Pages

Monday, December 13, 2010

Bibliography

1. Abel, Ernest L., and Barbara E. Buckley. The Handwriting on the Wall. Westport, CT: Greenwood, 1977. Print.

2. Barbara, Kantrowitz, and Rogers Adam. "Digital Graffiti." Newsweek 124.17 (1994): 10. EBSCOhost. Web. 29 Nov. 2010.

3. Birke, Sarah. "Painting the Town." New Statesman 136.4839 (2007): 15-16. EBSCOhost. Web. 1 Dec. 2010.

4. Exit through the Giftshop. Dir. Banksy. Paranoid Pictures, 2010. DVD.

5. Grant, Christopher M. "Graffiti: Taking A Closer Look." The FBI Law Enforcement Bulletin. August 1996: 11-15.

6. Hundertmark, Christian. Art Of Rebellion: World of Streetart. Aschaffenburg: Publikat Verlag, 2003. Print.

7. McGee, Barry, Federico Sarica, and Kyri Chenven. Dumbo: Acts of Vandalism and Stories of Love. Bologna: Damiani Editore, 2007. Print.

8. ONEEIGHTTHREE.COM. Butter Beats, 2002. Web. 4 Dec. 2010. .

9. Pizer, M.D., Evan F. "Don't Glorify Graffiti." Editorial. New York Times 8 Feb. 2001: 6. Web.

10. Rahn, Janice. Painting Without Permission: Hip-Hop Graffiti Subculture. Westport, CT: Bergin & Garvey, 2002. Print.

11. Walsh, Michael. Graffito. Berkeley, CA: North Atlantic, 1996. Print.

12. Wild Style. Dir. Charlie Ahearn. Rhino Home Video, 1983. DVD.

13. Zandonella, Catherine. "Long-Distance Doodles." New Scientist 171.2299 (2001): 22. EBSCOhost. Web. 29 Nov. 2010.

sources

Web pages
1. "Stanley Kubrick Quotes." Quotes and Quotations at BrainyQuote. Web. 13 Dec. 2010. http://www.brainyquote.com/quotes/authors/s/stanley_kubrick.html.

2. Book, By The. "Stanley Kubrick." Wikipedia, the Free Encyclopedia. Web. 13 Dec. 2010. http://en.wikipedia.org/wiki/Stanley_kubrick#1950s:_Fear_and_Desire.2C_Killer.27s_Kiss.2C_The_Killing_and_Paths_of_Glory.

3. /, Were, and Clockwork /. "Stanley Kubrick." Tin Toy Robots, Space Toys, Model Kits, Movie Posters: Sci-Fi Station. Web. 13 Dec. 2010. http://www.scifistation.com/kubrick/kub_index.html.

4."IMDb Search." The Internet Movie Database (IMDb). Web. 13 Dec. 2010. http://www.imdb.com/find?s=all&q=Stanley kubrick.

Web page Articles
5."Dr. Strangelove :: Rogerebert.com :: Great Movies." Rogerebert.com :: Movie Reviews, Essays and the Movie Answer Man from Film Critic Roger Ebert. Web. 13 Dec. 2010. http://rogerebert.suntimes.com/apps/pbcs.dll/article?AID=/19990711/REVIEWS08/907110301/1023.

6. Crowther, Bosley. "Dr. Strangelove (1964)." Movie Review - Dr.Strangelove. New York Times, 12 Dec. 2010. Web. 13 Dec. 2010. http://movies.nytimes.com/movie/review?res=EE05E7DF173DE367BC4950DFB766838F679EDE.

Books
7. Walker, Alexander. Stanley Kubrick Directs. New York: Harcourt Brace Jovanovich, 1971. Print.

8. Kagan, Norman. The Cinema of Stanley Kubrick. New York: Continuum, 1989. Print.

9. Walker, Alexander, Sybil Taylor, and Ulrich Ruchti. Stanley Kubrick, Director. New York: Norton, 1999. Print.

10. Duncan, Paul. Kubrick. Harpenden: Pocket Essentials, 1999. Print.

Sunday, December 12, 2010

Bibliography

Here are my sources, 3 books, 3 articles, 3 web, 1 video. My paper is also finished, are supposed to post it here?

Adams, W. Ernest. “Will computer games ever be a legitimate Art form?”. Journal of Media Practice Volume 7 Number 1 © Intellect Ltd 2006
Article. English language. doi: 10.1386/jmpr.7.1.67/1
.

Crawford, Chris. On Game Design. Copyright 2003 by New Riders Publishing.

Grossman, Lev. “The Art of the Virtual.” Time, 0040781X, 11/8/2004, Vol. 164, Issue 19

Hall, Stefan. “Video Games as Collaborative Art”. Copyright Phi Kappa Phi Forum.

Jenisch, Josh. The Art of the Video Game. Copyright 2008 by Josh Jenisch. Distributed by Chronicle Books.

