Tuesday, December 11, 2012
eXistenZ vs. Reality
Monday, November 19, 2012
Disturbia
Shock & Disorientation
An example of a shocking/disorienting artistic piece is this performance at an art show by Yoko Ono. It completely succeeds in disorienting the audience (based on their reactions), and even without experiencing it live I can feel the confusion every time I watch it. A true classic.
Ann Liv Young
Sunday, November 18, 2012
Shock Art
My example of shock art is a painting called "Myra," by Marcus Harvey. Myra is a portrait Myra Hindley. Hindley along with Ian Duncan Stewart killed five children. Finding out that a painting of a child murderer can be disturbing, but finding out what the painting is painted with is pretty shocking, the painting is made up of children's hand prints.
Shocking Art
Saturday, November 17, 2012
Shock Art
My example of shocking art is a picture by Andres Serrano, an American artist who is renowned for his shocking art. This picture is of a crucifix submersed in what is allegedly the artist's urine. Serrano has done multiple pictures featuring his bodily fluids and also a famous collection of pictures from a morgue. This is a clear example of how the bar for what we consider shocking has been raised, since these kinds of "artwork" wold have never even been considered ten years ago.
Thursday, November 15, 2012
SHOCK
The example I have chosen is one that many people have seen, a photograph of a Buddhist monk burning himself to death. This image shocks us. It scares us because we are made aware of the abilities of the human body, it hadn't been done before and it is a horrendous act that features so much pain. It is difficult to turn away from this image despite it's horrific nature.
Wednesday, November 14, 2012
Art, Shock & Disorientation
I choose a trailer for Paranormal Activity 4, for my example. The Paranormal Activity movies have become extremely popular over the past couple years. Its a perfect example because it is trying to "shock" and scare the audience. Plus, the way the movie is made makes it very realistic and life like. The camera is positioned like a security camera so the film doesn't seem like an act but real life. I think this is what disturbs the viewer the most in these films because it makes them feel like it could happen to them and leaves some questioning if ghosts are real, which could blur their sense of what they thought was reality.
Shocking Media
A prime example of how shocking art is beginning to become popular, though, is the current TV show "American Horror Story".
Monday, November 12, 2012
Art, Shock, and Disorientation
Also, post or embed a link to a work of art you believe is primarily meant to shock the viewer, and explain why it succeeds or fails in bringing to consciousness the disorientation of modern life. Here's an example: performance artist Chris Burden's "Shoot":
Wednesday, November 7, 2012
eXistenZ
The fact that the "living" pods use humans for energy blurs the lines between humans and machines because the pods use the humans like a parasite. The fact that the pods are using real animal organs, but aren't alive like humans are alive (in the sense of emotion, communication skills, etc.) further blurs the line. However, it seems that they strive to be an actual living thing. And, in eXistenZ, the humans treat their bodies like a game console (which only furthers my belief that Jude Law is actually a robot). They use their body like a machine, which dissolves the human-machine distinction even more.
eXistenZ
This film was one that truly pushed the boundaries between the real and technological worlds through the use of one of the most common household items now a days: video games. The film's director took virtual reality to a new level by having the characters live in a world where the machine (video game console) and they became one of the same.
Much like a mother would nurture her child, player and game were attached via an umbilical cord allowing the game to feed off its host, indicating it had a life of its own. In the film the main female character was also made a remark that even though she she designed the game, you never knew where it could take you. This is pretty much her saying that while she designed this piece of machinery and data, what the game console decides to do with what she made is not in her control. This thought is possibly the biggest evidence towards the idea that the video console has a mind of its own and is a living thing, only in a different reality.
The film's lead male character appears to be much more conservative. He fears the idea of having an object live off of him, as well as the idea of his body being left defenseless as he explores another world. He can be seen as the advocate for the human world and what we consider to be our reality.
The ending of the film is quite possibly the most puzzling of all. While the "pods" they hold are not as grotesque looking as the previous ones in the game, its clear that they are on their way to becoming that. Also the fact that it is never explained if the game ended or not goes to show that even in our modern age, technology can pose a threat to our way of living. Some people may become susceptible to the idea that there is another reality out there and this can cause, as seen in the film, major paranoia. The film serves as a warning that while our improvements in the technological world are amazing, we should all proceed with caution.
eXistenZ
Monday, November 5, 2012
eXistenZ
Sunday, November 4, 2012
eXistenZ
Thursday, November 1, 2012
eXistenZ
In the film, the virtual world and reality are very similar, which brings up the question of the limitations of virtual worlds. While in the video game, nothing "out of the ordinary" takes place, other than the characters' game urges taking over their personalities, but even then, the virtual world is limited. Although the actions of the virtual body are beyond control, the mind from the real world is still present and guiding the virtual world. While in the game, the characters were still conscious of their real bodies and worried about what was happening to them. They were able to keep a separation of the real world and the virtual world in their minds. Since the mind is present in the game, the limits from the real world still seem to apply in the virtual world, keeping the virtual world as logical and "real" as the real world for the most part instead of completely escaping reality.
