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Web Art Artefact&Personal Statement
This is a link to my Artefact, because it is a file in SWF format, so I put it in the network disk, click the link to download.
https://pan.baidu.com/s/1DCDoM56U2oqzg1xBPp6n-g
Interactive art is a form of art that involves the spectator in a way that allows the art to achieve its purpose. Some interactive art installations achieve this by letting the observer or visitor "walk" in, on, and around them; some others ask the artist or the spectators to become part of the artwork.
My work uses interactive elements. I believe that interactive art is the first step for the author to make rules, engage in creation, provide meta-works, and then encourage visitors to participate, in order to change the form of the work as an feedback to visitors. The transformation of the form of the work is mainly determined by the visitor for the interactive art. The most distinctive characteristics of interactive art are connectivity and interactivity. There are five stages to understanding new media art creation: linking, integrating, interacting, transforming, and emerging. You must first connect and integrate into it (rather than just watching it from a distance), interacting with the system and others, which will lead to a transformation of the work and your consciousness, and finally a new image, relationship, thinking and experience. The art of interaction we generally refer to mainly refers to the use of computer creation. The use of the word "interaction" is more complicated. The interaction between people, between people and machines, and between machines and machines can be said to be "interactive." In the field of art, the interaction between creators, communicators, appreciators and people in the works can also be said to be “interaction.” However, the “interaction” of “interactive art” refers specifically to readers and viewers. , the interaction between users, visitors and works of art. This interaction is carried out with the permission, encouragement and support of the author. He is closely related to the characteristics of digital media itself. In the broadest sense, the so-called “interaction” refers to the interaction between things. For interpersonal communication, the actions taken by one party, the expressed will or the information transmitted are answered by the other party. This process constitutes an interaction.
My work is a SWF file made with Adobe Animate, and the player triggers the interaction by a simple mouse click or swipe. The content of the work is similar to a puzzle game. At some point in the future, the environment is seriously polluted, the city is shrouded in smog, and the world is in an anarchic state. The player as the third party witnesses the process of a crime. Players can trigger a reminder or a different story by swiping a mouse or clicking.
The interesting thing about this piece is that it can't be considered a game or a fully interactive work. I made it to express my understanding of interactive art and my understanding of Web Art. I think the value of art works lies in what the artist wants to express. The value of art is not reflected in complex code, esoteric cultural content, and elaborate design. Art may be some simple attempt.
Reference:
Soler-Adillon, Joan (2015-12-21). "The intangible material of interactive art: agency, behavior and emergence". Artnodes. 0 (16). doi:10.7238/a.v0i16.2744. ISSN 1695-5951.
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Session 7: Awkward Narcissism: Social Media Aesthetics in an Age of Trolls
3 Examples
1. Portraits in Landscape is a video animation that exemplifies her signature process of remixing historical artworks with contemporary forms of communication, taking smartphone and selfie culture to the extreme. It depicts two separate figures in a twinkling landscape, each immersed in their smart phones and occasionally snapping photos.The piece is inspired by the sixteenth-century mannerist painter Giuseppe Arcimboldo, noted for his proto-surrealist portraits composited from images of animals, vegetables, flowers and books. Rather than static, organic objects, Gannis uses thousands of her own digitally painted emoji to compose her images. The work speaks to the hyper-real condition of inhabiting virtual and physical landscapes simultaneously, and its characters may seem uncannily familiar to viewers in Times Square.
2. In the early 1990s Gannis shifted away from traditional paintings to producing digital print and multi-media installations. Since then, her work „examines the narrativity of 21st century representational technologies and questions the hybrid nature of identity, where virtual and real physical embodiments of self diverge and intersect.“Gannis��s work does not just gain historicity with her paraphrases of masterpieces such as Courbets “Origin of the World” but in how she persistently constantly challenges our perceptions of femininity, identity and aesthetics.
