2010年11月14日星期日

Seeing is believing(1996)



Presentation of technologised body

My case study is HACHIYA Kazuhiko’s work “seeing is believing” which is produced in 1996.

HACHIYA Kazuhiko is a Japanese media artist that Graduated from the Faculty for Visual Communication Design, Kyushu Institute of Design in 1989.He started his artistic career with "SMTV", a unit for a pirate TV station. During these years he has created many works such as:"Inter Dis-Communication Machine", "Seeing is believing" and "Post Pet" these three works are specific communication tool series. "Over the Rainbow", an abstract CG production machine using the swings and "Air Board" series, hover skateboards with a jet engine, are the tools to against the gravity. All of these works are based on the technology and usually he is making inventible devices. The symbiosis between art and science is a primary element of Kazuhiko Hachiya’s work. Visual and tactile experiences are sources of inspiration.

“Seeing is believing” is one of specific communication tool series. It is an installation for a one-man exhibition at Hiroshima City Museum of Contemporary Art in Japan. This work consists of three works. "Empty Entity" with infrared ray electric light display, many "Sheep" eye wears, and "Mega Diary". What’s interested me is that Audiences Without wearing the eyewear can only see lights flickering on the light board. But in fact, the texts of diaries collected through internet are displayed on it. You can't see but there exist lives of people you have never met before. There is another secret in this electric light display --- infrared ray is invisible to the naked eye, but you can read the letters when you get the knack of it.

This work shows how techniques enhance human’s Cognitive and understanding of the world. “Seeing is believing “seems not quite right under the support of techniques, because there may be something which is invisible for our natural eyes, but still around us. It comes a new saying “Something exist, maybe you just can’t see it exactly. You should not firmly believe what you see. Through this funny installation, participants could see the advantages of techniques for our social communications. And it remind participants to think that If you hate someone maybe you only see one side of him. Different cultures need communicate with each other in depth to see the inner parts of each other.

Group conclusion:
 
- importance of interaction
- relationship between human and environment
- existence of other sensibilities - 

 to feel something that are invisible and we didn’t pay much attention in our daily lives
 - reality reflection -
rely on technology to satisfy some desires or new fashion
 - close relationship between human and technology

2010年11月10日星期三

Can computer games as art?

       a) How does Adams define art? Do you agree with his definition?
       According to Adams' statement"will computer games ever be a legitimate art form",the definition of art is form of communication between artist and viewers.They can be liberary art such as writing a drama, directing a film. They also can be fine art,like sculpture,painting,photography. waht's more decoration, archechture,industry design is also a kind of art. The boundary of art and non art is quiet blur.Art work was considered to express emotion,thought,critics, and need to creat a new asthetics pleasure. 

b) According to Adams, what is needed for videogames to be considered as art?
        I really agree with adams. videogames need to have elements of narrative that can be subjected to the same criticsim as other narrative arts,not just for fun. We need to establish the principles of aesthstics, a framework for criticism, and a model of development.They should have a theme,should say someting not just have for palyers as a popular culture.what's more,videogames should play a role of creating aesthetic value,and can have a interaction with players, make them feel something.In addition,develeper should experiment with their mudium,they must try something new and take risks.They must challenge viewers.They must force players to experience new ideas,to see things in new way.And for the developers have to treat themselves as artists.Because art need artist!

2010年11月3日星期三

Discussion about Gamer Revolution

a)According to the film,what are some pros and cons of playing video-games for individuals and societies?

Advantages for individuals: in generally speaking, some video-games like Mario and Farm town  help people to relax after hard work or study,and communicate with friends.These type of games often with cute icons, lovely colors and music,people could  have a new identity  with fashion clothes,inhumane techniques or somethings else to make a colorful life through internet. It's a new way to achieve someones dreams or emotions that can't come true.

Advantages for societies:in modern times, video-games formed a new industry to make huge wealth for our society because of the popular through the world.This new industry provide  new jobs for painters and designers...

