Monday, February 23, 2009

Technological Development In The Art World

We were asked how technological development interplays with human creativity. After exploring new media artist Brian Knep's work, as well as Professor Leon Theremin's inventions I realized that the current advancements allow for a wider, more expansive artistic expression. Every artist creates his/her own style with a combination of past personal and historical knowledge, present technique, and future intention. For example, the song "Daisy Bell" composed by Harry Dacre is claimed to have been originally inspired by Daisy, the Countess of Warwick. Taken from a historical account of "one of the wealthiest and most desirable English women of [her] period" (wikipedia.org), then combined with friendly inspiration Dacre was able to make the song and lyrics one of the most well known in the United States. The classic tune became so popular in fact, that it was the first song ever to be heard on a computer! The original program, which sounded more like a robot than a human voice, paved the way for artists and musicians to share and expand their passion and talent with people all over the world.
I would not define myself as a new media artist, but it would be impossible to say that I do not use current technology in my work. Everything from looking up images on the web to taking digital photos to document my work, the tools we often take advantage quickly transforms my process from an idea into a physical product. Before taking this class, I had no interest in studying new media art. Now, I can see the artist community develop into a future of powerful creations.

Brian Knep Cont.

Brian Knep's art certainly speaks clearly to an audience. The interactive quality to his work is immediately exposed as viewers participate in uncovering the method of each design. I could assume, just by watching video accounts of his installations, that they represented a metaphor for our society, particularly the erect, emerge, expand, and escape series. The remaniscent childlike drawings combined with explosive graphic language spoke to me as a comical account of our ever repetative actions throughout history. I was surprised to hear that the simple images were chosen out of an esthetic attraction rather than a purposeful intention.
After Knep let our class in on his personal artistic development however, I learned that an artist with a science and technology background can redifine art without being too literal. Knep explained that the most attractive aspect to his healing installations is not the way each piece forces interaction between the viewer and the work or the audience with each other, but instead how it can be independant from both. The complex behavior of his artwork reaches beyond the common technique of communicating with a viewer, to creating it's own voice, history, reactions even when nobody is in the room. I was absolutely inspired by his new media relationship with art, as well as Knep's passion to experiment and learn from technological development.

Friday, February 13, 2009

Brian Knep

Brian's work was amazing! The interactive quality it created differed from many other interactive works as the artwork itself held a memory of the experience. I especially loved the Deep Wounds piece. It gave a powerful message that I'm sure no viewer would ever forget...very moving!

The shapes found in many of the pieces had a very organic form. Was that form inspired by frog eggs?

Could the bright light in Expand be a metaphor for trends in American society, where we all "race toward" the latest invention/fashion until it becomes passe, as we are forced to start over?

Monday, February 9, 2009

New Media Artist

Anne Cleary and Denis Connolly




http://www.mediaartnet.org/mediaartnet/

O'Brien, Paul. "New-Media Art: An Irish Context." Circa (2007): 34-39

  • * They both studied architecture, but became interested in film after collaborating with Bernard Huet, an urban theorist. The two New Media artists have been working together since the 1980's.


  • Cleary and Connolly focus their ideas on the effect of art related to daily life. They express these theories/studies with enticing and interactive film, which can be compared to Myron Kruger, who has contributed to New Media Art since 1969.


  • The humor and simplicity of their work communicates with all ages and backgrounds






Quotes from the artists:

"Enforce our belief in a democratic form of Art as a significant cultural movement for our time."

"Our work develops laterally, often evolving rapidly and taking many forms, responding to the particular and individual needs of each project and context. This is in contrast with the current market driven artistic production which equates sell ability with recognizable style. We believe that art and culture should be at the service of society, and our work, despite its myriad forms of expression, is identifiable by a consistent presence of participative and collaborative principles, by an openness to new experiences and techniques, and by a consistent inquiry into social and cultural questions that are significant to our day."

Wednesday, February 4, 2009

Second Life/ Phillip Rosdale

I first experienced Second Life in my Visual Language 1 class, freshman year at Mass Art. My professor believed that the program had amazing opportunities for people in the art world and wanted my class to experience those possibilities. So, we each created our own avatar and were given class time to explore the digital universe. My twenty or so classmates and I sat around the perimeter of the classroom, laughing at the characters we had created. It was fun for us to style our own digital selves however we so chose. I couldn’t help but think, however, that talking to each other’s avatars while we were in the same room was a bit strange. Why should we communicate over the internet when we sat only inches from one another?
My professor continued some lessons using Second Life throughout the semester. We had both critiques and assignments using digital representation. One class meeting in particular, my professor communicated with us from another state, where she was conducting a conference about the program. She referred to my class as a live example of what students could produce using Second Life. I have to admit we were all having a good time with it. To experience a college level course in (what felt like) a game was something I never expected. That being said, I did not continue any exploration of the site outside of the assignments given in that class, until now.
After watching Phillip Rosdale discuss the digital universe he had created, I do have a clearer sense of the intentions of the site. I, like Rosdale, have felt limited by the possibilities of the physical world to carry out all of my exciting ideas and creations. It is exciting to know that build my dream house/car shop/art school/../… for only a fraction of the price it would cost in real life, and to also experience those ideas in three dimensional form. I also agree with Rosdale that the diverse community in the program is extremely refreshing, as a girl that was raised in a town whose Caucasian population exceeds 90%. An easy, not to mention entertaining source of communication to individuals all over the globe is quite appealing.
There is one aspect of Rosdale’s program that truly concerns me, however. I am sure many people will agree that technology has drastically diminished the need for personal interaction. Video games, online shopping, text messaging, and so much more have quickly taken place of physical communication. I fear that Second Life, for many people, will become one more reason to disregard or even avoid real life experiences. One audience member questioned the possibility that users might prefer his/her digital characters to him/herself. Rosdale confidently replied that “being present in the virtual world challenges one’s own self to be more creative...” But creativity, I believe is most strongly influenced when faced with the same challenges Second Life's creator strove to eliminate. One such example might be, not having the funds to build a dream house/car shop/art school…