Archive for the ‘General Stuff’ Category

Video Format

How long is the format change taking for you guys?

Is it Art?

It has an aura, it’s original, it had never been done before, and it is regarded as a priceless piece of history. So is the Shroud of Turin art?

Bad Math Jokes

infinitycancellationwomensex=funsin

Nothing is Original

Completed Powerpoint

Please see your email for completed powerpoint. Let me know if any changes need to be made. Scripts are in the notes section of each slide.

Pictures for Class Analysis to show hypericonicity

Figure/Ground

1 – The Optical Unconscious

Rasalind Krauss’ “The Optical Unconscious”

-about avant-garde’s attempts for form an alternative scopic regime.

-central to Krauss’ methodology is the theory of visual analysis: theory that depicts seeing as the subjective activity.

Marcel Duchamp: criticizes types of modernist paintings such as impressionism, abstraction, cubism, as “retinalism,” a shallow attempt to appeal to the field of vision alone.

-experiments with optical illusions to foreground the “gray matters”

Marcel Duchamp - Self-Portrait in Profile - (1958)

Marcel Duchamp - "Self-Portrait in Profile" - (1958)

-eg the “Large Glass”

Marcel Duchamp - The Bride Stripped Bare By Her Bachelors, or the Large Glass - (1915-23)

Marcel Duchamp - "The Bride Stripped Bare By Her Bachelors, or the Large Glass" - (1915-23)

Max Ernst: his collage demonstrates the surrealist’s undoing of the figure/ground binary as well as the stability of the viewer’s perspective.

-eg. his collage novel “La femme 1000 tetes” (The hundred headless women)

http://www.kb.nl/bc/koopman/1926-1930/c53-en.html

2 – Children’s Literature

Surrealists looked to childhood experience as a means of transforming humanity’s relationship to everyday life. they try to enter into this childhood world by experimenting with game-playing, non-sensical babbling, and interntional distortion.

-various instances of nonsense, such as pun or macaronics, are utilized as means of distorting the rational world and entering the world of children.

-nonesense can take us across cultural and cognitive fields, forcing us to confront the other, and his/her methods of organization (p.81)

-we can say that the model for an electronic textuality can come from “nonsense books” for children and also from their video games and television shows as well.

-eg. Lewis Carroll’s “Adventures of Alice in Wonderland”and his nonsense verse. (find many examples online)

3 – Digital Media

-compuer, along with tv, video games, cellphones, and any marginal form of electronic media, play a part in education eventhough they’re not integrated into the the regular curriculum.

Richard Lanham: book “The Electronic World” examins the figure/ground relatinoship in a graphic-rich computer environment.

-also suggests that the role of scholars will change as they gain greater awareness of and abilities in desktop publishing tools. (p.82)

4 – 1/0

– i don’t think we need to talk about this at all. 1/0 is just a project the prof did back in 1997 that experimented with hypericonomy.

Visualization and Intelligence

-Questions to address:

  • what if television, video games, and surfing the web is good for you?
  • Answer: Youtube, Facebook, Grand Theft Auto, World or Warcraft, The Bachelor. Digital, visual stimuli is everywhere, and people will continue to gorge upon the vivid and pictorially focused fruits of the digital era. We have to obey the times. I think the prejudices against actively using the digital age as a foundational tool stem from a lack of honesty within the education system…Tradition is a terrible thing… There is denial that visualization and intellegence can weave together and be generative in a useful way because its deemed as new territory. Wrong. Pictures have been with us forever and have such immense potential to influence us just for that reason. To become well-versed in digital life is to bring yourself out of a place that is quickly becoming stale.
  • what if exercising the modes of cognition demanded by visually sophisticated video game and web environments could actually increase your intelligence?
    Intellegence isn’t static, so this seems like a more than likely evolution of education and thought. If we’re basing our lives on the digital, to be at ease in the realm of it would make your more savvy..

Ulric Neisser and James Flynn:

-we’re not getting sillier from digesting all these visual information. the Flynn Effect notes that IQ test scores have been increasing steadily since it was first issued.

-some possible explanations for this increase:

  • children attend school longer now and have become more familiar with the testing of school-related material. (unsatisfactory b/c the increase in scores is mainly due to improvements in non-academic areas.
  • nutrition and child-rearing practices.
  • change in cognitive environment: increase in exposure to various types of visual media.

Have more visual stimuli than ever before and are now more capable of analysing them quickly and accurately. eg. See patterns, recognize things based on font, reflexes (video games), focus. (visual analysis is perhaps one of the most active modes of cognition.)

another example:


more examples at: http://www.smart-kit.com/scategory/brain-teasers/iq-test-questions/page/2/

http://www.smart-kit.com/s637/happy-people-logic-picture-puzzle/

-as an exercise, we can give couple examples and time how long it takes people to answer them. then ask them how the visual representation of the puzzle actually help them solve the puzzle quicker. ask for possible explanations of why these kinds of pattern recognition come so quickly to us now. (hopefully people might say stuff like “did something like this before”, “accustomed to seeing tables or matrices”..etc)

Also means we learn from visuals better than we used to and can make connections (pattern rec.) that fewer could before. Better at interpreting situations? More capable of visualizing outcomes than before?

Hypericonomy

Hypericonomy: Economy of Hypericons
Using images to shape perception of the viewing the world within a perscribed hypericon and beyond.
Using pattern recognition across different mediums to conjure up an “aha” moment – a moment of invention with generative potential.

The parts of a hypericonomy:

1. Personal – “Primal Scene” – Something in your life which causes you internal conflict or cognitive dissonance

2. History – A historical moment, which may embody notions about class, race, social issues

3. Discipline – A realm of study, a philosophy or guiding educational theme

4. Pop Culture – A current, trendy token, such as a catch phrase from a song or a brand logo, something on the move

These are just what he chose to have us do for one. It’s more about pattern recognition between hypericons (images with multiple interpretations) —

The point is to have each of these topics outlined individually before pursing the unified hypericonomic goal — the active search to weave each parts of the hypericonomy togther after establishing each part of it in segments is crucial to the invention process — it allows more room for creativity and boundless potential.

Blake

William Blake:
-similar to Magritte’s pipe image, blake’s work can be seen as a hypericon, which is an image that encapsulates an ambivalence of imagetext, an coexistence of opposing attitudes towards the subject

eg. the nurse’s songs example

An Island in the Moon, like many other satirical texts, from Gulliver’s Travels to Animal Farm, works on a variety of levels, at least some of which can be appreciated by children. This concern for couching political and cultural critique in a form suitable for both children and adults is yet one more reason why Blake may have chosen to write children’s books.” (page 55)

Digitization in the Age of Blake

Against Remism. Dislikes the binarism/catagorization of everything b/c it’s dehumanizing and separates form from content. Lacks originality and creativity. Internalizes knowledge and doesn’t apply it.