Showing posts with label Contextual and Theoretical Studies. Show all posts
Showing posts with label Contextual and Theoretical Studies. Show all posts

Saturday, 24 April 2010

Contextual and Theoretical Studies Week 11:Identify an Artifact-use 3 Academic Texts

Again specific to your essay subject identify one particular relevant artefact, this could be an image, a video game and animation, an advert a film etc, and identify and summarise 3 texts that extend your understanding of this artefact, the texts must be academic and you must demonstrate how the texts help you to further analyse the work i.e. what positions are the texts taking on the work, where are they saying things the same and where are they differing? Why might this be?

The artefact I have chosen is the video game known as Prince of Persia-

My first piece of text is:

‘In 3D modelling it is essential to have a good understanding of 3D space and the ways in which it is represented in two dimensions. It is important to develop a good spatial sense, and the terminology of 3D must be learned and understood.’

This text helped to analyse the artefact much better as it is written to tell the creator that in order to get the better creation of a 3D model is to envision how it will be perceived through a two dimensional view and that that is the way to understand the basic ideas of 3D within gaming. This piece of text showed me that creating a 3D model for a game is only well received by the viewer if the areas that are visible to the viewer are shown with perfection, so focusing on a singular part of armour of the character wouldn’t help with the overall product.

The second text I have found is:

‘A large part of a game artist’s job involves the creation and application of textures. Textures are digital images applied to 3D surfaces to give them the appearance of different materials such as brick, wood, or fabric.’

The position that the text is taking upon the artefact is that it shows the stage behind the production in which textures play a huge role in how good and realistic a character, building or other objects are, as the texture of the game helped me understand that if it was a character model running or moving around it would seem boring but enhancing the product with visual approvals and allow the gamer to acknowledge the difference of a character to another.

The third and final text is:

‘How many polygons are there in a low poly model?,,, It also depends on the intended use for the model-one that will appear in numbers (such as a wall lamp) will need to be very low in polygons, while a set piece model, one intended to be the showpiece or visual highlight of a level or map, may be very high in polygons compared to the average model for a given game or game engine. ’

The final text that I have chosen is one which I feel helps unveil the method of creating the objects and characters within games and that was told to me by reading that characters are made up of polygon shapes which are moulded to form the characters. But not only of how they are created but how they are used because in the text it is told that depending on what the hardware the polygons are used upon for example if they are used for a army battle where there are multiple fights going on then the amount of polygons would need to be high in the game model.

Final analysis:

Each text has developed an understanding of the game in its production stages as each text unveils how the game model such as characters are only modelled with detail depending on what is seen, textures play a vital role in distancing certain objects from another and a poly model is what actually makes up a variety of objects within a game.

The texts are saying some similar things such as how their subject is what makes up a game but what differentiates them from each other is that 3D modelling understands what is meant to be shown, where as textures are helping to establish the detail to give it more of a realistic look and that polygons are helping the game to accomplish multiple battles or making up the 3D models and objects for the textures.

This is because with each having their own unique specialty, which helps to create a game which focuses on upgrading the detail and look of a game because of looking at ideas in a different way to create something which is unexpected.

Contextual and Theoretical Studies Week 10:Choose 4 Academic Texts

In relation to your chosen essay subject for your portfolio, and completed on your own blogs, a summary and evaluation of 4 texts that relate to your chosen subject, these must be academic texts.

First Piece of academic text supporting my essay is:
‘Game characters will become increasingly important, not just as Distant Digital Actors but as new social circles. After all, many players now spend more time with them than with their real friends or family. The best of these new companions will be more than just painted polygons: instead they will have motives, emotions, fears and desires-personalities that make you car.’

From this text I believe that this short introduction into gaming characters explains that characters within games have become or will become so advanced with tweaks or reality, that users would rather spend time with virtual characters than actual friends.

Academic Text from ‘The Art of Gaming Characters’

Second Piece of academic text:
‘...technology will contribute to the demise of hyperrealism...We will simply switch off when confronted with hyper real corpses trying to convince us they are human and all the time our unconscious and conscious will scream out, “No you are not!”’