Juul, Jesper. Half-Real. Copyright 2005 Jesper Juul. MIT Press.

Riot Games. “League of Legends”.

Vsauce. “Top 7 Video Game Mods: V-LIST #6”. Youtube.com.

Wikipedia. “Silent Hill (video game)”.

Wikipedia. “Crysis”.

Monday, December 6, 2010

Outline

Are Video Games Art or Not?

1.Intro/thesis

2.Talk about the views of people who think games are not art.

3. Talk about the views of people who think games are art.

4. After explaining both sides of the argument I will talk about my opinion, on if I think games are art or not.

5. Conclusion

Susion Bib

Works Cited

"Amazon.com: What Video Games Have to Teach Us About Learning and Literacy (9781403961693): James Paul Gee: Books." Web. 06 Dec. 2010. .

Asakura, Reiji. Revolutionaries at Sony: the Making of the Sony PlayStation and the Visionaries Who Conquered the World of Video Games. New York: McGraw-Hill, 2000. Print.

Newman, James, Iain Simons, and Eugene Jarvis. Difficult Questions about Video Games. Nottingham, U.K.: Suppose Partners, 2004. Print.

Wolf, Mark J. P., and Bernard Perron. The Video Game Theory Reader. New York: Routledge, 2003. Print.

Wolf, Mark J. P. The Medium of the Video Game. Austin: University of Texas, 2002. Print.

Video games can never be art

By Roger Ebert on April 16, 2010 9:50 pm

Are Video Games Art?

Analysis by Robert Lamb

Are Video Games Art?

By Aaron Smuts

Erika Galvez Work Cited

Dada: The Revolt of Art by Marc Dachy

A Companion to Modernist Literature and Culture by David Bradshaw Kevin DH Dettmar

Dada’s on Art

Jasper Johns by Fred Orton

Jonathan Zmek Bibliography

Bibliography
Books
1. Richie, Donald. The Films of Akira Kurosawa. Berkeley, CA: University of California, 1998. Print.
2. Galbraith, Stuart. The Emperor and the Wolf: the Lives and Films of Akira Kurosawa and Toshiro Mifune. New York: Faber and Faber, 2002. Print.
3. Prince, Stephen. The Warrior's Camera: the Cinema of Akira Kurosawa. Princeton, NJ: Princeton UP, 1991. Print.
4. Kurosawa, Akira. Something like an Autobiography. New York: Vintage, 1983. Print.

Articles
5. Bock, Audie, and Rob Edelman. "Kurosawa, Akira." Encyclopedia of Film Directors. Print.
6. Russel, Catherine. "Men With Swords and Men With Suits: The Cinema Of Akira Kurosawa." Cineaste (2002): 4-13. Print.
Online Articles
7. Time, By This. "Akira Kurosawa." Wikipedia, the Free Encyclopedia. Web. 26 Nov. 2010. .
8. "Great Performances . Kurosawa | PBS." PBS: Public Broadcasting Service. Web. 26 Nov. 2010. .

Erika Galvez Outline

Dada
1. Intro/
2. History/meaning
3. Key players
4. Dada & Fluxus connections
5. Conclusion

Works Cited

"Horror Quotes." Quotes and Quotations at Brainy Quote. Brainy Quotes. Web. 01 Dec. 2010 http://www.brainyquote.com/quotes/keywords/horror.html.

Hanich, Julian. Cinematic Emotion in Horror Films and Thrillers: the Aesthetic Paradox of Pleasurable Fear. New York: Routledge, 2010.Print

Conrich, Ian. Horror Zone the Cultural Experience of Contemporary Horror Cinema. London [u.a.: Tauris, 2009. Print.

Hutchings, Peter. The Horror Film. Harlow, England: Pearson Longman,2004. Print.

Schneider, Steven Jay. Horror Film and Psychoanalysis: Freud's Worst Nightmare. New York: Cambridge UP, 2004. Print

Jones, Malcolm. "The Mother of All Horror Films." Newsweek 18 Jan 2010: 58-61. Print
1987, By. "Computer Arts - The History of Photoshop." Computer Arts - Home. Web. 06 Dec. 2010. .
This article is was good to help me understand the transition of calculating computers used for art and computers design for art used to create it. With the advancement of hardware, the tech artists were born. Finally an artist who was skilled in visual art could use the computer as a digital canvas.

Andersen, Geoff. The Telescope: Its History, Technology, and Future. Princeton, NJ: Princeton UP, 2007. Print.
The Telescope proves my point that the telescope was first and foremost a scientific instrument. The beautiful pictures taken by the hubble and some land based telescopes are a side effect of the science conducted by astronomers. But still, those images still retain their importance as art pieces to the public.

Brown, Paul. White Heat Cold Logic: British Computer Art 1960-1980. Cambridge, MA: MIT, 2008. Print.
This book tells the story of some of the first art pieces made by computers in the early 1960's to the 1980's. I haven't been able to get my hands on this book yet but I suspect that it will be interesting to understand the method and motive of the first people to use a calculating machine as a means for art.

