Category: Assignments

Remixing with Google

This week we were challenged to think about what makes art and what makes an artist. When thinking of what makes art the words flow, vibrant, fresh, inspiration, and free all came to mind. I Googled these words and chose images from each word to create a collage. Utilizing Google’s  Picasa application I was able to create the Google remixed collage seen below. Whether or not it is considered art is to be determined.

Remixed collage using Google Images & Picasa

To decipher whether this image is art or not I look back to Ellen Dissanayake’s keynote address, “What Is Art For?” Dissanayake describes several movements of art, the Renaissance, Modern, and Post Modern. I do not think that the recent remixed art aligns with either the Renaissance or Modern art movements but rather the Post Modern. The Renaissance era art was mainly based around aesthetics and religion. The Modern art movement was fine art, beautiful and elite and meant to be very tasteful. Post Modern art, on the other hand, broke rules and utilized mixed media.  If we are to consider my image art it would closely align with postmodernism. The image I created is quite abstract and includes several elements all superimposed on one another. The use of multiple images and the almost jumbled appearance of the image closely reflects the puzzling art of the postmodern movement.


Dissanayake, E. (1991). What is art for? Keynote adresses 1991 (NAEA Convention), (pp.15-26).

Remix Culture

With the internet culture we live in today, there is single click access to almost anything you can think of. The advent of the internet formed a space for people to create, remix, and re-design elements of our culture. And that is exactly what people have done, but not without some controversy and issues with copyright.

The Grey Album, released by Danger Mouse in 2004 combined The Beatles White Album with Jay-Z’s Black Album and remixed the songs together to create new songs that ebbed and flowed. Although the album was free to view on YouTube, lawyers alike all complained that Danger Mouse was breaking copyright law by using other artists songs. Interestingly enough, neither artist featured on the album wished to sue but this brought to light the dangers of artists remixing. Danger Mouse had used his own creativity and artistry to take two different music types and combine them to make something completely new.

The strict copyright laws in place today prevent artists such as Danger Mouse from pursuing and sharing their remixed, mashed up works. This is not to say that all copyright is bad though. Of course, copyright is in place to protect peoples intellectual property and ensure that people receive their earnings from their work. Lawrence Lessig, who studies remix culture, authored the book Remix, where he discusses the two cultures that are alive in our society today, RO and RW. Read only culture (RO) is passive, it involves internet content being heavily monitored and fed to us by screens. Read/Write culture (RW) on the other hand, creates a conversation between the producer and consumer of the content and actively engages consumers in the material they view.  Lessig believes that in order for us to learn and create we must not only change the way that copyright laws are constructed and upheld but also the way we interact with the information we are given.  Continue reading

Art & Technology

In Beverly Jones’ article, “Computer Graphics: Effects of Origin,” Jones works to “establish  the relation of specific image, object, event, or environment to conceptual frames” (21). Overall,  Jones works to make a connection between art and technology and the role that computer graphics play within our society. One historical example supplied by Jones is the earliest computer graphics invented by Ben Lapofsky and Herbert Franke (22). The graphics were generated and displayed using oscilloscopes and the images appeared mobile and active, a new medium for art to be displayed on. Since the advent of graphics, computer generated images only grew to be more complex and widely used. Today, things like CGI’s  are common and apparent in everyday life as they are used to create animated movies and games. These new technologies have created a whole new category of art known as digital art.

One of the most interesting new technologies that can be applied to almost every discipline, including art, is 3D printing. From fashion to the medical industry, 3D printing has many applications making it an investment worthy technology. In Katherine Brooks’ article, “14 Ways 3D Printing Has Changed the Art World,” she displays 14 of the most intriguing works of art that include the use of a 3D printer. From everything to a model of Van Gogh’s ear to stop motions these images appear to be some of the most detailed digital images. One of the most awe-spiring of these 14 was an entirely 3D printed room created by designers Michael Hansmeyer and Benjamin Dillenburger. The room beautifully unites technology, architecture, and intensely intricate art work. The video below shows the process and craftsmanship that went into creating the room. The final product is an amazing piece of art work that was created by programming mathematical algorithms. The room demonstrates just one of the amazing applications that technology plays within art and how technology is  striving to evolve our perceptions of art.

To see all 14 examples in Brooks’ article click here.


Jones, B. J. (1990). Computer Graphics: Effects of Origins. Digital Image Digital Cinema Supplemental Issue, pp. 21-30.