For the DAM exhibition, Gannis provides new hybrid transcriptions of the Selfie project, including her augmented reality wallpaper installation “The Selfie Wallpaper“ and the 3D animated video work “Until the End of the World,” for which the exhibition is eponymously titled and which enhances a narrative component to the selfie project. Inspired by a sequence in the 1991 Wim Wenders film “Until the End of the World” where a woman is addicted to watching her dreams in a small, handheld device, Gannis explodes the concept into an operatic mash up that addresses the digital identity politics of our age.
3. The culmination of this body of work is A Subject Self-Defined, a solo exhibition of large-format looped moving images and an augmented reality book (produced in collaboration with UNBOX and Blippar), that takes its title from Joseph Kosuth’s 1966 neon sculpture that spells out and is eponymously titled “A Subject Self-Defined.” He belonged to a group of artists involved in stripping down the art object, reducing it to ideas and information that were detached from personal meaning. Forty-nine years later, when we find art in the age of networked identity and digital dematerialization, I am perplexed by subjecthood and self-definition in relationship to the “personal” when performed publicly.”
Experiment
I sometimes take selfies, but before I integrate them into my art, I need to find a self-reflective element to rethink. I tried to add emoticons from social media to my selfies to discover art in social and self-identity.
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Session 6 : YOUKU vs YouTube
Advertising mode Since 2010, YouTube has allowed users to skip ads after 5 seconds of ad start, and only to charge advertisers when they don’t skip ads. This 5 seconds can concentrate most of the attention (because you want to skip), and if you click the action of skipping the button, the reverse stimulates the evolution of the advertiser itself, because the full viewing requires advertising fees. . For users, whether you skip the behavior is recorded, big data can easily feedback what kind of advertisement is the content you are interested in, so as to more accurately recommend the advertisement to interested target users. For advertisers to improve the quality of advertising, stimulating users to complete the viewing has become a subject that must be completed before launch. After the virtuous cycle, the quality of youtube's advertising has increased year by year.
The model that Youku pioneered was that paying users were exempt from advertising. And with the formation of the post-90s consumer market, the habits of paying users are gradually cultivated. In 2018, Ali’s financial report mentioned that Youku members rose by as much as 160%. Judging from the trend of revenue ratio of video website 2011-2018, the outbreak of member payment has entered a stage of stable development since 2014. Comparing the two platforms, the different attitudes and concepts of advertising have formed the development of the two advertising modes of the website.
Recommendation algorithm Youtube's most proud recommendation algorithm is still quite magical. You can't feel the trace of manual recommendation on youtube. Because there are too many languages, the world's various races are magically shared on this website, and truly thousands of people. Of course, the final reason for this may be that there are too many languages in the youtube content, and it is impossible to effectively classify them. Therefore, since it is better to abandon the classification, change the flat structure from the tree structure, and let the user pass the behavior and part of the content. Produce a strong association.
However, youtube's algorithm is its most important asset, there is almost no external description, and internal data is not known. YouTube engineers describe it as one of the "largest and most complex industrial recommendation systems in existence." A good recommendation system can undoubtedly increase the user retention rate, and the retention rate is very related to the user's viewing time. Youku's recommended algorithm team is very powerful and the recommendation system is very complicated. However, the recommendation has not been able to show up like youtube, and it is also related to the user's behavior and the unmovable advertising space.
The most difficult balance for Youku itself is the relationship between user experience and advertising revenue. The actual advertising revenue is there, it is difficult to give up. For the advertising department, this is the position that is indispensable. It can only be increased and not reduced. Therefore, the final personality recommendation is only found in the small area of the home page. Although the recommended algorithm is well described, it is still unclear because of the large number of UGCs, and the final result is not satisfactory.
Experiment
https://youtu.be/kvO6fmOmpMA
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Session 5
3 examples of Tactical Media
1. "the digital hijack" by etoy 1996
With this action, etoy demonstrates the "room" behind popular interfaces of the world wide web. weak points and twilight-zones of this medium are the place of action... search-server-databases turn into projectors of individuality... etoy.software-agents control this systematic illusion and the hijack of bored net-travellers. resulting in 250,000 art-hostages in march 1996.
The technology-tourist is evasively assimilated into a trap configured by etoy.
