Welcome
Welcome to the Performance in a Mediatised Culture blog, 2009. This is a space for you to share images, ideas and experiences throughout the course.
IMPORTANT!! CLASS EXCURSION WEEK 6:
Contrary to what your course outline says, please meet at 9.30am in the usual classroom for the week 6 excursion. We will go from there.
ALSO: AVAILABLE RESOURCES
Selected works that we have watched are now with Iain Murray at the Level 3 Webster desk and are available for you to borrow and watch on campus. You can use these for your essay preparation:
Level 3 desk:
- ‘Cesena’ and ‘Brussels’ in Tragedia Endogonidia by Socìetas Raffaello Sanzio
- Chunky Move Mortal Engine or Glow
- Blast Theory Uncle Roy All Around You and Can You See Me Now?
- The Wooster Group Route 1 & 9 (The Last Act)
- Granular Synthesis Modell 5
unsw LIBRARY:
- Einstein on the beach[videorecording] :the changing image of opera /
- The Builders Association [videorecording] : Show excerpts and trailers, 1994-2007
Bill Viola documentaries (COFA):
- I do not know what it is that I am like[videorecording] /
- The passing[videorecording]
- Selected works[videorecording] /
Thursday, June 4, 2009
Tuesday, May 19, 2009
Presentation Running order
WEEK 11
9.30: '' Catherine, Jocelyn, Jennifer
10.00: 'Second Life Art Group' Audrey, Sam, Leigh, Boris, Julia
10.30: 'Chrysalis' Sarah ,Shari, Jack, Christina
11.00: 'Colouring It Blue' Clara
11.20: 'Beijing and Athens - the Olympics' Maika, Talin, Anthony, Jessica
WEEK 12
9.30: 'Wake Up' Anna, Hannah, Cainan, Annidette, Michelle
10.00: 'The Phone' Clementine, Louise, Darin, Alex, Annabelle
10.30: 'In The Shadows' Stacey, Ali, Lyndall
11.00: 'Interactivity & immersion within CryENGINE® 2 - The Leading Game Engine of Today' Vijay
11.20: 'Working Title' Christopher, Carolina, Nic, Belinda
9.30: '' Catherine, Jocelyn, Jennifer
10.00: 'Second Life Art Group' Audrey, Sam, Leigh, Boris, Julia
10.30: 'Chrysalis' Sarah ,Shari, Jack, Christina
11.00: 'Colouring It Blue' Clara
11.20: 'Beijing and Athens - the Olympics' Maika, Talin, Anthony, Jessica
WEEK 12
9.30: 'Wake Up' Anna, Hannah, Cainan, Annidette, Michelle
10.00: 'The Phone' Clementine, Louise, Darin, Alex, Annabelle
10.30: 'In The Shadows' Stacey, Ali, Lyndall
11.00: 'Interactivity & immersion within CryENGINE® 2 - The Leading Game Engine of Today' Vijay
11.20: 'Working Title' Christopher, Carolina, Nic, Belinda
Monday, May 18, 2009
Icinema reflection- clem russell
Hi all,
Same as below, I know I’m a bit late so apologies! But better late then never! I really enjoyed the Icinema excursion. For the last two years I have walked past that the Icinema and wondered what went on behind those doors. In terms of what actually occurred the overall feelings of excitement I originally felt from the prospects of an excursion remained through out the experience, but were consistently challenged as we ventured further in to the degrees of reality and technology that Icinema presented.
The most intriguing part of the event (for me) was the 3D televisions! I was fascinated and intrigued with what we (the human) became in that room. As the elements that surrounded us began to encompass some degree of life, I felt my existence challenged. It was almost as though we became a hybrid with the screens (the floating ones that is) Everything had its own purpose yet heavily relied upon the other factors for its existence/reasoning of being there! We ultimately controlled the screen choice, but they inturn controlled our attention or choice of what to watch (as there was so many options at once) so who was governing who became blurred. I hope I’m making sense! This made me feel slightly insignificant compared to the technology that was on exhibit. That life had progressed way past the point of me living in the 3D world, and TV – Internet existing only in the 2D world.
To simplify what I am trying to say, overall I felt all the elements of the Icinema made a me feel less like an individual and more like a human/technology cyborg, in co-existence with the room! I felt transported, yet that transportation on some level was to the places we were visiting, but more a trip inside the visions being seen. I felt as though I was the camera or technology viewing the selected scenes.