Brooks, K. (2014). 14 Ways 3D Printing Has Changed the Art World. Huffington Post: HuffPost Arts & Culture. Retrieved March 1, 2015.

Technology & Gaming

In Jane McGonigal’s TED Talk titled “Gaming can make a better world,” she discusses how virtual world video games can help people to solve problems in the real world. McGonigal describes 4 values that gamers attain from playing virtual games: urgent optimism, social fabric, blissful productivity, and epic meaning. Urgent optimism is the desire to tackle an obstacle knowing it is attainable, social fabric builds social bonds and trust between gamers, blissful productivity is the feelings of happiness attained from working hard, and epic meaning gives the gamers a sense of importance and success. Although I agree that games can be positive and creating more realistic problems within games could help inspire young people, I also believe games can bring on some negative side effects.

McGonigal admits that people use games as a means to escape reality but she does not go in depth to the issues this can cause. Although the 4 values she establishes are valid they can also set up unrealistic expectations for gamers. In a virtual world, all problems can be solved. There may be speed bumps and obstacles along the way but ultimately any problem and level can be solved. In the real world, this is not always true. Sometimes there are bigger obstacles that are so far outside of our reach that we cannot overcome them. Along with this, people can become so immersed in their virtual life that they no longer wish to work through problems in the real world because they are constantly experiencing disappointment.

Overall, I think McGonigal makes some very valid points that video games need to tackle more realistic world problems but she also negates the problems that can come from all video games. I do think when played in moderation video games can help people relax and enjoy feelings of success after a long day but people can forget that video games are just that, a game.

Creative Spirituality Reflection

The topic of spirituality has always been a difficult one for me to grasp.  I believe the main focus of spirituality is to find connectedness or wholeness in your life, to find something larger than yourself and discover meaning.  Spirituality can take on so many forms and for some people it means attending church weekly and for others it might include being outside in nature. I think spirituality can help people get through difficult times and give them a sense of direction and purpose.

For a long time, I connected spirituality with religion and believed that devotion was an important part of being spiritual. I still think many people connect religion and spirituality and for some, they are the same thing. To me, religion is the belief in a higher power and a devotion to this higher being in the hopes of living a fulfilled life and having a pleasant afterlife. On the other hand, spirituality has to do with living in the moment, finding peace, and working towards personal growth.

Creativity can be sparked from anything around us. I think of creativity as finding inspiration and working to create something that’s original and has meaning. Everyone has some level of creativity and whether people choose to act on their inspiration is dictated based on the person. Although I generally associate creativity with artwork, it can take on many forms. My form of creativity includes documenting the places I go with my instax camera and keeping a journal with my thoughts.

I think creativity can be found in anything, anywhere, at any time. Creativity comes from within us and certain objects or ideas will speak to people a different way. For example, I might see an empty wine bottle and think to recycle it whereas an artist could think to turn it into drinking glasses or a vase. We utilize our imagination to see the potential of something and our creativity works to help us create something important.

Creativity & Spirituality

“The Mission of Art,” a chapter in Art As A Spiritual Practice takes many different angles on the relationship between art and spirituality. The author, Alex Grey, paints interesting, geometric designs that strive to bind the idea of mind, body, and spirit. In my opinion, Grey writes in a way where he wants to encapsulate all pieces of art work but in some ways his views are limiting and he spends a vast majority of the time with descriptions that only apply to his work. When he describes art and the creative process he often refers to people being inspired by divinity and trying to portray a subject. But, not all art is trying to portray a subject or is inspired by some spirituality. For instance, Piet Mondrian’s “Composition with Red, Yellow, and Blue,” the famous oil painting of color blocked squares does not seem to portray a subject whether person, divine being, or a landscape. In this way I think Gray has limited his view of the creative process and by labeling and putting specific steps to the process is he in some way defeating one of the purposes of art? I do not think all art necessarily follows an outline of steps in it’s creation. There is not always some great spark of inspiration from taking DMT (as Grey did) or a long period of time where a subject, if there is one at all, must be observed.

When viewing components of spirituality within artwork Grey describes that, “Viewers appreciate art because they resonate with those states of being. No matter what state of being is expressed in a work of art, universal creative spirit is the prime mover behind all art media” (p. 79). There are many analyses that can come from this specific quote. Firstly, he uses the statement “all art media.” This statement is all encompassing and would include anything from street art to food to “Starry Night.” Is a universal creative spirit really every artists prime mover? Are there other things that can inspire and push artists to pursue a certain piece of art work? What even is this creative spirit Grey is referring to? I find difficulties with Grey’s description and cannot tell whether he refers to the creative spirit as a supreme being like God or Allah or rather if the creative spirit is something within us that binds all of mankind to one another?  Based off Grey’s liberal stances, admission to experimenting with DMT, and his studies of Hindu medicinal practices I believe it is the latter.

