Week 8 Art, Games, and Technology Research

The abstract stated that “The author traces the evolution from alphanumeric hardcopy, static and dynamic screen images, through objects and events that are not screen-based, to dynamic interactive, multisensory output. The effects of origins and prior practices in both technology and art on form, content, material, technique, meaning and purpose of computer graphics are explored” (Jones, 51). With a brief understanding about the author’s purpose, I read “Computer Graphics: Effects of Origins” and found out the thesis of this article.

The author said, “I hope to establish the relation of specific image, object, event or environment to conceptual frames. These frames exist within art and technology and are present in other forms of symbolic and material culture” (Jones, 51). Therefore, from my point of view, the thesis of this article is “Reflecting origins and prior practices, these embedded patterns may have existed in art, technology or other aspects of material and symbolic culture. It is a premise of this paper that old cultural patterns do not die. They may fade or become more evident; that is, they may be deemphasized or emphasized” (Jones, 51).

To illustrate her thesis, Jones mentioned the example of John O’Niell. According to the article, “the work of John O’Niell offers and intersint example of the interaction of theory and practice from the art world with the origins and practices of early technical/scientific graphics…because he believed that art was important not in itself bu only as it affected people. He believed that it had to reach people in a medium they could relate to…. He produced the graphics fro Atari’s game ET. Wording under the signature of Admacadiam, he produced a series of games” (Jones, 56). Jones uses the example of John O’Niell to allow readers to have a better understanding about the combination about the technologies and art in the cultural aspect.

The thesis of Jones still works in today’s culture. There is a short paragraph from the article “The cultural Effects of Video Gaming”, “In fact, the U.S. Army has even begun to leverage games as a way to bolster recruiting in areas where interest has been dwindling. Take Philadelphia, for example. As part of its marketing efforts, the Army has erected a state-of-the-art facility in a mall there. Complete with computers and Xbox games — not to mention a Black Hawk helicopter simulator room — the facility places potential recruits, as well as casual mall-goers, in a virtual war environment” (Hartley). This shows that the cultural elements influences current video games. Video games made by different countries have different scenes, figures, clothes, and stories. People combined the art and technologies from the cultural aspect just like Jones’s thesis said in this week’s article.

 

 

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

Hartley, Deanna. The Cultural Effects of Video Gaming. Web. http://www.certmag.com/read.php?in=3768.

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