This text describes that with so much of technology advancing the reality within gaming and how realistic is better gaming, that with the consistent sense of reality getting to gamers as it will be hard to depict what is real and what isn’t. Anger towards manufacturers would arise because having the game become so realistic that people are involving themselves with virtual life rather than reality itself.

Academic Text from ‘The Art of Gaming Characters’

The third piece of academic test is:
‘Graphics are the most elemental form of storytelling...We are taught at a very young age, through Saturday morning cartoons and programmes such as Sesame Street, to relate more to visuals in motion, because they are convenient, easy to remember-and instinctual’
This next text I have chosen describes in my view that motion graphics are vital within any form of media, as we grew up with maturing forms of entertainment, which helped us to know the differences of for example games which are different in view to reality and helping us depict real and unreal.

Academic Text from ‘Motion by Design’

My fourth and final academic text is:
‘..Unedited motion and capture techniques generally look like puppets or store mannequins that have come to life. ... Human behaviour is often lost when a computer artist tries to emulate them. ...When animators exaggerate the movements and expressions of their characters, they appear more lifelike and realistic.’

Within 3D human modelling and animation the computer artist has a goal in which he/she has to create a more human motion or more of an in depth or reality within his/her characters and that the more exaggeration gone into the movement of the models the more realistic the experience.

Academic Text from ‘3D Human Modelling and Animation-Second Edition’

Contextual and Theoretical Studies Week 9:Summary of Lectures

You all need to make sure you have lecture notes for each subject covered, if you were away for that session or for some reason you don't have notes then you will need to pursue that subject on your own and reflect your research in the portfolio. Notes from lectures should be supported by further study outside of the classroom-this could be; notes from further reading and reflection on this, a critical evaluation of an exhibition or event that relates to the lecture subject area, a critical evaluation of images, films, games etc that relate to the subject area or all of these things
4th Nov
Module briefing and introductions-task set for online blog
This session will introduce you to the themes of the module and the process and requirements for assessment. We will be doing seminar work via blog and e-learning environments so there will be an introduction to this process and a task set to be addressed before the next session.

11th Nov
Visit to animation festival –no contextual studies session

18th Nov
The Animate and the Inanimate: Part 1
Ideas of the Uncanny and the compulsion to make the still move and the silent speak
Over two sessions we will explore the concept of the uncanny as it is understood in relation to the ideas of the animated form. Stemming from psychologist Sigmund Freud’s definition of the uncanny as the familiar made strange and for him finding one of its key manifestations in the inanimate made animate, we will address both its history and evolution and its implication for reading and interpreting the animated form


Summary: The uncanny stated in this first session of teaching is that objects that have no self-motion but are moving are uncanny, in the sense that a simple object that you wouldn’t see moving but then is shown moving creates an uncomfortable feeling as we wouldn’t have expected it to be living or have human traits. An example of this is if someone picked up an orange and made it a living thing by moving it around and acting real would make it uncanny.

25th Nov
The Animate and the Inanimate: Part 2
Continuing with the Uncanny, we will apply our understanding of the uncanny to a range of outputs including the films such as those of the Quay Brothers considering how the development in genre and technique from that of stop motion to the digital disrupts the idea of the Uncanny.


Summary: In the next session of The Uncanny there are effects of The Uncanny within medias such as in film where houses come alive, robots are human like and from that I researched into this and found that in terms of film, the ‘Monster House’ animated film has the uncanny because the characters are modelled to utmost detail of a human creating an uncanny moment where reality is being played through virtual means. Going back to the ‘Monster House’ character of the film, the uncanny is that the house has been created with human characteristics such as the windows as eyes, the chandelier in the hallway as the uvula and little traits resembling humans.

2nd Dec
Radical Typography

Cut and paste, DIY and sheer necessity created the distinctive look of the punk graphics of the 1970s. This session looks at how the graphics of a period are determined by the social and political disruptions of their times and how they can provide a key route into to the understanding of period. This can be as radical as asserting ‘appearance’ over legibility in a desire to establish a ‘radical typography’.

Summary: In this session we discussed how the Punk era in the 70’s had affected many forms of media as well a society and because of the Punk era’s stand out and be heard attitude created controversy and art as the simplistic yet meaningful cover art and lyrics of the rock groups. From the punk grew a whole new genre of music, art and society as it was a outspoken, be heard time yet created a whole admired genre because of the political time.

