A5 pt2 Studio Review (RWM)

From my own studio:

Murder Mystery
In my studio Real World Media, the murder mystery group drew me in right away. I felt that they really understood how to closely relate the physical objects to create a work that was cohesive. It was compact in the best way. I am not usually a big fan of puzzles as I believe they challenge me too much and I end up frustrated. However, this murder mystery had engaging mid-way rewards for continuing to try to solve the case which kept me hooked.

I felt this project really executed on what it means to make transmedia. To have the different parts of the mystery spread out not only in the objects but in their relation to each other was really well executed. The ‘escape room’ / ‘puzzle’ was a really good choice of form to present this work as they were able to build an aesthetic, a feeling and meaning through the set while still ensuring the story made sense.

Something I learned making my own project for this class was the need for people to touch information to connect to it, and I feel this group did this really well. Even the act of unravelling the piece of paper from their small boxes or picking the keys off of the key sheet was really rewarding and I would commend them for having such a touch sensitive final product.

Alienation
The Alienation project had a high production quality. Their handbook containing the diary entries for the little alien were well designed and easy to read. The content made me feel genuinely sad for the alien and once the book revealed that his story reflected the experiences of the average international student, I really felt the weight of the story. It was sincere and vulnerable and told in a very effective manner. In addition, I felt there was a strong aesthetic and brand, which made all of the different story elements feel cohesive and professional.

It was clear to see how this aesthetic would play out right from their pitch, so it was fulfilling to see such a well-planned pitch come to fruition in a meaningful way. The final product felt full and whole, and I would be very proud of this final outcome.

Lastly, I enjoyed the range of different elements of their project. I wasn’t able to engage in all of them due to time however the little Alien origami was very sweet. It offered an opportunity for the viewers and makers of the project to interact, hopefully elevating some of the feelings that alien Rae reflected in her representative diary.

Another Studio

Festival Experience
The studio “Festival Experience” appeared all encompassing and challenging. I was lucky enough to attend their fundraising trivial night and their film festival “The Debut International Film Festival” (DIFF). I have been offered this studio many times but have never chosen it, however after engaging with the festival itself I am very intrigued.

DIFF was a sunset themed film festival which showcased the first films by well-known directors over the course of a weekend. For opening night, we watched a queer erotic horror fantasy film called The Hunger by Tony Scott (Top Gun).

I was particular interested in the programming for the festival and what choosing The Hunger tells us about the undercurrents of the festival. Even though it is a about famous directors who are mostly old white men, the films chosen represented a large array of people, The Hunger being a lesbian film made in the 80s. I had never seen anything like it, even as a queer person.

And thus, I believe one of the key ideas of this course was understanding what world we construct for the people for whom we choose media. What representations we must consider and how to market these ideas. Despite loving the film, I had a giggle to myself thinking that someone who is not usually exposed to queer cinema coming to the movies to see a film by the director of Top Gun and being surprised with what was essentially (at the start) a porn film. The marketing served to surprise me, and I felt that the subversion of my expectations was exciting, and a true win for the programmatic team at DIFF.

However, teamwork was ultimately the main focus of this studio, with many students taking on leadership roles to produce a large-scale work. It felt like the studio exhibitions on steroids. Every student was professional at the festival, and it was rewarding to see how much work they could produce in twelve weeks.

RWM – Assignment 4 (Blog Post 5 – Week 13)

Week 13 asks for the following prompts to be completed…

1. In what ways do you hope your creative exploration is received by its audience?

I hope audiences do understand the lore between the Codans and the Arbors. When looking at the exhibition, I was worried that if audiences did not read the didactics, that they would be lost.

However, I genuinely hope our audience feels captured and drawn to the digging box. There is something so childlike and playful about our exhibiting that I hope it reminds our audience of trips to science works or other children’s museums.

In addition, selfishly, I hope they notice and appreciate the consistency across the exhibition, especially in Connors posters appearing in Dani’s sandbox. This was particular satisfying to see made, so I hope viewers notice.

2. If you were to distribute your work – to a festival, market, vendor, exhibition – what two things would you change, and why?

In museum curation, I feel the space is very important. Although we did the best we could, I would choose a space which was dark and smaller to really cup the exhibition and make it feel whole and complete. I feel the open-ended space of the hallway we were in made our work feel sparse.

Moreover, I would project the colour visuals down across the floor as I feel this would embed audiences in the work and create the “overlay as a connector between the works” appearance we were aiming for.