The project "digital hijack" runs either until 1'000'000 users have been hijacked or etoy is supressed by the major search-server corporations. this will result in the termination of this project.
2. TOYWAR 1999 the TOYWAR.com NET.ART.PRODUCT was designed in november 1999 to prevent the destruction of the etoy.ART-BRAND and to research the potential of an elaborate, effective but playful resistance system against the old fashioned corporate bulldozing power used by eToys Inc. (one of the biggest e-commerce companies in the world / incorporated 1996) who attempted unsuccessfully to take over the etoy.com art brand.TOYWAR.com did not follow common political strategies: TOYWAR.com successfully mobilized the net-community (among them hundreds of journalists), involved the enemy in a insane TOYNAM situation (preventing overview by fighting on too many layers with the help of 1799 soldiers) and turned eToys´ aggressions against themselves (martial arts for the net) until art finally neutralized the naive power of money. by playing a game on the web, in the court room and on the NASDAQ the etoy.CORPORATION and supporters forced eToys to step back from their aggressive intention.TOYWAR is one of the most successful and most famous art products from the etoy.CORPORATION since the "digital hijack" in 1996. it is now a living monument that reminds people about the fact that power relations have changed...
“TOYWAR was the most expensive performance in art history: $4.5 billion dollars.”
3. etoy oparates from Beijing during June 2008 by invitation of the National Museum of Art China (NAMOC). We share cultural value in China. Specific action to implement the propagation of the etoy.BRAND include: 1. Sending four agents to China for the full duration of the show with the objective to maximize the interaction with local art consumers, officials, farmers, expatriates, lamas, children, chuppies, and internet entrepreneurs. 2. Providing public access to Timothy Leary's digital and mortal remains inside the SARCOPHAGUS at the gates of NAMOC. 3. Running workshops at local universities and art spaces. 4. Networking with Chinese partners to access local markets during activities organized by Pro Helvetia and Presence Switzerland, as well as establishing new trading platforms for the etoy.CONTAINER logistics department. 5. Design and co-produce new MISSION ETERNITY elements with local artists, see below. From day two in China, local designers and etoy.AGENTS started to work together. First results materialize before and at the opening on June 9, 2008: To adapt MISSION ETERNITY to the Chinese market and build on a corporate tradition (etoy.FIZZLE), etoy trades intangible assets for a new currency:
The etoy.AFTERLIFE-CERTIFICATE is designed to light up the boundary between life and death: inspired by an old Chinese tradition of using fire to transfer assets to the dead (hell bank notes). etoy collaborated with young graphic design talent (Ruan Qianrui) to create the first note (beta version) equivalent to 1/1000 of an etoy.SHARE. With each certificate, a part of the etoy.BRAND goes up in smoke.
Experiment
https://youtu.be/sPB5i_4X9XA
I used iclone to create an animation that expresses the extreme behavior in today's life through the absurd movements of the characters in the animation. The whole animation story is like a loop, with reference to hacker-style art, which is impressive.
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Session 4 Generative Art
3 examples of Generative Art
1. Georg Nees' 1968 work Schotter, one of the earliest and best-known pieces of generative art. Schotter starts with a standard row of 12 squares and gradually increases the magnitude of randomness in the rotation and location of the squares as you move down the rows.
A very cool and important feature of Generative Art is that Georg Nees can add thousands of boxes and only need to make small changes to the code. Computers can easily generate complex images, which greatly facilitates the aesthetics of Generative Art.
2. Harold Cohen's AARON system is a long-term project that began in 1973. He combines software artificial intelligence with robotic painting equipment to make the machine automatically paint, which can be regarded as the originator of AI painters.
The self-moving robot is known as AARON. AARON is a very primitive painting machine, but it can draw still life and portraits of characters without photos or other human input.
In the 40 years of focusing on watercolor painting, AARON's painting ability has increased year by year. In the 1980s, I learned to place objects or characters in three-dimensional space. Since 1990, I have been able to paint in color.
3. In 2018, the Robot Art Prize, which has been held for three consecutive years, has come to an end. The first one was obtained by a robot painter named “cloudpainter”. Here are the paintings by cloudpainter.
