The Panopticon is a type of prison designed by English philosopher and social theorist Jeremy Bentham in the late 18th century. It features a watchmen in the middle and the inmates in cells around the outside. The watchman would be able to watch over all of the inmates without the inmates being able to tell whether or not they were being watched. It’s impossible for the watchman to watch all the inmates at once but the inmates wouldn’t know when they’re being watched, which means that they act as though they are. This would change their behaviour at all times. Below is a diagram of the panopticon design:
This theory is relevant to my project because its about how being watched how it changes you, the prisoners in prison would want to act in the right way because they feel they are being watched and this would avoid punishment. With my project my audience will hopefully feel they have been ‘seen’ and so they may change from doing something ‘wrong’.
Yesterday was a trip to the science museum, my goal for the trip was to view how people interacted with interactive installations and how the installations attract people to it. While viewing people at the installations i noticed a big difference between how people interacted with installations, depending on their age. While viewing the area, a group of school children, age range between 8 to 12, entered the space. they were immediately drawn to the metal pole that had a ‘do not touch’ sign displayed around it. The kids seemed to ignore the sign and touch the pole anyway. Adults were much more cautious to touch the pole and just watched or ignored it. This showed to me that a do not touch sign means nothing to kids and that they want to do what they can’t do. Once the children were bored of this, a few of them went to a game installation which had a big button and a joy stick. Kids seemed to ignore the information on the screen and wanted to skip this part and play the game straight away, they bashed on the button and got annoyed when it didn’t do anything and yanked on the joy stick. Young adults and teenagers seemed to take more time to read the instructions to understand the game.
When I left the museum, and walked past a bus shelter, i noticed it had an interactive advertisement which was for contact lenses. The advert had a person behind the screen that would notice you and try to coax you over with hand signals. The aim was to have a staring contest with the person behind the screen. To start it, you need to touch the screen and then not look away from the person otherwise you lose. When you lose the advert prints out a voucher for free contact lenses. If you win you got the choice to have the voucher or not.
Dystopia is a place that is unpleasant or bad and usually environmentally degraded. An example of dystopia would be “The Hunger Games” because it’s a situation opposite of a utopia. The films shows hunger and poverty which is something of dystopia.
Utopia is a place that is highly desirable or is a perfect world. In utopias, there is no war, disease, poverty, oppression, discrimination, inequality etc. An example of utopia would be “Meet The Robinsons” and “Back to the Future 2”
For the first essay, I have been set two types of essays. One is to write about a futuristic device within a film or tv show. The other is to design our own communication device and write about it. I am focusing on doing the second option. I have 4 ideas so far;
1) Create an alien world called Tellus, which is an alternate word for earth. Tellus would have it’s own language so they would be unable to communicate with neighbouring planets, so this device would enable that.
2) Baby communication device. The device would be in the form of a dummy so that it seems normal(nothing new to learn). The baby can then communicate with others around it without needing to cry. Problems with this device would be that if a baby used this device it would never need to learn to talk.
3) touchable hologram.
4) A device for two way prayers. The device will enable God and the person praying to communicate. The device would be worn around the wrist.
Processing is a programming language, development environment, and online community. Since 2001, Processing has promoted software literacy within the visual arts and visual literacy within technology. Initially created to serve as a software sketchbook and to teach computer programming fundamentals within a visual context, Processing evolved into a development tool for professionals. Today, there are tens of thousands of students, artists, designers, researchers, and hobbyists who use Processing for learning, prototyping, and production.
In todays workshop I experimented with generative design. Generative design is a method to produce images, sound, architectural models and animations which are a set of rules or an Algorithm, normally by using a computer program. Most generative design is based on parametric modelling.
First of all I created a simple draw tool which changed size over time, using the function x=(x+1)%50; it will continue to add 1 to the value of x until it reaches 49 and then the modulo function resets the counter to zero and then it starts again. I used different mouse clicks to create different colours using HSB (hue, saturation, brightness).
Next, i experimented with if statements. I made a simple greyscale grid by using rectangles. After this I changed the colours of the rectangles to change randomly and then grow and shrink randomly (above).
During the end of the workshop we were experimenting with rotating images. I made a rectangle rotate and a new rectangle would be drawn of the top and rotate, to create a pattern. At first the rectangle was filled in white with a black outline. I thought this was a bit boring so removed the fill and it created lots of lines, I thought this was a bit too busy so removed the outline and randomised the colours fill. Once i’d done this, I then looked at a way to make it interactive so I used mouseX, mouseY to get the spinning rectangle to follow the mouse (below) and I thought this was a good way to create some interesting imagery which I am going to mess around with over the weekend.
Today I created a glass bowl by using a tutorial I found on Youtube. I chose this tutorial because it was short, so I felt this would be a good way for me to learn the basics fast. In this tutorial I learnt how to use modifiers. This tutorial used a cloth modifier on a plane to create the effect of a cloth draping over the bowl. I enjoyed making this and I am going to experiment with the software more.
My latest project was to create a short 15 second animation in a canvas size of 22mm X 16mm in flash, this was my first time using flash and it reflects in my animation. As well as creating the animation I created a short 15 second music clip on garageband which was made up of kit and percussion loops. This is my final animation, the colours were supposed to change to the beats of the drum but I couldn’t get it to do that after hours of attempting it.
(1). Bourriaud, N. (2002). Postproduction: Culture as Screenplay: How Art Reprograms The World [Available online at:http://www9.georgetown.edu/faculty/irvinem/theory/Bourriaud-Postproduction2.pdf]. Read the introduction
Watch the following key ‘Reading’ on MybU
(2) TED.com (2009). “David Carson on Design.” [Available online at: http://www.youtube.com/watch?v=QkoATb23H9U]
Answer the following questions – posting your responses to your Blog:
1) What do you think Bourriaud means by the term ‘Postproduction’?
Bourriaud says that “these artists who insert their own work in that of others contribute to the eradication of the tractional distinction between production and consumption, creation and copy, readymade and original work. The material they manipulate is no longer primary.” I think what he means by this is that editors/artists that change a linear film by adding their own work or changing it to their design is changing the difference between making and using. They are changing how traditional film was once filmed and viewed. The film is no longer its original.
2) How, if at all, does David Carson fit into Bourriauds idea of a ‘Semionaut’?
David Carsons views on graphic design fit in with Bourriauds idea of a ‘Semionaut’ as David says that he is a big believer in the emotion of design and the message that’s sent before some begins to read, before they get the rest of the information, what is the emotional response they get to the product. David shows in his speech two garage doors which have the same background and meaning but with different text and shows how we perceive them as different. Semionauts imagines the links, the likely relations between disparate sites, much like David with his thought of graphic design.
3) Find an example of a film, a game or other media artefact that you would consider ‘Postproduction’ and describe how it fits that definition
Jurassic Park is a good example of postproduction as a lot of special effects were used in this film. Dinosaurs were computer generated along with less noticeable elements such as water splashing and digital face replacement for Ariana Richards’ stunt double. To put the dinosaurs into the live action of the film it took about an hour and to render the dinosaurs took two to four hours per frame. As well as the imagery, Spielberg wanted the film to have the first digital sounds.