3. Reflect on your collaboration for Assessment 4. How did it go? What would you do differently next time, and why?

I was very pleased with the team’s collaboration in assignment four. I was very lucky to find teammates with similar working styles and interdisciplinary thinking as myself which made conversing very easy. I tend to be dragging team members through collaborative work, so to have teammates who were not only organised but excited about the work was really refreshing.

~ 259 (excluding titles and prompts)

RWM – Assignment 4 (Blog Post 4 – Week 12)

In the finalisation of our exhibition piece, I revisited the idea of authorship in AI art regarding our exhibition curation.

Ambrosio speaks to how AI art ‘suggest[s] a human touch’ in its presentation (Ambrosio 2019). For me, this then prompts questions surrounding how the AI learned. If it has learned to create or emulate art based on all the art that has come before it, it feels like stealing to take ownership for the artwork as it learned from real people.

However, when speaking of authorship, I am reminded of Patricia Piccinini, a real woman who employs other real people to execute her works for her (Teffer 2021). I find the comparison between Piccinini and AI art confusing. Ambrosio outlines how ‘The digital versions of [AI Artist Ai-Da works] were transferred on canvas and overlaid with oil paint by artist Suzie Emery’ (Ambrosio 2019) and yet they are accredited to Ai-Da, dismantling the clarity Piccinini affect where the mind behind the work is real author.

Anyway, despite questioning much of this before, we were confronted with these questions again in the construction of our exhibition. They were instrumental in creating a shared vision of Codae the planet, and yet does this mean it needs to be included?

In tying back to the idea of history curatorship, we decided that AI is an effective tool for planning, but we wanted to be the authors of all the works in the exhibition as we did not want any blurred lines regarding the authenticity of our work.

~ 254 words

References:

Ambrosio C, 2019, ‘Unsettling robots and the future of art, An AI-driven artist’s exhibition hints at, but never fully explores, the ethics of algorithms’, Science, 365(6448), pg 38–39.

Teffer N, 2021, ‘Patricia Piccinini 1965’, National Gallery of Australia’, Available at:
https://nga.gov.au/knowmyname/artists/patricia-piccinini/#top, Accessed: 04 June 2023

RWM – Assignment 4 (Blog Post 3 – Week 11)

Week 11 prompted questions regarding the digging exercise of our exhibition. The ‘real world’ nature of our projected prompted the use of interactive elements to engage audiences, but further than this, we needed to understand how to make the work more appealing.

Ha and Lim speak to the idea that touch helps to build emotional connections to somewhat distant information (Ha and Lim 2021). In building upon Condie and LoBrutto in week 9, having an interactive artwork will help viewers feel a likeness towards the information, hopefully strengthening the link between the Codans and Humans. And this particular will manifest in our sandbox as it not only invites touch, but unearths the story, symbolic of the purpose of the entire exhibition.

Ha and Lim also speak to the idea that the meaning of an interactive work is only produced when the audience provides the work with movement (Ha and Lim 2021), which I found provocative and enlightening. However, it reminds me semiotics, how the meaning is solely what the audience makes, meaning we can’t totally control the outcome or the readings of the media we produce.

And in this way, moving forward I seek to create jigs (Crawford 2015), or aesthetic/physical indicators of how the work should be read/interacted with to ensure that audiences are guided towards a particular knowledge outcome. This will be the focus of week 12.

~ 229 words

References 

Condie M, 2021 ‘Between the past and the present: Museums and the construction of history’, Teaching History Journal, vol 55, iss 1, pg 15-23

Crawford, M 2015, ‘The Jig, the Nudge, and Local Ecology’, The World Beyond Your Head: How to Flourish in an Age of Distraction, St Ives, Viking, pg 31–41 and 44.

LoBrutto P, 2008, ‘Science Fiction 101: Tips on creating an alternate world’, Madavor Media LLC, Braintree.

Ha, J & Lim, Y K, 2021, ‘Touch: Interactive Exhibition Using the Biometric Information of the Audience’, Stephanidis, C., Antona, M., Ntoa, S. (eds), Communications in Computer and Information Science, vol 1420.

RWM – Assignment 4 (Blog Post 2 – Week 10)

The presence of mushrooms in the formation of our world Codae was greatly informed by the Cordyceps fungi found in the Last of Us series and the ways in the inevitable higher temperatures on earth to make a dystopia. In regard to the formation of a sci-fi world, scholar LoBrutto states that ‘even if all the details don’t come in to play in the [final work], they have to inform’ reminding us to fully flesh out the Codans world in week 10.