This gave me a new outlook in to the directions education and experience are taking. The possibilities of being with out moving are becoming more and more a reality. (Kinda second life sims type experience)
Thus, Overall I think this type of technology has great potential but we as a society must be careful when using it not to exploit its power. I think the ways in which it could aid most industries is incredibly amazing but there is nothing like personal experience and we must be careful to remember the differences between actual 3D and technologically stimulated 3D.
Just to add! Also, it was really fun! Made me feel a bit dizzy and sick at times! Also made me feel like I needed a holiday! I loved the beach and driving part as well! That was slightly trippy yet an overall wicked experience.
Same as below, I know I’m a bit late so apologies! But better late then never! I really enjoyed the Icinema excursion. For the last two years I have walked past that the Icinema and wondered what went on behind those doors. In terms of what actually occurred the overall feelings of excitement I originally felt from the prospects of an excursion remained through out the experience, but were consistently challenged as we ventured further in to the degrees of reality and technology that Icinema presented.
The most intriguing part of the event (for me) was the 3D televisions! I was fascinated and intrigued with what we (the human) became in that room. As the elements that surrounded us began to encompass some degree of life, I felt my existence challenged. It was almost as though we became a hybrid with the screens (the floating ones that is) Everything had its own purpose yet heavily relied upon the other factors for its existence/reasoning of being there! We ultimately controlled the screen choice, but they inturn controlled our attention or choice of what to watch (as there was so many options at once) so who was governing who became blurred. I hope I’m making sense! This made me feel slightly insignificant compared to the technology that was on exhibit. That life had progressed way past the point of me living in the 3D world, and TV – Internet existing only in the 2D world.
To simplify what I am trying to say, overall I felt all the elements of the Icinema made a me feel less like an individual and more like a human/technology cyborg, in co-existence with the room! I felt transported, yet that transportation on some level was to the places we were visiting, but more a trip inside the visions being seen. I felt as though I was the camera or technology viewing the selected scenes.
This gave me a new outlook in to the directions education and experience are taking. The possibilities of being with out moving are becoming more and more a reality. (Kinda second life sims type experience)
Thus, Overall I think this type of technology has great potential but we as a society must be careful when using it not to exploit its power. I think the ways in which it could aid most industries is incredibly amazing but there is nothing like personal experience and we must be careful to remember the differences between actual 3D and technologically stimulated 3D.
Just to add! Also, it was really fun! Made me feel a bit dizzy and sick at times! Also made me feel like I needed a holiday! I loved the beach and driving part as well! That was slightly trippy yet an overall wicked experience.
Thursday, May 14, 2009
Icinema - related mediatization info
Hi Guys,
I know im about three weeks late but i thought id quickly post my thoughts on the Icinema excursion we took the other week. I found the whole environment very surreal and exciting. I think in terms of the interaction photos (of different places and countries) i was afraid that one day this might influence peoples decisions to travel at all. If one was able to go, see, and experience a place without leaving their living room (or movie room) I am worried they would be content with this. It frightens me that this may be a possibilty in the future as it would have devistating effects on tourism and poor countries that rely on international tourism.
On the other hand as a spectator I really enjoyed both the theatre performance done with the round 360 camera. It really displaced me and made me feel as if i was secretly watching the performances without the performers knowing! I felt as if i had been in the real life 'honey i shrunk the kids' and i was a teenie tiny person sitting in their set.
Finally i thought the idea of working with other industries to furthur the prospects of simulation training is absolutely incredible. as i said in the theatre i can think of a single company that would prefer to place their trainee staff in the dangerous 'real life' experience as opposed to the simulation experience! I feel they might be on a winner there!!
I also wanted to add to the blog a film clim and web page that i thought you might want to check out. It is an idea that my group are using to base our performance proposal on, however it is seriously clever and an exciting prospect for the future of performance!!
www.playingforchange.com
www.youtube.com/watch?v=Us-TVg40ExM
Thanks,
Hannah
I know im about three weeks late but i thought id quickly post my thoughts on the Icinema excursion we took the other week. I found the whole environment very surreal and exciting. I think in terms of the interaction photos (of different places and countries) i was afraid that one day this might influence peoples decisions to travel at all. If one was able to go, see, and experience a place without leaving their living room (or movie room) I am worried they would be content with this. It frightens me that this may be a possibilty in the future as it would have devistating effects on tourism and poor countries that rely on international tourism.
