I enjoyed the conversational interview between Steve Gaynor and Michael Abbott. Very soothing voice, Michael Abbott has. They spoke about blogs and social media websites like Twitter giving fans a way to communicate directly with their favorite game designers. What I find interesting about this is that it diminishes the value of critics to an extent. Surely game developers like all artists yearn for some form of criticism from someone who’s knowledgeable of video games. But the biggest and most important critics of all are the players. I would imagine game developers are more concerned with the opinion of gamers than they are of a seasoned critic. Social media and sites like YouTube create a direct link between developers and the people playing their games. I’ve noticed that reviews are becoming less and less extensive overtime and perhaps this is due to this phenomenon.
Another interesting topic they discussed was whether a straight male could write about a queer female character. I was pleased to learn Gaynor did the proper research required to write about a queer character rather than pulling from overused gay character tropes. Because of this, the character Sam feels authentic.
Scott McCloud, in the beginning talks briefly about the history of comics and tried to explain when it all started. He talks about how comics are an invisible art form and that no one in the present is able to see it in its true form. He gives examples on how comics are all around us, but yet we fail to recognize it as a comic because of our own perception of what defines it, is blocking us from seeing it. When it came to talking about icons and talks about how we, the audience, are the ones identifying them; whether putting meaning or symbolism into it or not. McCloud explains the pictorial vocabulary that we are all involved in and how it’s split into three different parts all meaning different things; the picture plan, the reality, and the language. In chapter 3, he talks about how we heavily rely on closure and the faith it’s brought us. Closure is observing the parts but perceiving the whole; it allows us to connect things and mentally construct a continuous, unified reality.
In chapters 1 through 3, McCloud covered a lot and it was a lot to take in. He talked about how comics affect us today in the present and how we don’t realize how involved we are with them. When he gave an example on how our own perception of comics, defined it, I was honestly mind-blown because I have never thought about it in that perspective. When he moved onto icons and symbolism in chapter 2, I felt refreshed looking at icons in a different point of view. He stated how we identify them and that we’re always putting some sort of our identity into it which backs up the concept of symbolism and ideas. In chapter 3, I always acknowledged the idea of closure, but I didn’t know that everybody had the ability to do so too. I thought that closure was something from an artists’ point of view that others may not understand.
IAM’s SL island is up for an Avi Choice Award for “Favorite Art Gallery”
IAM’s SL island is up for an Avi Choice Award for “Favorite Art Gallery”.
If you’d like to vote for our island to win, visit: http://avichoiceawards.wordpress.com/vote-for-your-favorite/vote-misc-categories/
If you have an SL account you can visit our island by using this slurl: http://slurl.com/secondlife/I%20AM%20Columbia/128/128/22
If you don’t yet have an SL account and would like to try it out, you can download SecondLife for free at secondlife.com!
Our island has been in the news lately with the work of Man Michinaga (Patrick Lichty) and Ti Mosienko’s (Andrew Oleksiuk) Decentralized Networker Congress 2012.
“There is this wonderful American artist, Patrick Lichty, who built a sculpture of my brain and tumour in Second Life.”
“Artist Patrick Lichty used Iaconesi’s MRI data to make a 3D model of his brain tumor and posted it on the website Thingiverse. So now anyone with a 3D printer and an Internet connection can reproduce it. Thanks to Lichty, Iaconesi’s tumor also exists in the virtual world Second Life.”
IAM students and faculty exhibited work in conjunction with the Decentralized Networker Congress 2012 international network art festival November 2-4. The 2012 festival was held in honor of the 20th anniversary of the Decentralized World Wide Congress held in 1992. Gallery spaces in Canada, Serbia, Germany, United Kingdom, Argentina, Italy and USA hosted artists from all over the world. Hundreds of artists exhibited collage, visual poetry, intermedia, performance, video, 3D graphics, and multimedia in a variety of formats: web, email, telephony, mail, virtual worlds and streaming video. Students from Media Theory and Design classes participated in group mail art actions in collaboration with instructor Andrew Oleksiuk. Janell Baxter, Claudia Laska, Jason Geistweidt, Patrick Lichty and Janet Rooney also participated with interviews, conversations and artwork streamed live from the Interactive Art and Media’s “I AM Columbia” virtual world art space.