Crompton, Samuel Willard. The Printing Press: Transforming Power of Technology. Philadelphia: Chelsea House, 2004. Print.
The printing press is a good source on the early technology and uses for the printing press. After the printing press was invented a wealth of knowledge could finally get out to more people, sparking a revolution in thought: the Renaissance. The printing press, technology originally intended to spread thought created a time of discovery and curiosity. It lead to some of the greatest art in human history, and more directly lead to the process of modern printing, the best way to have a physical form of a visual based art made on a computer.

Kerrod, Robin, and Carole Stott. Hubble: the Mirror on the Universe. Richmond Hill, Ont.: Firefly, 2007. Print.
This book has been great in helping prove my point that astronomy images taken by telescopes can be art. Telescopes typically built for the scientific value of seeing small odjects as though they were close, but once hubble came into the picture astronomy became art in some ways.This book is filled with a few hundred exposures of objects in space, and I think it's art. Pitures like the ones in this book move me just as much or more than any painting I've viewed.

Veasey, Nick. X-ray: See through the World around You. New York: Viking Studio, 2008. Print.
The x-ray was first created as a medical device. To this day the x-ray has very practical uses in the world, still mostly medical. This book is a great example of technology being used directly to make art. The ghostly images in this book art truly stunning and chilling. This adds to my overall point that scientific equipment, in the hands of an artist, can create new and wonderful art.





Current Work Cited

Works Cited
1982, By. "Home Computer." Wikipedia, the Free Encyclopedia. Web. 06 Dec. 2010. .

1995, By Late. "History of Video Game Consoles (fourth Generation)." Wikipedia, the Free Encyclopedia. Web. 06 Dec. 2010. .

"Activision." Wikipedia, the Free Encyclopedia. Web. 06 Dec. 2010. .

Anderson, By John. "Features: Who Really Invented The Video Game?" Classic Computer Magazine Archive. Web. 06 Dec. 2010. .

Generation, By. "History of Video Game Consoles (first Generation)." Wikipedia, the Free Encyclopedia. Web. 06 Dec. 2010. .

"History of Video Game Consoles (second Generation)." Wikipedia, the Free Encyclopedia. Web. 06 Dec. 2010. .

"History of Video Game Consoles (third Generation)." Wikipedia, the Free Encyclopedia. Web. 06 Dec. 2010. .

"History of Video Games." Wikipedia, the Free Encyclopedia. Web. 06 Dec. 2010. .

Kent, Steve L. The Ultimate History of Video Games: from Pong to Pokémon and beyond : the Story behind the Craze That Touched Our Lives and Changed the World. Roseville, CA: Prima Pub., 2001. Print.

Loguidice, Bill, and Matt Barton. Vintage Games: an Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time. Boston: Focal/Elsevier, 2009. Print.

Newman, James. Playing with Videogames. London: Routledge, 2008. Print.

Whalen, Zach, and Laurie N. Taylor. Playing the Past: History and Nostalgia in Video
Games. Nashville: Vanderbilt UP, 2008. Print.

Outline

The Great Debate: Are Video Games Really Art?

1: Intro/Debate
1a: Ebert's Debate and Rebuttle
2: Shadow of the Colossus
3: Mass Effect
4: Heavy Rain
5: Braid
6: Super Mario Bros
7: Little Big Planet
8: Bio Shock
9:Conclusion

*Games Subject to Change*

My Outline (Suresh)

Thesis:  I will explore how the Internet is revolutionizing media in regards to politics and the monopoly traditional media has had and its influence.
|.  What is new media?
    A.  Internet made it possible
    B.  Types of new media
         1. Influence politics and politicians
         2. Influence public opinions
         3. Counter propaganda
        4. New media and power
 II.  The problems with old media
    A.  Monopoly of information
        1.  96% of old media controlled by 6 men
    B.  Has an agenda
VII.  Conclusion
    A. Summary


Bibliography:

2002, By Late. "Wikipedia." Wikipedia, the Free Encyclopedia. Web. <http://en.wikipedia.org/wiki/Wikipedia>.
"Academe and the Decline of News Media - The Chronicle Review - The Chronicle of Higher Education." Home - The Chronicle of Higher Education. 15 Nov. 2009. Web. <http://chronicle.com/article/Academethe-Decline-of/49120/>.

Boehlert, Eric. Bloggers on the Bus: How the Internet Changed Politics and the Press. New York: Free, 2009. Print.

Browning, Graeme. Electronic Democracy: Using the Internet to Transform American Politics. Medford, NJ: CyberAge, 2002. Print.

Duffett, Helen. "Do Tweets Win Seats? – Micro-blogging and Politics." Liberal Democrat Voice | Our Place to Talk. 28 Sept. 2010. Web. <http://www.libdemvoice.org/do-tweets-win-seats-microblogging-and-politics-20980.html>.