9th Dec
Don’t Look Now! Truth, fiction and the art of story-telling
This session will explore the slippery nature of truth and fiction in contemporary visual story-telling. We frequently have to look again to understand the ‘truth’ of an image and are constantly left with images that are open ended and unresolved in terms of narrative closure. In this context how is meaning established within contemporary narrative? We will address this concern by thinking about the new position the viewer is now placed in relation to the image via ideas of theorist Roland Barthes essay Death of the Author.

Summary:
This session we looked at the different ways of narrating a storyline to the audience and there were ways such as a characters point of view as it is in the comedy series ‘Scrubs’ where the main character is narrating his thoughts to the audience and thus giving more depth to a simple storyline. Another way is one which I had researched into and found the episode of ‘The Simpsons’ where each of the main characters had told their own individual part of the main storyline, giving their view and route to the conclusion.

16th Dec
Entering the Hyper-real –Planet Baudrillard
The Hyper-real places us in virtual world where ‘reality’ is out of reach.
Constantly receding from the grounded object in real space the hyper-real takes us to a world of sign and image, flatness and surface, reflection and copy. What are the rules of existence in such an environment? We will explore this universe and its rules through the ideas of sociologist Jean Baudrillard.


Summary: This session was interesting yet complicated at the same time however I was able to find out what the hyperreal is and found that Jean Baudillard had started to speculate that with virtual forms becoming realistic with each new form of technology that because of the realistic similarities that the virtual world is reality and we are the virtual population and because of that it is hard to work out which is reality to fantasy.

CHRISTMAS BREAK

13th Jan
Reading Film and Video Part 1:
Genre
This session will look at the idea of genre in film and video. How do we identify particular styles of film and how does that style work with ideas of narrative, period and social context? Increasingly in films such as Pulp Fiction there is a collaging of a range of genres into one film, this is typical of Post-Modernism and we will be looking at the way such approaches to describing the world around us provide a commentary or window on the world to contemporary life.


Summary:
This session we were looking at the different types of genre that clarify and reveal what category films are stated in and from those categories films are able to be acknowledged and unveiled for what they are created for and with the range of genres that are available many films are starting to use a range of genres to expose their film.
With the range of genres being used in one film that particular film can use that specific genre to allow the audience to view the world and its history, for instance if a sci-fi film was stated as a sci-fi film which went back in time to the western era you would be able to show the audience the different contrasts of human life now compared to back n the western time.

20th Jan
Reading Film and Video Part 2:
the place of the spectator
Increasingly the viewer in film and video is subsumed within the work in some way rather that being a passive observer. This is done in a range of ways, through technical manipulation, narrative structure, interactive engagement. This session will look how the relationship of audience to film/video is the final is the final point of understanding. We will be exploring its historical development through ideas such as Laura Mulvey’s theory of the gaze.


Summary: Within this session there was a lot of uncertainty of what it was about but as I gradually started to research into it, I found that within films there is ways in which the audience is captured in the storyline such as the audience knowing part of the storyline where the main characters don’t or trying to use as stated in the theory of the gaze that women within film are objectified through means of objects as women are shown as the frail and weak due to their appearances and men are shown as the strong, heroic half through their appearance.

27th Jan
No Boundaries! The Global and the Local.
From ideas of the hyper-real to the concept of the cyborg the idea of boundary is constantly shifting within digital culture. This is most pressingly and currently felt in the shifts between the global and the local. The space of the Internet collapses notions of distance and proximity, space and place, journey and arrival. This has a huge impact on our sense of self in relation to place and regional identity. This session will consider how re-drawing the boundary has implications for the way that we structure our world.

Summary: With this session I hardly remember what it was about but what I can remember is that it may have be about the fact that within our world we have certain boundaries such as what we are limited to do but within the spaces of the internet the boundaries are put forward from ourselves on what we want to do on the internet. That locally we have boundaries set to keep order within that area and which might differ from the boundaries of a global region and if we begin to re-draft those boundaries put in front of us could cause chaos and confusion in the structure of the world.

