OBJECTIVES
- Learn about the history of computer graphics within the context of the global evolution of art production materials and techniques
- Examine the role of technology as a force for cultural maintenance and change
- Discuss the validity of art created with the aid of machines
ORIGINAL POST
Art, Games and Technology Research
The primary thesis of ”Computer Graphics: Effects of Origins” is that computer changes affect culture as well. “These changes are not simply technical effects. They contribute to maintenance and change of culturally historical context” (Jones 51). New digital forms are based on traditional forms. “An increasing number of contemporary theorists are stressing the importance of origins and practices in unmasking assumptions within current forms and practices” (Jones 51). Art and culture are only getting an ally in computer programmes. There is a “reliance on previous forms” and there are “evolving possibilities in harmony with larger cultural and historical patterns. There is a “scientific and artistic view of imagery and their evaluation. (Jones 51).
One of the historical examples Jones provides as an illustration of her thesis is the fact that arts and humanities assist scientists. “Engineers and technicians are directing the development of new technologies toward cultural goals before technological ones” (Jones 52). The MIT Media Lab is a result of integration of the three formerly separated media industries; “Negroponte’s design for the MIT lab’s logo displayed the intersection of three areas, broadcast and motion picture industry, print and publishing industry and the computer industry” (Jones 52). Education and communication as well as entertainment and advertising use computer graphics (Jones 52).
An illustration of Jones’ thesis at work in today’s culture is the use of computer animation in movies and entertainment industry. One of the best examples is the movie “Ted”created by Seth MacFarlane, released in 2012.
Visual producer Jenny Fulle said: “We really focused on motion capture from his waist up–because he has a lot of mannerisms with his hands and he rocks back and forth and moves backwards and forwards and stuff like that. What we would also do is keep a high-definition camera on his face. That way we could also capture a visual representation of what he does with his eyebrows and when his eyes go wide and that sort of thing. We would then give that to the animators so they could just manually take that look and apply it to the bear” (Fulle).
There is much cooperation between artists and scientists. “Practical and professional communities of advertisement, entertainment, publishing, telecommunications, business, finance, education and medicine have joined the academic, scientific and artistic communities in using this medium” (Wikipedia).
References
Jones, B. J. (1990). Computer Graphics: Effects of Origins. LEONARDO: Digital Image – Digital Cinema Supplemental Issue, pp. 52.
Amidi, Amid. (2012). ‘How Seth MacFarlane Created The Animation in “Ted”, Cartoon Brew. Retrieved November 22nd, 2013, from http://www.cartoonbrew.com/feature-film/how-seth-macfarlane-created-the-animation-in-ted-65641.html
Computer animation (November 22nd 2013) http://en.wikipedia.org/wiki/Computer_animation
REFLECTION
Artifact: Animations
Seth MacFarlane’s animation “Ted”
With the development of technology, art has begun to use many of its achievements. There has been a merge between art and science. “Teams from multiple disciplines are working in academic institutions developing scientific visualization and cognitive and perceptual research” (Jones 52). The whole point of new technology is multidisciplinarity. Education, communication, entertainment, advertising and government research for defense all use computer technology (Jones 52). As I already mentioned, whole movies are made with the aid of technology. One of the latest is Ted, where the whole character is computer animated. That is very exciting.
Computer programs also exist to help artists. Computer can be an “intelligent assistant” (Cohen 55). I think that it is legitimate in some forms of modern art. However for traditional painting for example, traditional techniques will be used like centuries before. Also, an animated character can act in a movie, but it will never win a prize for performance.
Art and science coexist in the modern world. A lot of creativity is necessary for a scientific breakthrough and science can make art more interesting, especially performing arts. Movies have become more exciting with the development of computer technology. Animations make stories more interesting. Today, most of creative jobs is done with the aid of computers. Designers work in computer programs. They have to design a chair by drawing it for example, but to make a 3D model, they need a computer program.
Video games are also a big issue in modern society. People use their energy on solving imaginary problems. The game developers are working on making those people wish to act in reality with the same eagerness. “Both scientific and artistic sources rely on culturally embedded patterns of reality” (Jones 59).
Learning Goals for the Future:
My goal for the future is to learn more about the connection between computer technology, social sciences and art. They all influence each other and I am eager to see the new ways in which this whole collaboration will develop.
Works Cited:
Jones, B. J. (1990). Computer Graphics: Effects of Origins. LEONARDO: Digital Image – Digital Cinema Supplemental Issue, pp. 52.
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