Folkenflik, David. "A Roundtable on Campaign Coverage : NPR." A Roundtable on Campaign Coverage. NPR. NPR, 11 Feb. 2008. NPR : National Public Radio : News & Analysis, World, US, Music & Arts : NPR. 11 Feb. 2010. Web. <http://www.npr.org/templates/story/story.php?storyId=18881616>.

Gillmor, Dan. We the Media: Grassroots Journalism by the People, for the People. Beijing: O'Reilly, 2006. Print.

Harper, Jennifer. "Obama's Positive Press Sets Record - Washington Times." Washington Times - Politics, Breaking News, US and World News. 6 Dec. 2008. Web. 13 Dec. 2010. <http://www.washingtontimes.com/news/2008/dec/06/obamas-positive-press-sets-record/>.

Kush, Christopher. Cybercitizen: How to Use Your Computer to Fight for All the Issues You Care about. New York: St. Martin's Griffin, 2000. Print.

Margolis, Michael, and David Resnick. Politics as Usual: the Cyberspace "revolution" Thousand Oaks: Sage Publications, 2000. Print.

Orwell, George. "A Citizens Guide to Understanding Corporate Media Propaganda Techniques." Canada's Housing Bubble. EarthBlog News, 9 Jan. 2010. Web. <http://canadabubble.com/bubble-watch/341-a-citizens-guide-to-understanding-corporate-media-propaganda-techniques.html>.

"The Potential of Microblogging to Become a Milestone | Interlocals." Interlocals | Interlocals. 29 Mar. 2010. Web. <http://interlocals.net/?q=node/338>.

"Social Network Service." Wikipedia, the Free Encyclopedia. Web. <http://en.wikipedia.org/wiki/Social_network_service>.

Stelter, By Brian. "Politics | Obama Harnesses Power of Web Social Networking | Seattle Times Newspaper." The Seattle Times | Seattle Times Newspaper. 7 July 2008. Web. <http://seattletimes.nwsource.com/html/politics/2008036639_obamaface07.html>.

Works Cited - Rob D

Reed, T.V. The Art of Protest: Culture and Activism from the Civil Rights Movement to the Streets of Seattle. Minneapolis, MN: University of Minnesota Press, 2005.

Phillips, Peter., ed. Project Censored Guide to Independent Media and Activism. New York, NY: Seven Stories Press, 2003.

Opel, Andy. Micro Radio and the FCC: Media Activism and the Struggle Over Broadcast Policy. Westport, CT: Praeger Publishers, 2004.

Leung, Ambrose, and Cheryl Kier. "Music preferences and civic activism among young people." Journal of Youth Studies August 2008: 445-460.

Powers, Ann, Eddie Vedder, Boots Riley, Amy Ray, Carrie Brownstein, and Tom Morello. "The Power of Music." Nation 1/13/2003: 11-17.

Wikipedia. "Activism." Wikipedia, the Free Encyclopedia. 4 Dec. 2010. 6 Dec. 2010.

Wikipedia. "Media Activism." Wikipedia, the Free Encyclopedia. 4 Dec. 2010. 6 Dec. 2010.

Sunday, December 5, 2010

Works Cited - Becca

Works Cited

Auzenne, Valliere Richard. The Visualization Quest: a History of Computer Animation. Rutherford, NJ: Fairleigh Dickinson UP, 1994. Print.

Behrens, Roy. "Art, Design and Gestalt Theory." Leonardo Online 38.1 (2005): 77-79. Print.
Blount, Steve, comp. "Crossover Artists." Computer Art and Design Annual (1991): 34-39. Print.

Blount, Steve, comp. "Design In The Age of Microcomputers." Computer Art and Design Annual (1991): 14-29. Print.

Blount, Steve, comp. "Significant Unknown Developments of 1990-1991." Computer Art and Design Annual (1991): 30-33. Print.

Blount, Steve, comp. "Why Ask Why?" Computer Art and Design Annual (1991): 8-13. Print.

Carlson, Wayne. "An Historical Timeline of Computer Graphics and Animation." Department of Design. Ohio State University, 1 Jan. 2004. Web. 02 Dec. 2010. .

Carlson, Wayne. "ID 797 - History of Computer Graphics and Animation." Department of Design. Ohio State University, 1 Jan. 2004. Web. 02 Dec. 2010. .

Dietrich, Frank. "Visual Intelligence: The First Decade of Computer Art (1965-1975)." IEEE Computer Graphics and Applications 5.7 (1985): 33-45. Print.

Hertz, Paul. "Art, Code and The Engine of Change." Art Journal Spring (2009): 59-75. Print.
"Jason Salavon." Wikipedia, the Free Encyclopedia. Ed. Wikipedia. 1 Nov. 2010. Web. 02 Dec. 2010. .

