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Archives for Unit 08

Art and Tech Research

Jones writes on page 21 that “old cultural patterns do not die.  They may fade or become more evident; that is, they may be deemphasized or emphasized.”  This is the entire main idea of the paper.  Cultural patterns do not get reinvented.  They are patterns because they repeat and mimic each other.  Jones uses a few examples, referencing early oil paintings and Egyptian architecture, which mirrored other outdated ways to accomplish the same tasks.  Jones says that “these examples express the tendency to set limits of ‘the possible’ based on previous experience, knowledge and conceptual frames,” which ultimately is a mistake.  The world is constantly evolving and changing in ways we can’t always anticipate.

Slowly, computer graphics began to become more refined.  At first, it was just greyscale images that took a long time to calculate.  Then color was introduced, and the speed went up.  Then the next step up, created by the Computer Technique Group of Japan, used a computer to paint on paper.  Valves were controlled, and literally painted onto the page through the use of compressed air.  This is an example of “setting limits of ‘the possible’ based on previous experience.”  The creators knew that art was created by painting onto a canvas or a paper, so that is what they did.  It was only over time that we began to see full color images become possible on computer screens.

The very first animation ever to be made with a computer was called a “computer-made movie,” and was a basic animation to show a satellite (or in this case, a simple rectangle) orbiting a basic wireframe globe.  The Huffington Post calls it a “grainy, space-age clip” that was created in 1963.  Without fully appreciating what he had done, the creator Edward E. Zajac had just created what would be the first of millions of computer generated films and animations for the entire world to see.

Although revolutionary in its methods, this animation still showed the “old cultural patterns” that Jones talks about.  Zajac used familiar shapes, and only used black and white.  The rectangle, a simple representation of the satellite, looks like a chalkboard eraser that a teacher would use to show a class, rotating it around a globe with their hands.  That isn’t to say what he did was incredible for his time, but it absolutely follows the patterns.  Using simple, recognizable, familiar shapes isn’t bad, though.  It made the animation more accessible for everyone.

The patterns are still evident even today.  Now that we have gadgets like iPads, there are simple “painting” programs that imitate oil paints and canvas.  Despite the possibilities of today, we still look back at the origins of art.  It’s because the old ideas got us to where we are today, and that makes them relevant forever.

 

 

Works Cited

Anderson, J. (2012, July 19). World’s First Computer-Generated Animation Traced Back To 1963 (VIDEO). Retrieved May 22, 2015, from http://www.huffingtonpost.com/2012/07/19/worlds-first-computer-generated-animation-traced-1963_n_1687475.html

Art, Games, and Tech Discussion

I have thought about how games have influenced people before.  I think that gaming has a huge impact on people, for a lot of reasons, but like in the TED talk presentation, I think the biggest way gaming influences people is with problem solving skills.  Almost every video game, whether it is a strategy game or not, requires strategy of some sort.  This is a problem that the gamer has to solve in a way that allows them to continue on with the game.  It could be how to get around an obstacle, or how to sneak past a guard, or even just which item to use a specific way.  This makes us think in new ways and come up with unique ideas on how to solve the problems presented to us, and in a lot of games there is more than one right answer.  So my question is:

 

In what ways do games promote problem solving skills and help us think in new creative ways?  Also, how does that benefit us in real life?

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