3rd Feb
Where do I begin and end? Identity and the cyber real
This session will explore the increasing possibilities of the interface between the human and the machine. The android or robot has long had its place within science-fiction narrative and film, such as Blade Runner and The Matrix, but in reality what would such interfaces imply for ideas of embodiment, gender, identity, the very notion of the human?


Summary: Within this session the belief that robots in reality would be simply to make life easier however if life was easy it wouldn’t be exciting and worth learning from and with androids or robots in reality would cause rights and rules within the different genders of human and robots. Interfaces between the robots would seem like the humans would at first be thankful that they won’t have to lift a finger, to the point where life would become too complacent and planned and cause friction to end the robots. The very existence of robots within reality would seem like there would be no purpose for the human race and would end up having lost their identity and what shows the type of person he or she is.

10th Feb
Hacking-a new form of resistance
The role of the hacker has been a persistent image of resistance or subversion in popular culture from established TV series such as Morse or Primeval to major Hollywood films such as Wargames. As the computer has become more ubiquitous the idea of the hacker has transformed from one of geek to hero. This session will explore the phenomenon of the hacker as an act of resistence.


Summary:
Hackers have been the quiet people who try to break free from the rules and regulations of the world and from their persistent rule breaks they have become somewhat of heroes due to there resistence and from the idea of the hackers being evil and trying to ruin things was gradually changed to doing what the millions of people wanted to do and that is to screw up the rules. The image of hackers were seen as a break out from the societies that kept them quiet and in place and were shown through the means of film to execute the affect of what hackers are capable of doing and can affect the world.

Thursday, 18 February 2010

Contextual and Theoretical Studies Week 8:Feminist Film

Feminist film by Elisa Oliver
Laura Mulvey made her own films and was also interested in director Sally Potter-it may be worth exploring these as a starting point for how she herself addressed or felt the issue was addressed.

I think that how she herself, felt the issue was addressed as being seen as this little argument but wanted to get her point across by different means of media and how they handle the situation thus looking at the work of Sally Porter and how she has presented her work.

Tuesday, 9 February 2010

Contextual and Theoretical Studies Week 7:The Gaze

Elisa Oliver - Reflecting on the extract viewed in the lecture from Hitchcock's 'The Birds' (1963) consider how you can identify Laura Mulvey's theory of the Gaze in operation. Remember she describes man as bearer of the gaze and woman as object of the gaze, she identifies ways in which the genders operate differently in developing the narrative and the way the use of the camera reinforces this. Think about the various ways of looking a being seen that occur in the Hitchcock extract.

I believe that the relation between 'The Gaze' and 'The Birds'is that woman is seen as something man really wants and the scene where the woman drops off a present in the man house and then the man realise what he found and gazes across the land and finally see's the woman in the boat, which to me means that man is presented as the bearer of wanting things so bad and that women are the things that men want really badly.

Contextual and Theoretical Studies Week 6:Follow Up To Hyppereal

Follow up questions re the Hyppereal by Elisa Oliver

Following on from our class discussion last week could you revisit your notes and the text we looked at and answer the following questions. Please use these questions as a point of consolidation of what we have done to date and as a launchpad of further research on the subject-particularly if you are looking to pursue this topic for your essay.

1. What does Baudriallard mean when he refers to the 'fullness' of the sign? And in contrast what does he then mean by the hyppereal?

2. How would you define the terms simulation and simulacra?

3. Why is Disneyland a 'third order simulation?

Re:Follow up questions re the Hyppereal by Ifraz Mohammed
1. What Baudriallard meant that the 'fullness' of the sign referring to how the sign represents the voice of the people and how it means something.

2. The definition of the terms simulation and simulacra are in comparison to how disney 2d creations to 3d creations of the cartoons creating similar characters but different perspective and how one can be physical and one can't.

3. Disneyland is referred to as a 'third other simulation' because it's 2d creation has been recreated in a 3d physical shape allowing interaction.

Contextual and Theoretical Studies Week 5:Hyperreal

Hyperreal by Elisa Oliver
Dear All-need to see some discussion on this-now that you have developed second life characters perhaps it has clarified the frame of references that are being used in constructing and 'virtual' life.

What frame of reference do you think Disneyland is using in its construction?

Why would Baudrillard have referred to this as 'hyppereal'?

