Showing posts with label Critique 1. Show all posts
Showing posts with label Critique 1. Show all posts

Monday, November 9, 2009

Idea 2 + 3 = Idea #4


Topic
Real Space in Virtual time

Title
Anachronistic Parallel World

Background
Anachronistic:
"An anachronism (from Greek ana, back, and chronos, time) is an artifact that belongs to another time, a person who seems to be displaced in time (i.e., who belongs to another age) or something located at a time when it could not have existed or occurred. One of the most common uses of the term restricts it to the ante-dating of events, circumstances or customs. It can be used to imply a neglect or falsification, whether deliberate or accidental, of chronological relation." (refer from here)

Anachronistic + Time Travel:
"The lack of anachronisms is often used as evidence against the possibility of time travel." (refer from here)


One that is out of its proper or chronological order, especially a person or practice that belongs to an earlier time: "A new age had plainly dawned, an age that made the institution of a segregated picnic seem an anachronism" (Henry Louis Gates, Jr.)

Ideation
Bending time and space to change the perspective and perception of the spectator towards the revolution of the time.


What?
BT technology + physical computing

References/Precedence Studies:


Last Exile (Anachronistic World)
it features technology reminiscent of nineteenth century Europe at the dawn of the Industrial Revolution. Many of its designs were also inspired by Germany's technological advances during the interwar period.




Series of Unfortunate Events ( Anachonistic Settings)





Machinarium (Amanita Production)


Monday, November 2, 2009

Idea #3


Title
Can computer conveys feeling?

Topic
Wormhole - Information design + installation

image via here


Background
Scientist suggest that for alien to travel through space from one galaxy to another galaxy, need more than million of light years. Is it possible for U.F.O to even reach our planet earth? They believed that alien travel through wormhole. Wormhole is a hypothetical hole or "tunnel" connecting two different points in spacetime. It takes lesser time than the normal journey by bending the space but wormhole are highly unstable and might collapse before the spaceship can travel in.(Check this out) Did any alien really landed on our planet before?


Ideation
For my installation, i wanted to use wormhole as my metaphor for time machine. Wormhole, a tunnel that connects two different world, space or dimension. A short-cut, express way to the destination. Using the wormholes, user will be able to take a memory lane down to the past or a trip to the future by collecting two types of data(past tense and future) in the blogosphere or social network sites. It will compare most users love to travel back to time or looking forward for the future.

In a way, it connects us, our emotion and feeling together regardless the timeline of the incident, will happen or had happened, parallel with one and another. By bending the time and space, i hopes this would make the gap of different people closer.

Problem Statement
- People tend to reminiscing the past, hoping for future but forget about present time.
- Can the digital interface able to express feeling?

Research Objectives
- To explore human's feeling and behavior about different paradigm of time.
- To experimental with Benjamin Walter's The work of Art in the age of Mechanical Reproduction theories.


Inspiration:



and references from Jonathan Harris' installation in my previous post.


Sunday, November 1, 2009

Idea #2

Title
Game + Interactive Installation. Revolution of game? State of art for the digital age?

Rationale
Most people mistaken that game is purely for entertainment purposes, especially the older generation. Little do they know that game is defining our culture, cyberculture. The innovative technology and creative distribution channel proposed and created by the game maker are pioneer of shaping the direction of the popular media.

Game evolve together with time and technology, from "the ability to create AIs or random operations, true chance, simulation, 3-D actions and strategy have become relatively common, and the genre leads the movement towards interactive narrative" ( Refer here, 2003) The contents are ever-changing to develop more creative output (mmorpg, story with cinema quality graphic) but what about the channel, the medium, the method of playing a game? We still using the same old controller or keyboard with a monitor screen.

Since the early 90s, digital artist uses installation art to immerse with game to fully utilize the interactivity, its connection to the space and environment, architecture and the medium. "Installation art has reflected a lot on how to break the barriers between virtual and physical spaces. By using natural interfaces or large architectural settings or complex spaces, many installation immerse the viewer in a different world." (Refer here, 2006) Which i personally think that is what inspire some of the big name like Nintendo Wii and Xbox Natal Project. What can we improve from there with the current technology and trend?

What can we learn from installation art and game?

Game, once considered as "Cultural Pollution". Game is a huge business where focus on the profitable gameplay, animatics and produce, sadly, to attract consumers "for the sake of commercialized entertaiment". In the art point of view, "the art world seeks to find new voices, explore new ways of making art......Innovation through social discourse and examining public issues are a major driving force in art community" (Refer here, page 5) Still game is an art, an emerging art in our pop culture. There are still significant aesthetic value in game.

With installation i think game can be more expressive, engaging, evokes emotions and thoughts.


Topic
Anachronistic Parallel World with Cultural Allusions


Proposal
Story of a young boy trying to find his ways to break free from the hierarchy of life, evading mishaps and trying to stay alive. Setting features the technology recollective of the nineteenth century Europe at the beginning of industrial revolution.

Problem Statement
- In order to have freedom and better environment sometimes sacrifice is necessity.
- Even as a young children, they must fight for their rights in their stands in society.
- Adult do not usually take youngster's words seriously because they think they are more supreme than others with young mind.
- People is more concern about their social status than the issues around them.


Research objectives
- To know more about social issues during the revolution time.
- To raise awareness on adult exploitation on children welfare.
- To explore how well the virtual world control and interact with the physical space, vice versa.
- To experiment on the different ways of communicating and interacting.


References









Wednesday, October 28, 2009

Idea #1

Topic
Social Life of Information

Rationale
Social network, one of the phenomenon of the net-generation. With the technology of Web 2.0, we are able to access to web applications which provide interactive information sharing, user-centered design, dynamic content, rich media technology, power decentralisation and much more. Some of the top social network sites include Facebook, MySpace, Twitter & Friendster. I would like to look more further into Facebook and Twitter. (the current social trend)

Good things about social network are users can bond and stay connected with their friends and family, share photos, videos and personal information and often with unknown stranger too. With the help of social sites, access to others information are much easier and effortless. Are they all the information that you want? Who are those social contributor? You might not even know them at all. Twitter, millions of status updates are posted every day by users. They rant about their daily life, love life, pet's life even notify you if they going for a loo. Most of them are "overshadowed by the dazzling claims about new technology" (The Social Life of Information by John Seely Brown, Paul Duguid)

You will be surprise by the amount of information they disclose.


Title
TMI, Too much information


Proposal
Explore on how social networking like in real space using ubiquitous technology around public spaces (QR code maybe). At the main station, gimmick of the social network place, users can update their status, personal information etc. Then the data will be updated to the symbol (QRcode) and random people in the public can access to the information easily. This is to show how easily random people in public able to access to your information effortlessly.

Problem statement
- In this information driven time, not all information are the information we needed.
- Why people getting obsess with social network (yes facebook, twitter) .
- They do not know the privacy definition in social network.
- Most of them have narcissistic fascination with self-display.

Research objectives
- To create social awareness of the creation of social networking and their impact on our society.
- To reveal human’s behavior of obsession and fascination over knowing other individual’s privacy matters because of the invisibility
- Some people might like the spotlight, some might not like being observe. Narcissisms.

References