On the other hand as a spectator I really enjoyed both the theatre performance done with the round 360 camera. It really displaced me and made me feel as if i was secretly watching the performances without the performers knowing! I felt as if i had been in the real life 'honey i shrunk the kids' and i was a teenie tiny person sitting in their set.
Finally i thought the idea of working with other industries to furthur the prospects of simulation training is absolutely incredible. as i said in the theatre i can think of a single company that would prefer to place their trainee staff in the dangerous 'real life' experience as opposed to the simulation experience! I feel they might be on a winner there!!
I also wanted to add to the blog a film clim and web page that i thought you might want to check out. It is an idea that my group are using to base our performance proposal on, however it is seriously clever and an exciting prospect for the future of performance!!
www.playingforchange.com
www.youtube.com/watch?v=Us-TVg40ExM
Thanks,
Hannah
Case Study: 'In the Shadows'
Lyndell Walsh, Ali Saad and Stacey Neumann
Our group has chosen to do a case study on 'In the Shadows' a very recent theatre work which was performed at PACT Youth Theatre in Erskenville from the 29th to the 3rd May this year. The work was created and performed by 'Stage Juice', an emerging Sydney theatre group which is run and produced by many UNSW associates including Katy Green and Tom Hogan. It was an extremely short work lasting only approximately 40mins and incorporated dance, music and projection as well as prerecorded and live video.
Our study is particularly aimed at deconstructing the performance's relationship to surveillance and liveness as well as highlighting the obstacles experienced by emerging artists in Sydney when engaging with new media technologies.
The artistic director, performer and creator of the work, Katy Green has agreed to do a video interview with us so we can use some of the footage in our presentation. Perhaps even begin the presentation with Katy introducing the work with a short summary as there was no video taken of the performance. Photos and diagrams will also be used to describe the performance.
We plan to compare our personal impressions of the performance with it's intended impact upon audiences to assess its relative success (or failure) and possible room for future improvement, tempering this analysis of course with a recognition of its low budget and limited access to new technology.
Our group has chosen to do a case study on 'In the Shadows' a very recent theatre work which was performed at PACT Youth Theatre in Erskenville from the 29th to the 3rd May this year. The work was created and performed by 'Stage Juice', an emerging Sydney theatre group which is run and produced by many UNSW associates including Katy Green and Tom Hogan. It was an extremely short work lasting only approximately 40mins and incorporated dance, music and projection as well as prerecorded and live video.
Our study is particularly aimed at deconstructing the performance's relationship to surveillance and liveness as well as highlighting the obstacles experienced by emerging artists in Sydney when engaging with new media technologies.
The artistic director, performer and creator of the work, Katy Green has agreed to do a video interview with us so we can use some of the footage in our presentation. Perhaps even begin the presentation with Katy introducing the work with a short summary as there was no video taken of the performance. Photos and diagrams will also be used to describe the performance.
We plan to compare our personal impressions of the performance with it's intended impact upon audiences to assess its relative success (or failure) and possible room for future improvement, tempering this analysis of course with a recognition of its low budget and limited access to new technology.
Wednesday, May 13, 2009
Microsoft’s DirectX®10 - Experience a whole new level of gaming Interactivity and Immersion
I intend to focus on Microsoft’s DirectX®10 (Microsoft 2009) as a media technology which is used in todays video games as a graphic accelerator.
I will be using examples from game titles like Crysis™ (Electronic Arts Inc. 2008), Wanted Weapons of Fate (Warner Bros. Entertainment Inc. 2009), X-Men Origins: Wolverine (Activision 2009), and so on.
Image courtesy of Electronic Arts Inc. 2008; Warner Bros. Entertainment Inc. 2009; Activision 2009
By doing so, I would be demonstrating the level of interactivity and immersion that these games are capable of. I will be linking up my findings with the notions on ‘Interactive Art: Installation and Cinema’ and ‘Video Art’ from Micheal Rush’s New Media in Late 20th-Century Art.
Bibliography
Activision, 2009. X-Men Origins: Wolverine Official Video Game Site. Available at: http://www.uncaged.com/ [Accessed May 12, 2009].
Electronic Arts Inc., 2008. EA : Crysis : Age Verification Page. Available at: http://games.ea.com/crysis/ [Accessed May 12, 2009].
