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.