Re:Hyperreal
Ifraz Mohammed
Honestly i din't get one bit of what you were talking about in class but after researching more into the subject i think that the frame of refrence of Disneyland being used in it's construction is that the whole idea is for us to interact and see how the concept of Disneyland is perceived from the cartoons if it was in front of you.

But if i'm wrong it would probably have been because of the information i had researched on.

Friday, 4 December 2009

Contextual and Theoretical Studies Week 4:Find a unique way of narrating a story.

First i thought of The Simpson storyline in which the main storyline is broken up into the one of the four main characters view, Marge, Homer, Bart and Lisa the story is not narrated but seen in the view of characters, the story "Trilogy of Error" is the day of the characters' view as Homer has his thumb chopped off by Marge, Bart finds fireworks and Lisa builds a robot, the other Simpson episode is the "22 Short Films About Springfield" where some of the frequently seen characters are shown through their daily lives in a short film.

And i will try to bring in the two episodes.
S7 Eps 21 - 22 films about springfield


S12 Eps 18 - Trilogy of Terror

Thursday, 26 November 2009

Contextual and Theoretical Studies Week 3:Find something-which to me defines 'Punk Graphics'

This week we have to search for anythin which we belive to be or could be the defeinition of Punk Graphics and i have searched and found:
This image i think really defines the nature of the punk graphics, having the black stand out text with the combination of dark colour to make everything into one image.
Here is another example but with colour used showing more of the dark emotion in the graphics, to me these images resembled the definition of punk because of its dark theme and out spoken rights.

Thursday, 19 November 2009

Contextual and Theoretical Studies Week 2:Describe 'The Uncanny' in an animated film



The animated film i have chosen that has the uncanny effect in is 'Monster House', following Polar Express the film is only the second film to use performance capture and it was said that the film makers wanted to avoid criticism from audiences and avoid the same fate as Polar Express, as the animation and facial looks were toned down from being 'Ultra-Photorealistic looks so the audience were not "creeped out" and was the effect of the Uncanny Valley which is believed to be the lifelike of a robot or similar things that have the exact lifelikes of a human but has a dip in the graph of human reactions to robots reactions.

I had chosen Monster house as it has the Uncanny effect as the story begins with the audience following the main character Dustin J. "D.J" Walters as he spends most of his free time watching the house across from his, which is owned by a mean old man who terrorizes anyone who comes near his home, as the story progresses DJ and his chubby friend Charles "Chowder" are playing basketball which lands on teh old mans lawn, DJ goes to pick the ball up but gets grabbed by the old man who has a stroke after DJ starts screaming and when the paramedics take the old man away, who is supposedly dead, DJ sees a gold key on the lawn and takes it. That night DJ gets a call from teh old mans house which is just moaning and groaning hearing this DJ calls Chowder and they agree to investigate and when Chowder rings the bell the house attempts to eat him, running back to DJ's house they spend the night watching the house and unknowingly knowing that DJ's sisters ex-boyfriend had already been eaten by the house.

The next day Jennifer "Jenny" Bennet is selling halloween chocolates and when she goes to the house across from DJ's and seeing this DJ and Chowder run out to warn her before she could be eaten and after almost being eaten Jenny calls the police but when they get there the house doesn't react when the kids are teasing it. They then go to ask advice from Reginald "Skull" Skullinski who says that the home "Domus Mactibilis" (Deadly Home, in Latin) when a human soul emerges with a man-made structure. The children then begin to believe that it is the old man back from the dead and that they should destroy the heart to get rid of the house and DJ notices that the chimney has been smoking (like a beating heart) ever since the old man is seemingly dead. The children then create a dummy filled with cold medicine hoping to drug the house but as the house was about to eat the dummy the police return and arrest the children for taking the cold medicine and place them in the car but then the house eats the police and the car but the children get out in time.

The kids then explore the house which they then notice that the house has fallen asleep because they see lights in the shape of a 'Uvula' and Chowder believes it to be the heart and as the other two kids continue searching the house they begin to find demoliton tools and a locked cage which DJ opens with the key he took from the lawn and find the body of Constance the Giantess, the wife of the old man, covered in cement and then the house realizes that the kids are inside and starts to attack them but the kids escape by pulling on the Uvula and in which the house 'Vomits' them out. As the kids return home the old man returns home in a n ambulunce in which the kids realize that it wasn't the old mans soul but constances soul which is merged with the home.