Lansdown, John, and Rae A. Earnshaw. Computers in Art, Design, and Animation. New York: Springer-Verlag, 1989. Print.

Meggs, Philip B. A History of Graphic Design. New York: John Wiley & Sons, 1998. Print.
O'Neill, Brook. "Data Sets." University of Chicago Magazine Mar.-Apr. 2009: 0. Web.

Promey, Sally, and Miriam Stewert. "Digital Art History." American Art Summer 11.2 (1997): 36-41. Print.

Promey, Sally. "Digital Art History." American Art Summer 11.2 (1997): 36-41. Print.

Self-Censoring, By. "Archive of Early Computer Art, 1952-1978." Hyperallergic — Sensitive to Art and Its Discontents. 1 May 2010. Web. 02 Dec. 2010. .

Vartanian, Hrag. "Archive of Early Computer Art, 1952-1978." Hyperallergic — Sensitive to Art and Its Discontents. 1 May 2010. Web. 02 Dec. 2010. .

Wikipedia. "Computer Art Scene." Wikipedia, the Free Encyclopedia. 28 Oct. 2010. Web. 02 Dec. 2010. .

Wikipedia. "Computer Graphics." Wikipedia, the Free Encyclopedia. 1 Dec. 2010. Web. 02 Dec. 2010. .

Wikipedia. "Computer Graphics." Wikipedia, the Free Encyclopedia. 1 Dec. 2010. Web. 02 Dec. 2010. .

Wikipedia. "Frieder Nake." Wikipedia, the Free Encyclopedia. 12 Nov. 2010. Web. 02 Dec. 2010. .

Wikipedia. "Georg Nees." Wikipedia, the Free Encyclopedia. 15 Nov. 2010. Web. 02 Dec. 2010. .

Outline - Becca


The Early Years of Computer Art 1950-1995
I. Artist or Scientist?
a. Early Work and Shows
b. Early Technology
c. Early Pioneers
II. Collaboration
a. Artists and Scientist Work Together
b. Early Pioneers
III. Graphic Languages and Systems
a. 1950-1985
i. Pioneers
b. 1985-1995
i. Pioneers
IV. Image Progression Throughout The Years

Monday, November 29, 2010

paper outline

Eddy Einikis
Paper Outline
Intro - Thesis: Designing and playing games can be an art, despite it making a profit or its intentions.
Part 1 – Definitions
- Games as art, game design as an art form
- Games as a medium for art
- Quotes and paraphrases of other known definitions for both of the above
Part 2 – Game Design and the End Products
- Examples of games that can be considered art and how so
- Parts of game development that are creative and why
Part 3 – Creative Gameplay and Games as a Medium
- Examples of games in which players have produced art
Minecraft
The Sims
Certain Tycoon/World building games
(more possible additions here)
- Why player creations can be art
Conclusion – Restating thesis, summary of argument

Research Paper Outline

Activism in Media

Section 1: Introduction of activism in media

Section 2: History of media activism

Section 3: Current/recent media activism

Section 4: Impacts of activism/does media activism work?

Section 5: Personal view of activism/closing

Outline Jonathan Zmek-Akira Kurosawa

Jonathan Zmek
200179
36-2000-01
Andrew Oleksiuk
Akira Kurosawa

I. Introduction
II. Life
III. Films
Sanshiro Sugata/Judo Saga (Sugata Sanshiro) (1943)
The Most Beautiful (Ichiban Utsukushiku) (1944)
Sanshiro Sugata Part II/Judo Saga Part II (Zoku Sugata Sanshiro) (1945)
Those Who Tread on the Tiger’s Tail (Tora no o wo fumu otokotachi) (1945)
Those Who Make Tomorrow (Asu o tsukuru hitobito) (1946)
No Regrets for Our Youth (Waga seishun nu kuinashi) (1946)
One Wonderful Sunday (Subarashiki nichiyobi) (1947)
Drunken Angel (Yoidore Tenshi) (1948)
The Quiet Duel (Shizukanaru ketto) (1949)
Stray Dog (Nora inu) (1949)
Scandal (Shubun) (1950)
Rashomon (1950)
The Idiot (Hakuchi) (1951)
Ikiru (Living/To Live) (1952)
Seven Samurai (Shichinin no samurai) (1954)
I Live in Fear/To Live in Fear (Ikimono no kiroku) (1955)
Throne of Blood (Kumo no su-jo) (1957)
The Lower Depths (Donzoko) (1957)
The Hidden Fortress (Kakukshi toride no san akunin) (1958)
The Bad Sleep Well (Warui yatsu hodo yoku nemuru) (1960)
Yojimbo (1961)
Sanjuro (Tsubaki Sanjuro) (1962)
High and Low (Tengoku to jigoku) (1963)
Red Beard (Akahige) (1965)
Dodes’ka-den (Dodesukaden) (1970)
Dersu Uzala (1974)
Kagemusha (The Shadow Warrior) (1980)
Ran (1985)
Dreams (Yume) (1990)
Rhapsody in August (Hachigatsu no kyoshikyoku) (1991)
Madadayo (1993)