Microsoft, 2009. DirectX® 10. Available at: http://www.gamesforwindows.com/en-US/AboutGFW/Pages/DirectX10.aspx [Accessed May 12, 2009].
Warner Bros. Entertainment Inc., 2009. Wanted Weapons of Fate Video Game | Gameplay Trailers, Videos & Downloads| XBOX, PS3, Playstation & PC Game. Available at: http://thewanted.warnerbros.com/ [Accessed May 12, 2009].
I will be using examples from game titles like Crysis™ (Electronic Arts Inc. 2008), Wanted Weapons of Fate (Warner Bros. Entertainment Inc. 2009), X-Men Origins: Wolverine (Activision 2009), and so on.
Image courtesy of Electronic Arts Inc. 2008; Warner Bros. Entertainment Inc. 2009; Activision 2009
By doing so, I would be demonstrating the level of interactivity and immersion that these games are capable of. I will be linking up my findings with the notions on ‘Interactive Art: Installation and Cinema’ and ‘Video Art’ from Micheal Rush’s New Media in Late 20th-Century Art.
Bibliography
Activision, 2009. X-Men Origins: Wolverine Official Video Game Site. Available at: http://www.uncaged.com/ [Accessed May 12, 2009].
Electronic Arts Inc., 2008. EA : Crysis : Age Verification Page. Available at: http://games.ea.com/crysis/ [Accessed May 12, 2009].
Microsoft, 2009. DirectX® 10. Available at: http://www.gamesforwindows.com/en-US/AboutGFW/Pages/DirectX10.aspx [Accessed May 12, 2009].
Warner Bros. Entertainment Inc., 2009. Wanted Weapons of Fate Video Game | Gameplay Trailers, Videos & Downloads| XBOX, PS3, Playstation & PC Game. Available at: http://thewanted.warnerbros.com/ [Accessed May 12, 2009].
SLAG
Ladies and gentlemen. Presenting
SLAG
(Second Life Art Group)
As a small collective we are interested in the ways a person may represent themslves in a un-monitored, anonymous virtual realm. We seek to juxtapose this with a similar representation of self in a real world situation, immediate and personal. We will pose the open question, Tell us a Story. The boundaries of this question being intentionally vague. What is a story? Who is a story about? Does a story present a truth? Can a story tell a story about the self? Is a story personal or impersonal? Fictional or Factual? When posed with this question, how will the stories differ between the two realms of existance?
We will stage two story telling events, one in the online world of Second Life, and one in an analogous place in the Real World. We will ask people and avatars to tell us a story and these will be recorded.
These stories will form the text and basis for a realworld live event. a multi/inter medial performance. The stories will act as a script, and will be both enacted out, analysed and juxtaposed against each other. Ideally this performance will be simulcast in the realm of Second Life as well. We hope to embody both the virtual and breathing avatars of average participants.
We are interested in how the simple idea of storytelling is altered through different forms or percieved contact. In an anonymous, virtual world, where speech is untraceable, and people are un-recognisable, will the stories be different to a traceable, recognisable and known real world?
So keep your eyes here for when you can participate and become part of the SLAG project.
Julia, Leigh, Audrey, Sam, Boris.
SLAG
(Second Life Art Group)
As a small collective we are interested in the ways a person may represent themslves in a un-monitored, anonymous virtual realm. We seek to juxtapose this with a similar representation of self in a real world situation, immediate and personal. We will pose the open question, Tell us a Story. The boundaries of this question being intentionally vague. What is a story? Who is a story about? Does a story present a truth? Can a story tell a story about the self? Is a story personal or impersonal? Fictional or Factual? When posed with this question, how will the stories differ between the two realms of existance?
We will stage two story telling events, one in the online world of Second Life, and one in an analogous place in the Real World. We will ask people and avatars to tell us a story and these will be recorded.
These stories will form the text and basis for a realworld live event. a multi/inter medial performance. The stories will act as a script, and will be both enacted out, analysed and juxtaposed against each other. Ideally this performance will be simulcast in the realm of Second Life as well. We hope to embody both the virtual and breathing avatars of average participants.
We are interested in how the simple idea of storytelling is altered through different forms or percieved contact. In an anonymous, virtual world, where speech is untraceable, and people are un-recognisable, will the stories be different to a traceable, recognisable and known real world?
So keep your eyes here for when you can participate and become part of the SLAG project.
Julia, Leigh, Audrey, Sam, Boris.
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