Going to the old man about what they know he tells the kids the whole story, that he had met the obese woman fromthe circus and fell in love with her and helping her escape from the circus, the old man began building the home that constance always wanted but still kids taunted her for her large appearance and on one occasion on halloween they threw eggs and tomatoes at her to which she chased them and lost her footing and was falling off the houses foundation and as she atempted to grab on to the cement mixers lever, the cement began to pour onto her as she fell to the ground and was coverd mostly in cement. The old man had finished the house despite constance's death, yet found that her soul had merged with the home and the old man had begun to get the reputation of a child-hater because he tried to keep children away from the home and from the wrath of constance.

However the old man believed it was time to destroy the house but the house overhears and grows four tree parts as legs and goes after the kids and the old man and as they run away they run towards a construction site which the old man attemtps to throw a dynamite stick at the house with no effect DJ begins to climb a crane and throws a dynamite stick down the chimney of the house where it reaches the furnace of the home and blows up the house completely. The kids then see the old man dancing with the spirit of constance as she fades away and DJ apologizes to the old man but the old man thanks DJ for freeing him and constance from being trapped for 45 years. The story finishes off with the kids and the old man giving the toys he had taken over the years to trick 'r' treaters and Jenny says she wants to hang out with DJ and Chowder sometime as they all leave and after the credits audience see people who had been eaten by the home walking out from the foundation of the home.

I believe that the animated film 'Monster House' has the Uncanny effect because it resembles the house as this living being in the scenes where the lights in hallway is seen as the Uvula, when the children pull on the 'Uvula' the house vomits making the effect that the house is sick and the basis that the house's 'heart' was the furnace as it kept the home warm or 'living' as the heat is flowing through the home, to me the home was made to feel like it was human due to the story being that the house was possessed by Constance and that using such affects as the furnace is the heart to make the audience believe that home was haunted and lifelike. Also the creators of the film, i believe are trying to portray the house as a human using certain objects of the house as human movements thus making it Uncanny to the extent people wouldn't believe a home to be a living human because it is doing the opposite of what it was constructed to do and that is stay still and provide shelter.

Monday, 16 November 2009

Contextual and Theoretical Studies Week 1:The Uncanny

The Uncanny brought into more of an understanding by Sigmund Freuds essay which created in 1919 after reading his version of the representation of the uncanny and i have summarised it to the way i believed to have read it:

The uncanny is the story of Nathaniel who at a young age was told of a story in which if he didn't go to bed early would get a visit fro the sand-man who was believed to come and take the young childrens' eyes which don't go to sleep early and would then take them back to his own children to be fed. However due to an incident in which the belief of the sand-man story being true an dseeing his father die in his studies resulted in a childhood trauma which had him seeing things in a different way than what they really are as teh example of him believing that the doll Olympia was a real human. As the story unfolds the figure of the sand-man begins to appear constantly in places near Nathaniel and which in one appearence after buying what Nathaniel was told were weather glasses, which as time progressed were constantly used and each tme Nathaniel had thought he had seen the sand-man but being unsure he used the weather glass which put his vision in different aspect which led to him seeing the sand-man wherever he went and having flshbacks of his childhood incident.

But because of that incident in his childhood led to reprecussions in his present adult life with him seeing the sand-man and whilst having the flashback Nathaniel began to shout "Ring of Fire, Spin About!" and trying to escape from what he believe to be fire began to scale a tower which after intense screams and one last look at the sand-man let go and fell from the tower and shattered his skull. The story finishes with the author writing at how the story was merely there to show the uncanny events which from Nathaniels childhood past led to him being afraid of a figure which was believed to of been following him, which made him afraid and see things as unclear to the extent of hanging around with a doll which he thought was real because of how life like it looked.

My experience of this was story was that the idea of a figure lurking in the shadows of the night was to cme out and take the eys of children if they didn't go to bed early was a good story but the build ofrom the incident in his childhood to what happened at the end was to me a good kind end to the story and to the notion of you shouldn't believe everything you hear and at the end in the analysis of the author trying to make out that the doll was a real character which didn't speak was pretty good in my view.