IV. Conclusion

Outline - Stanley Kubrick

1. Introduction of paper.
2. History of how Kubrick started his film career.
3. Kubricks work as a film maker.
           Fear and Desire
           Killers Kiss
           The killing
           Paths of Glory
           Spartacus
           Lolita
           Dr. Stranglove
          2001: Space Odyssey
          A ClockWork Organge
          Barry Lyndon
          The Shinning
          Full Metal Jacket
          Eyes Wide Shut

4. how his work has influenced today's movies.
        His work on society
5. Closing comments, summary of paper.

kris

Outline on Game evolution

I. Intro

a. Talk about how video games were like originally.

b. Talk about some of the new advances in technology and where we are at today.

II. Begin transition of video games as well as the start of genres.

a. Talk about games such as pong which were at the very beginning of the age of video games as well as humans interacted with such games as well as the systems that were out at the time.


b. Talk about things such as arcades which at the time were far more popular than they are today.

III. New consoles


a. Talk about the rise of consoles such as the intellivision and the commodore 64 and gaming at home.

b. Continue onward towards newer consoles such as the Nes and some more ground breaking games.

IV. Game evolution beginning of genres as well as transition from 8 bit to 16 bit gaming.

a. Talk about genres such as platforms as well as the competition in the game industry. As well as the rise of sega and nintendo creating systems like the Sega Genesis and Super nintendo.

b. beginning of portable game systems such as the game boy and game gear.

V. Rise of 3-d games stronger pc's beginning of online multiplayer and rise of sony

VI. Where we are at today with things such as Mmorpgs as well as new innovations.

Outline for Paper

Introduction:Introduction to horror films.

First topic: Description of horror movies before technology and examples. What made them popular and how it got a hold of the audiences attention.

Second topic: Descirption of horror films after technology has been introduced to the genre. Give examples and what was exciting about the addition to the genre.

Final topic: Comparison of the two topics and how they are similar and different.

Research Paper Proposal

For my research paper I want to look at media activism and the effects it might have on generations. Ranging from folk rock to silent films, there are forms of activism stretching from as far back as there was really art. Taking both an objecting and at the summation of the research paper, a subjective critique of activism in all forms of media, I hope to create a desirable reading for those interested in any type of media activism.

Final Paper

I had a hard time deciding what I wanted to do my paper on so I finally decided on writing about Stanley Kubrick. I have seen most of his movies and he happens to be one of my favorite directors as well. I have done some research on him before and find his movies and directing style have helped develop the great movies of today into what they are. In my paper I will discuss how he started the age of great special effects, and how his work has influenced future movies.

kris

Sunday, November 28, 2010

paper proposal

I will research my initial idea of art in games, which will cover or at least touch on both game developers as artists and user generated content. I plan on writing a bit about my definition of art compared to known game designers and writers, and transition into games as art. After writing about a few examples of such games, I'll get to user generated content. I will likely use games such as Minecraft and the Sims as examples in this section. I may or may not mention Second Life because it's technically not a game. I have a few books relating to these topics already, one of them by Chris Crawford, a well known game designer with very specific views on games and art. I'll also end up using several web sources as well as my own experience in gaming.

Tuesday, November 23, 2010

Final Paper-Jonathan Zmek

For my final paper I would like to write about Akira Kurosawa. He is a Japanese filmmaker that had great influence on cinema and other art forms as well. I have seen all of his films, and read several books about him. Looking in the library, there are many articles and books available that discuss him. What my paper would focus on would be his importance as an artist and director.

Monday, November 22, 2010

Proposal for Final

After this weekend, I thought long and hard about the subject I originally planned to do. I couldn't exactly get into the research of the video game market like I planned. I'd like to direct my new subject to being the broad analysis of slow motion in cinematography. The specifics will depend on some of the new research I plan on doing sometime this week but I thought this would be a more fitting one for me to do. Slow motion in itself is a widely used technique in many videos and films that can be expressed in a culture that cannot do without it. I'd like to dive deep into the idea of what slow motion exactly is and why and how we tend to use them generally as a technique of art. The amazing effect slow motion gives audiences of respective genres may be a worth looking into as well. This may still be too broad in itself but it does give birth to many different approaches I can take within a simple handed technique and give it a scope in which explains its existence in some areas of media. I'd still like to know your thoughts on this change of subject as well.

Proposal - Suresh

I've been researching a few ideas but have not yet come to a specific focus for the essay.  I have narrowed it down to 1) military recruitment and video games, 2) propaganda and video games, or 3) new media and alternative news.   I guess the common thread in these topics is propaganda or countering it, and it is one of great interest to me.   Yet, I want to focus on one that is most relevant to the class.  Also, I am concerned there is not a large amount of books and other published materials on the these subjects.  So far I am only seeing a couple of books on the topics combined.  It looks like i will have to discuss this further in which direction to proceed.