Our creative decision to have the mushroom-like inhabitants from our planet need the shade of the Arbor trees was based upon the recent news that ‘global temperature may affect the fungal evolution in unpredictable directions’. Despite being a staple of the series The Last of Us, the Cordyceps fungi is real, and being dramatically changed by the raising temperatures on earth. Whilst the fungai can currently infect bugs creating ‘zombies’, there is now a chance that it could infect humans, thus informing the visuals and story behind the war between the Codans and the trees. And thus, canonically, the Fungai now have an incentive to seek shade and assistance from the trees. The two suns present in the paintings drafts aims to hint at the need for shade.

By building the structure of the plants and animals on the planet based upon how they would evolve to survive their environment makes me feel confident in the Codans world as one that makes sense.

~ 245 Words

References:
Jones, B 2023, ‘The ‘Zombie’ fungus in the last of us, explained by a biologist’, Vox. Accessed 14 May 2023, https://www.vox.com/culture/2023/1/21/23561106/last-of-us-fungus-cordyceps-zombie-infect-humans

LoBrutto P, 2008, ‘Science Fiction 101: Tips on creating an alternate world’, Madavor Media LLC, Braintree.

RWM – Assignment 4 (Blog Post 1 – Week 9)

The beginning of our final assessment was uncomplicated. Our sci-fi inspired exploration of an alien world was a concrete idea very early in the construction phases. However, understanding the need for, and then creating a research question was initially difficult.

Questions of curation stemmed from our conversations on craft and the construction of our craftsman project. The idea that stories can be shaped by how they are constructed in relation to each other, and by the curators experiences themselves piqued our interest. In particular, Scholar Condie states that museum curators need to acknowledge the lens for which they present artefacts (Condie 2021) as we imprint out own view and biases. However, this will manifest differently as we are to create the narrative, and then choose how to present it, rather than adopting a narrative provided to us.

In this way, I think we will need to be mindful of which parts of humanity we are consciously or subconsciously reflecting, making sure to intentionally critique (LaBrutto 2008) the troubles of humanity (topics like racism or exploitation) rather than creating a world that subconsciously perpetrates these ideas. As our group covers different races, genders, sexualities, neurodivergence and ability/disability, I believe that we have the checks and balances available.

It was also valuable for us to reflect climate change in our work as it is the global event that shapes the people of our time universally. I believe this will make our sci-fi narrative able to connect to a wider audience, which museum spaces are constructed to do (Condie 2021).

 

Reference List:

Condie M, 2021 ‘Between the past and the present: Museums and the construction of history’, Teaching History Journal, vol 55, iss 1, pg 15-23

LoBrutto P, 2008, ‘Science Fiction 101: Tips on creating an alternate world’, Madavor Media LLC, Braintree.

Real World Media A2 Post

What is Craft?

Craft is for the everyday person. Despite its ambiguity, craft can be defined by its reliance on developing skill sets, emotion behind the craft and the intention for it to be a craft. It is important to note that it is often used as an outlet for people in times of stress and illness.

When looking at academic literature, craft has many different definitions and attributes. In stating that ‘Craft is a process, a product, a tradition and a skill set’, scholar Thatch demonstrates a common view on craft, separating the person from the act of crafting, outlining a recipe for craft. In this broad definition, we see craft encompassing many laborious tasks as one would complete when craft was a financial necessity. The globalised market has changed our relationship to craft to one that is emotional and conscious.

In this new production landscape, craft can be distinguished from task completion as it is distinctly ‘made with love and personalised by the makers’ personal histories’ (Pöllänen 2013, pg 217). The aforementioned skill oriented definition negates the amateur and children, who craft for enjoyment without much objective skill or even the goal of selling their works.

It is ultimately a personal connection that defines craft, but also the conscious engagement with the craft for ‘pleasure’ (Dissanayake 1995, pg 40) and skill development combined. It must mean something, or be of high value to the craftsperson regardless of objective skill. This can manifest as the protection of craft in someone’s life, a designated time or place to create, or a ‘self-imposed obligation’ (Pöllänen 2013, pg 221) to continue crafting. Scholar Goldfarb shares the same sentiment regarding rigidity stating that people who craft show ‘desire to do a job well for its own sake” (Goldfarb 2009, pg 265). This is evident across academic literature, that craft is not enforced by a job or by other individuals, but the craftsman themselves. There is a private relationship that continues only because the craftsperson wants it to. This intention is a defining trait of what makes a craft.

The most comforting discourse surrounding craft is the ways in which people use craft to cope with their illnesses, whether it be physical or mental. When life is disrupted by illness, craft provides people ‘unity, coherence and consistency across time’ (Crossley 2000, p. 20 via Reynolds and Prior 2006, pg 333) furthering the emotional bond people have to their crafts. It can also offer ill people something positive to identify with in times where their careers and social life may suffer. Whilst this describes an effect of craft, rather than its innate properties, the relationship between craftsperson and craft is so important to defining craft that I believe case studies like this help to constitute craft.