Disadvantages for individuals:many video-games have upgrades,so players always spent much time on them.For me, it means a waste of time,because if I played a upgrading game, I will think it all the time just like the questions of "How to upgrade?" " How to make my account more strong?" Players like this can't focus on their self-learning or work.What's more,playing the pay games needs lots of money.If players are strongly indulge in it,especially the teenagers is a waste of money,even lead to the happening of crime. Because of the charming of these video-games,there will be some motivations of players.If the themes of such  games are bloody or not so good,players may be in risky.

b)According the film, is there any evidence that digital games can encourage aggressive values and antisocial actions in the real world?Do you agree?
yes,I think there are some evidences that show in the film can encourage aggressive values and antisocial actions in thereal world. I really agree with this point.

c)Should governments have the right to ban certain games?why?or why not?
I think they can do it, because the  Scale  is quiet hard to limit. It's really hard to say what is good or bad in simply principles.Our world need more freedom space. I think players should choose what is good for themselves.What's more, I think goverment can Publish some posters and books to educate young people hoe to choose the good videogames.





2010年11月1日星期一

Technologised bodies

        Kazuhiko Hachiya's work Inter Dis-Communication Machine(視聴覚交換マシン ) is the best one I like among the three artists' works . 

    • Details of the work(the information below copied from the offical website):
             Equipments which exchange views between two persons. You can only see through the other person's eyes when you wear these machines, which forcibly put you in the other's place. These were made to obscure the border between identities of two persons. This work has been exhibited in many places. Technically improved each time, however the concept "to make it possible to kiss or to make love with the partner while keeping the machines on" is observed.
    • Exhibition:   Awards' 1993 Multimedia Grand Prix\The 4th International Biennale in Nagoya ARTEC '95\Honorary Mentions, The Interactive Art Category, the Prix Ars Electronica 1996

    • what is interesting about it?  
              The most interesting is good use of technologies to show the idea about views exchanging.In narmol life,thinking in other's angle is always difficult.

    Indivisual research topic:technologised body

     Key Links: 
    http://www.youtube.com/watch?v=xUuf028z88Q&feature=player_embedded
    http://www.petworks.co.jp/~hachiya/works/jianrukotoha_xinjirukoto.html

    Key Books and Artists:HACHIYA Kazuhiko:Media artist

    After graduating from the Faculty for Visual Communication Design, Kyushu Institute of Design, he had worked for a consulting company, and started SMTV, a private TV station unit, as his art activity. During these years he has created many works such as:"Inter Dis-Communication Machine", "Seeing is believing" and "Post Pet" these three works are specific communication tool series. "Over the Rainbow", an abstract CG production machine using the swings and "Air Board" series, hover skateboards with a jet engine, are the tools to against the gravity. All of these works are based on the technology and usually he is making inventible devices. The symbiosis between art and science is a primary element of Kazuhiko Hachiya’s work. Visual and tactile experiences are sources of inspiration.
    Case study: 見ることは信じることSeeing is believing 1996
    “Seeing is believing” is one of specific communication tool series. It is an installation for a one-man exhibition at Hiroshima City Museum of Contemporary Art in Japan. This work consists of three works. "Empty Entity" with infrared ray electric light display, many "Sheep" eye wears, and "Mega Diary". 
    Details of the eye wears, empty entity: 

    eyewears

    empty entity
    What’s interested me is that Audiences Without wearing the eyewear can only see lights flickering on the light board. But in fact, the texts of diaries collected through internet are displayed on it. You can't see but there exist lives of people you have never met before. There is another secret in this electric light display --- infrared ray is invisible to the naked eye, but you can read the letters when you get the knack of it.

    This work shows how techniques enhance human’s Cognitive and understanding of the world. “Seeing is believing “seems not quite right under the support of techniques, because there may be something which is invisible for our natural eyes, but still around us. It comes a new saying “Something exist, maybe you just can’t see it exactly. You should not firmly believe what you see. Through this funny installation, participants could see the advantages of techniques for our social communications. And it remind participants to think that If you hate someone maybe you only see one side of him. Different cultures need communicate with each other in depth to see the inner parts of each other.