Gaming the Network Poetic - Galleries from the Opening
Gaming the Network Poetic - Galleries from the Openingvia flickr.com via flickr.com Thanks to Natalie’s Mom for taking the photos and videos in the first set. The second set contains photos from the opening and from my visit to the gallery this week to document the piece itself. More news, photos, and video to come! Gaming the Network Poetic - So Far via flickr.com I submitted Gaming the Network Poetic to the Prospectives.09 International Digital Arts Festival call earlier this week. Part of the submission process was putting together the Flickr gallery linked above for documentation. I wanted to post it here for those interested in the project, as it shows the progress of the project from concept to (near) completion. Gaming the Network Poetic - Assembly Photos Round 1Here are a few pictures from the past couple weeks of the assembly stages of my project. Right now it looks a bit like a coffin, but eventually this thing will have a monitor mounted on each face of the pentagon, computers sitting inside the box, and a playable game on each screen. I’m also planning to attach a white plastic layer to each face to give the whole assembly a cleaner look. Updated MFA Thesis Exhibition FlierI’ve updated my flier with the full dates of the show - it’ll be up at Plus Gallery through November 14th, so if you miss the opening this Friday there’s still more time to check it out. Context and Aesthetic Judgements » Lone Gunmanpeople rate pictures as more aesthetically pleasing (and actually experience more pleasure while viewing them) if they believe they come from art galleries. via lonegunman.co.uk Because I have not paid to access the full study, some of this will be conjecture, but I’d like to use it to begin a discussion of interested to my research on the presentation of videogames in artistic contexts. I first wondered what an art historian might think of this study so I asked Professor Scott Montgomery in the art department at the University of Denver and found him skeptical but interested in the results:
I share some of his skepticism, especially when I wonder why this study might have been undertaken. What were the assumptions about the subjects? What seems most significant about the study is that it is the mere semantics of context, and not actually seeing a given work presented in multiple contexts, that adjust the brain’s expectations. One doesn’t have to make much of a jump to envision context as a brand that sets a consumer’s expectations for the coming experience. I also wonder about the negative results, if there were any. Had those individuals had a bad experience within a gallery context? Were the subjects screened to ensure that they had had a gallery experience? How would such a study run in a cultural group without a solid concept of galleries? One more possible takeaway from the study is that this group abhors viewing artworks on a computer, and thus their negative associations with the computer overwhelmed their sense of appreciation of the work - the context overwhelmed the work. How can we know that the subjects rated the work and not the context when the two intertwine? Before I wondered what this study says for videogames in art galleries. For my purposes it is simply a reminder that some viewers will not be interested in engaging with computers in a gallery space, but also that creating a considered environment for presentation of videogame works can possibly defeat aversions to genre - context beats content. Then they can intertwine like they’re supposed to. More stuff to chew on relating to neuroaesthetics: http://www.lonegunman.co.uk/2009/08/24/art-and-the-brain/ America’s Army Game Used to Create Machinima About Post-Traumatic Stress Disorder | GamePolitics
via gamepolitics.com This is an interesting machinima piece, first and foremost because it uses America’s Army, the game financed by the US Army as a recruiting tool. The artist calls this a reverse propaganda game, although I would argue that it’s just propaganda and that using “reverse” intends to highlight the nature of the message as against the consistently dismissive government and military response to accuratedly diagnosing PTSD. It’s half-artistic, half-didactic nature is interesting, giving the viewer diagnostic pieces of information to contemplate as they view the rest of the piece. It’s worth checking out.
The Beauty of Retro Game DesignNot just in terms of pixels, the two tumblogs highlighted below offer examples of typography of title screens and arcade cabinet and box art, respectively. There’s even some Fairchild box art mixed in there. Lots of sweeping, curved, thick, parallel lines in these late seventies/early eighties designs, and the typefaces follow (think of the Pong title). These are mostly eye candy, but interesting for those with a love of retro games.
Learning to Program Games - Greenfoot Book Released via amazon.com I wanted to share this excellent book on programming in Greenfoot (just released), which is a Java-based simulation/programming environment that we’ve been using for the past three years on the P4 Games project to teach programming to people new to programming. I haven’t seen a program that does a better job of introducing and visualizing the concept of objects (and with it, inheritance) while remaining close to traditional programming than Greenfoot. I was a reviewer on the book and have seen it evolve into the excellent final text. Those with kiddos interested in computing or programming might want to check out Greenfoot and this book. Those with younger kids might want to check out Scratch and it’s books (1, 2 - the second book says it’s targeted to teenagers, but I’ve found that younger kids pick up Scratch remarkably well). I’m not as familiar with Agentsheets, but have heard that it is also good for younger kids. Greenfoot and Scratch are free while Agentsheets is not (but it does have a free trial).
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