I find a lot of holes within Grey’s analysis of art and spirituality and feels as though he uses his own experiences with art and his own artwork to find reason and purpose. It may have been wiser of him to discuss his theory in relation to all works of art instead of his own or noted that his theory and most theories cannot always be all-encompassing.


Grey, A. (2001). Art as Spiritual Practice. The Mission of Art (1st ed., pp. 205-233). Boston & London: Shambhala.

Aesthetics of Horror Artifact

To view the original post “Aesthetics of Horror,” click here.

Objective

  • Explore the psychological and emotional curiosity for and impact of horror art on individuals and society
  • Understand and utilize some basic principles of film and television analysis.

Reflection

The post “Aesthetics of Horror,” evaluated a horror culture classic, Rocky Horror Picture Show  and how although horror is scary it can be aesthetic and enjoyable. The elements of gender and abjection theory also came up in regards to the movie and helped to support Noel Carroll’s  ideas of horror.  Abjection theory can also be applied to works of art that repulse yet intrigue our interest. Abject art is often disturbing and difficult to look at but you almost cannot stop looking because you are so curious about the inspiration behind such a piece. The study of abjection helps to re-inforce the course objective: explore the psychological and emotional curiosity for and impact of horror art on individuals and society.

Abjection theory falls into a similar category of horror and Noel Carroll explains horror by saying, “It [horror] engages its audience by being involved in processes of disclosure, discovery, proof, explanation, hypothesis, and confirmation”(p. 279). Another example of horror and abjection in art comes from Cindy Sherman, a well-known artist who portrays abjection in many of her photographs and multi-media installations. Below is one of Sherman’s portraits that shows a woman who appears to be recently dead. 

Julia Kristeva explains that the most abject thing is death because it blurs the borders between the idea of subject and object. So how does portraying things of horror in art cause us to feel? This is the type of question I strove to look at in this unit. Using Rocky Horror Picture Show, Carroll and Kristeva’s ideas  I was able to analyze how something horrifying can become a timeless movie and fulfill the objective of film analysis. Carroll and Kristeva’s ideas of horror and abjection can be used to analyze what we find intrinsically interesting about the genre.

Future Directions

 I was not particularly interested in the horror until getting a basic understanding of what can be aesthetic about it. In the future, I can view more horror films and art and understand what makes horror and why it can be enjoyable.

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Carroll, N. (2002). Why Horror?. In Neill, A. & Riley, A. Arguing About Art: Contemporary Philosophical Debates (2nd ed., Chap. 17). New York, NY: Routledge.

Kristeva, J. (1982). Powers of Horror: An Essay on Abjection. New York, NY: Columbia University Press.

Rocky Horror Picture Show [Motion picture on DVD]. (1975). United States: 20th Century Fox.

Aesthetics of Horror

The entire horror genre is an important aspect of popular culture and is a direct reflection of the time period that it was created in. In order to focus in on this topic, I chose a popular culture film I viewed in a class recently that can be analyzed using Noel Carroll’s reading “Why Horror?” The chosen film is Rocky Horror Picture Show. The film brings in elements of horror through its use of science fiction, uniquely gendered characters, and a scene involving two sexual assaults. For those readers who have yet to see the film, I can briefly describe it as a musical starring Brad and Janet, a young, all-American couple who get a flat tire in the woods during a storm and seek out help at a nearby castle. When Brad and Janet come into the castle it’s eerie and the wait staff seems strangely off. They finally meet the owner, Dr. Frank-N-Furter and it turns out he is a transvestite from Transylvania. Frank-N-Furter (Frank for short), played by Tim Curry, is a bisexual man dressed as a woman who also happens to be an evil scientist. Frank has just used special technology to create his ideal partner, Rocky. The movie ends up following Brad and Janet on their journey through the castle and a rather strange series of events unfolds. (Spoiler Alert) Brad and Janet eventually both engage in nonconsensual sex with Frank, Janet experiences a sexual revolution, and it’s discovered that Frank and his friends are aliens.