The experiment of Generative Art
I used processing to design the code to generate some graphics. Under different conditions, parameters, settings, the running process is different, the results will show certain characteristics, but often unpredictable. I use this as the experiment of generative art.
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3 Experiments of javascript
https://editor.p5js.org/[email protected]/sketches/HJhCpZ0h7
https://editor.p5js.org/[email protected]/sketches/HJhCpZ0h7
https://editor.p5js.org/[email protected]/sketches/HJhCpZ0h7
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Session1 3 examples of Post-Digital Art
01 F.A.T. Lab http://fffff.at/
The Free Art and Technology (F.A.T.) Lab is an organization dedicated to enriching the public domain through the research and development of technologies and media. Release early, often and with rap music.
Unfortunately, this organization has been closed. In the recent years of Internet changes and advances in art, they believe that their organizations are outdated and they have decided to make new changes in the development of the art and networks of the new era. In 2015, this site is no longer updating anything, but their views on art have been unique for ten years.
02 GLITCHSORT https://hipnosia.wordpress.com/2013/02/19/glitchsort2/
GlitchSort is a program that uses special algorithm pixel ordering and other methods for creating image spurs. Thanks to the versatility of the application, very primitive and surprising results can be achieved, very beautiful and coherent images, (sometimes with a certain analogy of input analog expressionism, cubism, etc.) are more similar to "faulty images" generate.
03 HAWRAF https://www.hawraf.com/
This is a unique website that, when a user visits a website, participates in the interaction of the website, where visitors can freely outline what they want to describe, and visitors can interact with the developer through artistic interaction. This unique approach may make it easier to motivate users. The design and content of the website is also very artistic.
Experiment of Post-Digtal Art
This is a photo of me. I recreated each pixel that made up the image into a large color block, matched with the appropriate color, and disturbed the original color arrangement in many places.
The second picture. I made it more space-distorting.
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Session 2 Net Art
3 examples of Net Art
1. Olia Liana http://art.teleportacia.org/exhibition/peeman/
I like this project very much. The designer can express his attitude towards many things through a combination of a gif and any picture. This work takes on the designer's own emotions, but by combining it, anyone can express different concepts. Whether it's a thing, a person or a logo, you can combine it with this gif to express your understanding.
2. MIchael Borras http://www.systaime.com/blog/ (Links to an external site.)
When I opened this artist's blog, I even thought that my computer was broken. His work tells me that art is unrestricted, cannot be defined, and cannot be interpreted. You can give any meaning to your work or your work can be meaningless. You can have a thousand understandings of art or you can't understand art. It doesn't matter what art is, what is art. When art is art, art is art.
3. Laimonas Zakas https://twitter.com/glitchr_ (Links to an external site.)
Designer use elements such as numbers and symbols to express something through recombination and unique arrangement. This way I am born with a different mood than when reading ordinary text. This is also a unique way to express some of the designer's emotions. Art should be expressed in the way that you like.
Experiment of net art
Inversion, chaos and reorganization
I made some pictures to make use of the original elements to mix and recombine and form order in chaos.
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3 ideas of degree projects
1. Create a virtual marketplace, like steam, where you can trade virtual items such as original graphics, 3D modeling, games and music digital content.
2. Create a 3D scene, mainly about the future development of technology, presented in the form of 3D scenes, can be more intuitive experience with VR technology. Specific style: hardcore science fiction, refer to "Alien" "ghost in shell", the architectural style is mainly metal materials, but the building has some biological characteristics, like the cyberpunk-style robot, semi-physical semi-mechanical construction, applied to In the building. For example, the towering building is made of metal, and the top of the building is exposed with biological tissue similar to the human brain.
3. Use VR technology to design a virtual 3D scene to inspire people's emotions, such as anger, frustration, libido, and fear. Try to interact with people through non-physical contacts to create a variety of emotions. Exploring the extent to which visual and auditory evokes human emotions in addition to physical contact. Explore whether digital media and VR technology can completely replace the objective existence of the real world.
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