No Class

No Class tonight as I am ill. Please still post your paper proposals. FOr next week write an outline of your paper.

My proposal

I am researching multiplayer culture. I play a lot of experience playing them but would like to know about different culture with in these games. The way people react to one another can be different depending on the game. On my venture to the library i picked up four books. One of which is a book called communities of play. It is an ethnography about player interaction as well as how player interact with environments. I will also talk about different sub genres of these multiplayer games. I am not entirely sure if i should do only online games or talk about games with local multiplayer as well. This is what I have so far.

UNdecided

For my final paper I really cannot come to a solid decision. I started wanting to do something with Video Art but the more I looked into it the more I thought other wise. I looked at books in the library and found that It was something that I already knew a little about. Thus I thought it would be boring looking at the information I already knew.
I want to write about something that I don't know much about but still peaks my interest. I wan't to be able to learn about something during this process. Then I looked into stamp are and it peaked my interest. I am now sure how ever if I want to have a more broad category in which I will do history of stamp art. But I also may want to narrow it down in which case I will do a specific artist, but that might be short on info. I am currently torn on what I want too do so I will be making another trip to the library soon.

Wednesday, November 17, 2010

For Nov 22 - Paper proposal

For Nov 22, please blog about your proposed final paper project. You can change your proposal later, if necessary, but I want to know what subjects you are researching. Please write at least 10 sentences about your proposed topic, your research so far (trip to the library, or library database) and the results of your findings.

Sunday, November 14, 2010

No Reading Response

There will be no reading response this week. Please think about your paper topic and be prepared to discuss and further research it.

Monday, November 8, 2010

As We May Think-Jonathan Zmek

It really is amazing how accurate Bush was in predicting our future. The way that technology has changed since 1945 is immense. Someone taken directly from that era and placed into ours would be astounded to see how much we have changed from them. We can fantasize about how the technology will be in the future, but in actuality, our fantasies will eventually become reality. Jetpacks, flying cars, matter displacement devices, hyper-realistic virtual reality, all of these things seem like something out of a science fiction film, but it's entirely possible that we will see all of these things within the next fifty years.

As We May Think - Reading Response (Suresh)

Vannevar Bush was a true visionary.  He correctly predicted technologies that dominate our lives to day.  The personal computer and the internet is very close to what he is describing as the tools of the future.  This is particularly impressive being that he wrote this article in 1945.  Although the microchip made many of these predictions possible today, he explains how they can be done with the technology of his era.  He even foresaw the advent of computer networking.  Furthermore, we still have not developed the ideas he thought possible near the end of the article.  There are developments in progress in new human interfaces yet we are have not come close to such an intuitive type that Bush predicts can happen in the future, where we link directly to the brain.

As We May Think- Erika Galvez

When i first started reading this article i questioned whether or not i had gotten the right link. The topic of science seemed unrelated to our usual lectures, but the more i read i started to see a connection between the two. The fact that this article was written back in 1945 could go unnoticed since a lot of the topics discussed still apply today. "The world has arrived at an age of cheap complex devices of great reliability; and something is bound to come of it." He was so right! His visions on photography alone are eerily close. "The cord which trips its shutter may reach down a man's sleeve within easy reach of his fingers". Just the other day i got a remote for my DSLR, which is basically what he described. He actually describes a lot of the technologies we use today and currently take for granted. Digital photography, information compression thanks to computer chips and processors,e-books, just to name a few. I really can't wait to see what comes out of our generation 65 years from now. We have certainly come a long way.

-As we May think Tommy Kaltsas

The article gives us a bit of history behind humanity as well as it's relation to technology. We are constantly becoming more and more reliable on machines to do what would normally take us too long to do ourselves. I do not think think that is wrong so long as we still hold the knowledge as well. Technology constantly becomes produced at a much faster rate. When one looks at the creation of fire up to the creation of the wheel there is a tremendous amount of time between those two steps. Now within a couple of centuries we have cars, electricity, the internet and much more. Humanity is constantly on the verge of creating something new. Whether it's use is for better or worse is one of many factors involved. What this article left me to think about is where humanity is going along with it's technology. Will we strive or will we destroy everything in our path including ourselves? In the end only time will tell.

Reading Response - As We May Think

As I began reading the article this week, I felt lost adrift a sea of words and science that I am no longer familiar with. I was struggling as I tried to remember my high school science classes: Biology, Chemistry and Physics. I have some friends in California who I hesitated to ask their opinions of the topics covered in the first section of As We May Think. I don't know what they're specializing in within the science field, just that they are getting a degree in it and a few consequently getting their Masters as well.