Since mass production, craft has served as an emotional outlet for those in turbulent times. Craft is highly valued by those who do craft and fills an important part of people’s lives. Whilst craft does rely on skill, a greater emphasis should be put on what craft means to craftspeople.

~508 words

 

Bibliography

Dissanayake, E 1995, ‘The Pleasure and Meaning of Making, American Craft Council’, The Pleasure and Meaning of Making, New York.

Goldfarb, J C 2009, ‘The Craftsman’, Sennett R (eds), American Journal of Sociology, vol 115, iss 1, pg 265-267

Holmes, H 2015, ‘Transient Craft: Reclaiming the Contemporary Craft Worker’, Work, Employment and Society, vol 29, iss 3, pg 479–495.

Marcus, A 2017, ‘The Meaning of Craft: Craft Makers Descriptions of Craft as an Occupation’, in Stonorov, T 2017 (eds), The Design-Build Studio: Crafting Meaningful Work in Architecture Education,, T 2017, Taylor and Francis Online.

Pöllänen, S 2009, ‘Contextualising Craft: Pedagogical Models for Craft Education’, The International Journal for Art & Design Education, vol 28, iss 3, pg 249-260

Pöllänen, S 2013, ‘The meaning of craft: Craft makers’ descriptions of craft as an occupation’, Scandinavian Journal of Occupational Therapy, vol 20, iss 3, pg 217-227

Reynolds, F & Prior, S, 2006, ‘The role of art-making in Identity Maintenance: Case studies of people living with cancer’, European Journal of Cancer Care, vol 15, iss 4, pg 333–341

Shiner, L 2012, ‘Rethinking the Concept of Craft and its Relation to Art and Design’, Philosophy Compass, vol 7, iss 4, pg 230 – 244.

Thatch, A 2019, ‘Craft, Textile History’, Taylor & Francis Online, vol 50, iss 2, pg 244-248

Post 3: Real World Media Assignment One

I feel a disdain for the term digital detox. In Syvertsen and Enli’s article ‘Digital detox: Media resistance and the promise of authenticity’ they note that ‘the digital detox trend is characterized by nostalgia’ (Syvertsen and Enli, 2020 pg 1270) connoting the days before smartphones, childhood and freedom.

And yet, I am not sympathetic to this idea. I feel that because the article excludes the idea that today’s young people have not experienced life before technology, or a life they remember. A peer of mine in class similarly said that speaking of detox is a frustrating waste of time. I suspect this may be a symptom of others using the ‘digital detox’ as a Band-Aid on the bullet wound that is society’s larger dependence on technology, making detox only a dream or marketing ploy.

To detox would also be to disrupt a system of connectivity that would be equally detrimental to young people. As ‘Digital Detox’ was added to the dictionary in 2013 (Syvertsen and Enli 2020), the term FOMO (fear of missing out) was also included. The push for digital detox almost seems out of touch in today’s communication landscape as to be without social media is to be on the fringe in 2023.

However, digital rebellion is in my mind different, and I resonated greatly with Nick Briz’s glitch art. It lacks that aura of consumerism that digital detox has and directly challenges technology without any social consequences. And it makes art. This is the angel I would take to form a new relationship with technology.

Included in an image of my involuntary digital detox and my glitch art.

~ 267 Words

 

References:
– Briz, N 2015, THOUGHTS ON GLITCH[ART]v2.0, Briz website, accessed 19 March 2023, <http://nickbriz.com/thoughtsonglitchart/>
– Syvertsen, T. and Enli, G 2019, ‘Digital detox: Media resistance and the promise of authenticity. Convergence’, The International Journal of Research into New Media Technologies, 26(5-6), pg.1269–1283.

Bibliography:
– Buglass, S L et al, 2017 ‘Motivators of online vulnerability: The impact of social network site use and FOMO’, Computers in Human Behavior, 66 (1), pg 248-255
– Hodkinson C, 2019 ‘Fear of Missing Out’ (FOMO) marketing appeals: A conceptual model’, Journal of Marketing Communications, 25(1), pg 65-88,
– Kim, J et al, 2020, ‘Investigating ‘Fear of Missing Out’ (FOMO) as an extrinsic motive affecting sport event consumer’s behavioral intention and FOMO-driven consumption’s influence on intrinsic rewards, extrinsic rewards, and consumer satisfaction’, PLOS ONE, 15(12)