Wednesday, October 31, 2012
eXistenZ
Tuesday, October 30, 2012
Bodies and Machines
The film also questions the idea of being "alive". The pods are grown from mutated animals and require mutated organs if they need repair yet they are not "alive" in the same sense as a human being is "alive". There is some reference to these pods wanting to communicate to the connect humans through the theme of disease whilst in the game as a cry for help. Does this mean the pod is "alive"? It clearly wants to live. However it is a manufactured object, a games console, it does not require the essentials that a human being needs to survive. The film is ambiguous in that it questions what it means to be living. Those people addicted to living in these virtual worlds, are they living? Or is it the people who fight against these virtual worlds that are living?
eXistenZ
Keeping in mind this week's reading concerning bodies, senses, biomedia, cybernetics, and new media, answer one of the following questions about eXistenZ:
-- What point is the film making about the interaction between bodies and machines? How does the film blur the boundaries between machine-like bodies and biologically "alive" machines, and what is it saying about the differences and similarities between them?
-- What does the film propose are the limitations of virtual reality? Can a virtual world be more real than the real world when one is removed from one's real body, and when one's virtual body is forced to do things beyond its control? Or does a virtual world realize possibilities concerning the body that are actually limited by the physical laws and mental repressions of the real world?
-- Dialogue from eXistenZ:
"We're both stumbling around together in this unformed world, whose rules and objectives are largely unknown, seemingly indecipherable or even possibly nonexistent, always on the verge of being killed by forces that we don't understand."
"That sounds like my game, all right."
"That sounds like a game that's not gonna be easy to market."
"But it's a game everybody's already playing."
If life is a game along the lines Jude Law's character describes, then what does it mean that in the film people play virtual reality games that merely amplify real life rather than completely escape from it? Is it because we are still so attached to our bodies that we cannot completely transform into "the new flesh" envisioned in Videodrome? Or is it because we are less in control of our bodies than we like to think and use games to more fully let go of any control over them?
Monday, October 29, 2012
Rap Battle: Obama vs. Romney
Sunday, October 28, 2012
Will the Real Mitt Romney Please Stand Up
Saturday, October 27, 2012
Barack Obama Singing Call Me Maybe by Carly Rae Jepsen
In this Youtube video a person has taken parts of many different speeches Barack Obama has given over the television and has used his words to produce the song "Call Me Maybe" by Carly Rae Jepsen. The video twists the meaning of the word's Obama says by taking them out of the original contest. It is a perfect example of a creative way to use technology and politics. Its surprising to the viewer to see he has actually said all the words needed to make the song. The audience gets no political information from this but instead is amused by the video. The video is very ironic because it is taking a very serious subject of politics and turning it into a light, playful joke, which is not normally how politics are viewed. Before television was invented this was not possible but now there are endless possibilities with the use of television. This reminds me of the word clouds we viewed in class since both are taking the President's words out of context.
Friday, October 26, 2012
The internet provides people with access to share ideas and opinions through creative ways, even on political topics. YouTube fosters the creation of creative material, whose main purpose is entertainment of viewers. This video compiles clips of President Obama speaking over the tune of "U Can't Touch This" in order to cleverly respond to the criticism of him saying "you didn't build that." That quote is an example of the media spinning a phrase in a negative light, taken out of context, to make an argument using the offense. It shows clips of right-wing political commentators saying that there is no way to take what Obama said out of context, after ironically doing just that. The song exaggerates Obama's statements in an entertaining way and shows just how out of context anything said aloud could be taken. This same user has created many other politically oriented videos that have all received millions of views since people enjoy the material. He creates arguments through the use of music and edits of political figures, and it makes it seem like the concept is so simple even though so much effort has to be put in to perfectly edit the final product. This video is a great example of expression using the unique audio-visual format of YouTube, and also unites the powers of technology and media.