Many of the objects everybody in the United States take for granted, myself included, are extremely complex but reliable which is very different from their initial inception. None of the masses truly think about how lucky we are to live in this time where everything in more compact, more durable, and more efficient than what use to be cutting edge. The original telephone? Now we have phones that are about the size of a credit card and have storage that puts original computers to shame and internet that is tens of times faster than the original speeds.

As We May Think - Becca

This article completely fascinated me. I kept checking to be sure it really was written in 1945. Bush was truly a visionary. It's amazing that only 65 years ago, all of the basics and tools we needed were available to put us into the information age we are in today. Can you imagine 65 years from now? With the advances in technology and the building blocks we have today, there seems to be no limit to what we can do. Will our cars fly like the Jetson's? Can we eliminate the need for oil? A cure for cancer? This article makes all of those things seem not only possible, but a certainty.

The section regarding the "memex" was incredibly fascinating. Bush created the personal network and internet. A few more steps and he was in present day. I enjoyed the idea of the "trail", saved in history to see again. Such an intuitive thought, and so realistic to the way the human mind works, while setting it to the tune of technology. After reading this I was much more conscious of my own trails while working on my computer. How one thought lead to the next and suddenly I had been online, searching the world wide web for hours.

Sunday, November 7, 2010

Blog post

This article was pretty interesting to me and I agree with it. Ideas of new technology like the computer and the internet were around almost since the time of man, but there wasn't much resources and technology around back then to bring it to life.

Tuesday, November 2, 2010

Monday, November 1, 2010

Performance Scores

BODY BEAT
Clasp your hands tightly together, fingers interlaced. Hold very still ike this until you can feel your pulse through your fingers. Count out 40 beats of your pulse and release.

YUM LOVE
On a saltine cracker with a non-toxic marker (color of your choosing) write the name of someone in your life who you know supports you. Eat the cracker. Lick lips afterward.


SUMMER MEADOW PORTRAIT
Pick a handful of yellow dandelions. While pinching the base of the flower, use them to paint on a white sheet of paper. Optional: spray glue over the paper after to keep the bits and petals of flower that have been left behind on the paper. Nice texture.

ANTI-CATCH
Can be performed with two or more participants. One participant throws a lightweight ball (i.e. beach ball, volleyball, dodge ball) to another participant. This second participant does not catch the ball, but waits until it has come to a rest on the ground before picking it up and throwing it to someone else (either the first participant again, or another participant). This next person, again, will not pick up the ball until it has come to a rest. Continue until everyone has thrown the ball at least once.

SLIP AND FIVE
Two performers wear soft wool socks and run towards each other on a hardwood surface. As they approach each other, they should skid to a stop, sliding past each other. High fives should be exchanged as they pass.

PRISON BREAK
A long sleeve shirt and pants should be worn for this performance. A performer stands, arms extended against a wall while others apply many pieces of masking tape, no longer than 6 inches each to this performer - one end of a piece of tape stuck to the performer's clothing, and the other end stuck to the wall. Once the performer is taped to the wall, he or she breaks free, pulling their arms, legs, and body off the wall while yelling in triumph.

Monday, October 25, 2010

Performance Score

Full Circle
(For five performers)

Walk around the hallway backwards.
Do not turn around to look where you are going.
Only look straight ahead.
If you fall down or trip over something,
Start over going the opposite direction
Until you make a full circle.

Airplane
Make a paper airplane.
Throw it.
After you throw it, kneel down
Beside it where it lands, and cut it in half with scissors.
Leave the other half, but take the other half and make
Another paper airplane with it.
Throw it
Keep repeating this until it is not possible to cut the paper in
Half anymore.

73
Write a 72 on the left hand of ten
Audience members.
On the eleventh person write a 73.

Ace
(Two performers required)

Take a deck of cards and look through each one.
Throw it on the ground, but as you’re throwing them,
Bend the right corner of every third card.
When you come across the ace of spades,
Stop and stare at it for one minute.
Continue on with the deck until you’ve
Gone through every card.
The second performer will take each card that is
thrown to the ground and arrange them in a counter clockwise stack.

Susion Performance Scorces

Three Performance Scores

1.) Group of people walk around class frowning for a whole minute while being rude to the other students.

2.) Group of people say a different random word repeatedly a loud as many times as they can in a minute.

3.) Group of people reenact how badly the Chicago Bears played last night in the game against the Washington Redskins.

Performance Score

Peel an orange while lying on your back. Place the orange peels on a piece of paper.


Insert an entire orange peel into a glass bottle while sitting.


While standing, blow over the top of a glass bottle filled with orange peels; try to get a nice tone.

Erika Galvez Scores


1.       Hand audience flash cards with random words written on them. Make the audience read them out loud in order of distribution. After they’re done bow and leave “stage”.

2.       Read word of the day’s meaning (from Dictionary.com) out loud to the audience. If you don’t know or have a word of the day, pick a random word from the dictionary and read it’s meaning out loud. 
3.       Draw anything that’s on your mind at the time. The audience will have to try and guess what it is.