entertainment mean that we are never far from the media’s grasp. Indeed as Buckingham notes “The contemporary world is […] increasingly saturated by media of various kinds; and the media themselves have become more diverse, more complex and more ‘interactive’.” (2003, pg.159) The Swap Shop explores what happens to the media and mediums we leave behind and what implications this has on us as consumers.This concept of media saturation is one of four key areas that this project seeks to examine alongside ephemerality, technology fatigue and groundings in tactical media.

Closely linked to media saturation are debates surrounding the ephemeralness of media and digital art, as outlined by Marchese and Marchese. They suggest that digitalisation is increasing the short-lived nature of digital media and leading to intangible work that has been planned rather than crafted. (cited 1995) The Swap Shop seeks to test this theory by addressing what defines ephemerality, whether an event can transcend the ephemeral to become persistent through digitalisation, and, whether a persistent object can in turn be seen as ephemeral.

Technology fatigue is also explored within this project, stemming from Tsoroni’s recent article on the subject, in which she states that people “get so familiar using digital technologies in their everyday life that the prospect of interacting with them in the gallery ceases to be novel, interesting or appealing.” (2009) This project embraces a low tech and mechanically interactive approach, inviting the participants to touch real media objects as opposed to digital representations of them and explores this notion of technology fatigue by presenting an option to interact with piece digitally, rather than that being its primary focus.

Grounded in the roots of tactical media, The Swap Shop takes its inspiration from the 1997 installation “True Crime” by the Critical Art Ensemble. The CAE define tactical media as being “situational, ephemeral, and self-terminating.” (see CAE website) At its core it seeks to tell society something about itself or its politics. This project aims to do the same but at a less intrusive, more simplified level, seeking to provoke reflexive questions within the audience rather than political change.

As an interactive installation, participants are invited to bring with them any unwanted piece of media and swap it for one of many that lay ’dumped’ within the room. Alternatively they can just browse the items and enjoy forgotten technologies and medium at their leisure. Through original art work adorning the walls the mis-en-scene will reflect a landfill site, instilling questions about societal waste and environmental concern; the aesthetic of which is reminiscent of the animated film “Wall-E”; (Stanton, 2008) much criticised in America for the environmental and political ethos demonstrated in its narrative.

Finally the participant will have the option of leaving video feedback through a webcam triggered by pressure sensors; the only piece of working technology in the room. This tests Tsoroni’s notions of technology fatigue but more importantly demonstrates, as Donath (cited 2004 pg.650) outlines, that something ephemeral, an installation in this case, can be made persistent and its permeance altered if it is recorded. Therefore testing Marchese and Marchese’s notion that digitalisation produces intangible art. (1995)

The Beginning of the End

Right, so it's January. Actually it's nearly the end of January, and I am finally taking the advice I was given in October by a tutor at Uni; Start blogging. Better late than never eh!

There is only 94 days, 3minutes and 44 seconds until my final project has to be handed in and only 128 days till we display them at the degree show. So its time I stop being a massive girl and let other people know exactly what I'm doing so they can tell me how crap it is and how to make it a bit better.

This blog for most of you is pointless to look at, pointless to read and is unlikely to contain anything very interesting, exciting, (or alas, pornographic) so if you aren't a digital media student then by all means close the screen now. But if you fancy helping a fellow classmate out then please do. :) Primarily this is more of an online process book because I made the monumental error of using black craft paper for the last one and printing costs/time were pretty immense so this seems a lot easier. But feel free to chip in if ya want to.

To follow is the project description we handed in at the beginning of this term. Hopefully it will give you an idea of the sort of thing I'm doing. Feel free to comment/throw metaphorical tomato's at it/punch me in the face next time we see each other for crimes against the digital arts.

Taters.