To understand how horror is shown in the film we have to first understand horror and what makes it so interesting. In Noel Carroll’s essay titled, “Why Horror?” he outlines what he thinks to be the driving reasons for people finding the horror genre to be interesting despite it showing images of the very things we label as repulsive. Carroll’s important explanation is that, “It [horror] engages its audience by being involved in processes of disclosure, discovery, proof, explanation, hypothesis, and confirmation” (p. 279). Carroll also states that, “Pleasure derives from having our interest in the outcome of such questions satisfied” (p. 276). From these quotes we can deduct that although horror often brings on feelings of fear or disgust it’s pleasurable because it sparks our curiosity, imagination, and involves us in the process of inquiry.

Rocky Horror Picture Show introduced audiences to something they had never seen before. They felt involved with Brad and Janet on their journey to understanding what was happening in this castle filled with strange people. Given the time period of the film, it was not socially acceptable to be dressed in drag or be so publicly open about your sexuality. When we find out that Frank and his colleagues are aliens from the planet of Transylvania there’s something symbolic about this discovery. The fact that these sexually diverse characters commit an act of sexual assault and are also aliens rings a warning that interactions with such people will result in corruption. So is it possible that some horror artifacts are meant to act as warnings for society?

Continue reading

Horror & Noise

Buffy the Vampire Slayer is a great show when looking at the aesthetics of horror. The show is a science fiction drama about a normal, young woman who kills vampires. There are several aspects of film which are important to understanding the genre and themes. First, mise en scene looks at the logistics of the film. Mise en scence has to do with the production, filming, design, lighting, color, movement, and performance of the actors. In the particular episode of Buffy we viewed this week, mise en scene is used when Buffy dozes off in class and “awakes” in a dream to find herself in a dark hallway where a young girl is singing. The scene utilizes dark lighting, distant singing, and Buffy’s slow movements to create an eerie feel as if something is about to go wrong. Buffy wakes from the dream suddenly and the fast change of scenery makes it apparent that the previous scene was meant to be a dream.

Encapsulated in mise en scene is also sound. There are two categories of sound in film, diagetic and non-diagetic sound. Diagetic sound includes internal sounds that are within the scene and visible. In Buffy, all of the dialogue between Buffy and her friends, the young girl singing, and the sounds of doors opening and closing are diagetic sounds. Non-diagetic sounds are external and their source is not seen on screen. During the opening credits of Buffy, there’s wolves howling and music that are not internal to the scenes. Other than this, there’s distinct musical keys between scene transitions that alert the viewer to the change. When Buffy awoke from her dream there was a loud screech like sound and the scene changed to her jolting awake in the classroom. Since this noise did not come from on screen but rather an external jolt it is considered non-diagetic.

The mise en scene, diagetic, and non-diagetic sounds all helped to emphasize the element of horror in Buffy. The scene of Buffy dozing off into a scary dream is relatable, the sounds of the little girl singing in silence, and the scary face and loud noise that awake Buffy are all eerie. I think what truly makes Buffy horror is the supernatural aspects. Although they aren’t very realistic they are scary because we don’t understand it or experience it. The way Buffy is filmed also adds an aspect of horror with the “flashes” during supernatural battle scenes.

Portfolio

Statement of Purpose & Audience 

As I have reached the end of my journey through AAD 250 now is the perfect time to step back and reflect on what I have gained through the exercises and readings for this course. Looking back to the beginning of the term and the objectives that were laid out for the class I am now going to reflect on how the exercises I have completed worked toward fulfilling my learning goals. I am showcasing what I consider to be my 8 best assignments from the term and the hyperlinks below will take you to pages with my reflections. At this point, it is also important for me to list what my goals for the course were. The big picture goals of this course are as follows:

  • Consider culturally based versus universally based theories of art.
  • Examine the political, regional, economic, technological, religious, ethnic, gender, and generational influences that shape conceptions of art.
  • Consider gender, race, and ethnicity in relation to representation in art.
  • Examine contemporary and historical cross-cultural examples of art.

With that, there are also unit goals for the 10 units we’ve covered throughout the class. Within each artifact you can find a list of which objectives are related and have been achieved with each assignment. My reflections, further thoughts, and connections will help to evaluate the progress I have made in this course. The audience of this portfolio is my peers at the University of Oregon, my peers in AAD 250, our instructor Scott Huette, and anyone who wishes to follow my AAD 250 journey.

Table of Contents

I. What Is Art For? Artifact

II. Food As Art Artifact

III. Food, Art, & Science Artifact

IV. Aesthetics of Horror Artifact

V. Creativity & Spirituality Artifact 

VI. Technology & Gaming Artifact 

VII. Art & Technology Artifact

VIII. Remix Culture Artifact