2013年10月24日 星期四

Comment on Jonah Brucker-Cohen and Katherine Moriwaki Umbrella-net

umbrellanet



This work is typical of much digital art because it is an artwork that places importance on
 
 
 
1. formal instructions
 
The formal instruction of the artwork is to use the mobile ad-hoc computer networks and wireless devices. When a participant in UMBRELLA.net opens his or her umbrella, the computer will seek to establish a wireless network connection with other computer-equipped umbrellas in the area. Light-emitting diodes (LEDs) illuminate the umbrella, indicating the connection's status: Red light is trying to connect while the blue light is connected.
 
2. the concept rather than the art object
 
The creator said that:''We believe these transitory networks can add surprise and beauty to our currently fixed communication channels''. The object of this artwork is umbrella and the aim is to increase the aesthetics 'value of the project. Through the connection of the umbrella to show the coincidences of the network bewteen the strangers or even friends in the city.
 
3. the event and audience participation and an interest in random events and/or chance
 
This event is operated by various participants during art festivals and similar events.It is an interest in random events as the chance of connecting the umbrella is not controled by human force ,it is a coincidence event.

4. borrowing or appropriation

THey borrowed the idea from Christo and Jeanne-Claude's Umbrella Project (1984-1991)



 

2013年10月21日 星期一

Comment on the screening of Gamer Revolution (CBC documentary, 2007)

question 1:

According to the film, what are some pros and cons of playing videogames for individuals and societies?


The advantages of playing videogames are letting people to have another way to learn new things.Playing videogame is such a creative learning way, it makes learning to be much more interesting than before. For example, children can learn through playing videogames, there are some videogames that teach students to learn english. Furthermore, playing videogames can not only letting people to have a chance to relax from work,but also providing a stage for teenagers to communicate with each other, a way to make new friends. While at the same time, people are addicted to the videogames and escape from the reality. Some teenagers are living in the virtual world all day long and doing nothing except for playing videogames. Violence are also promoted in such shooting videogames and teenagers are easily becoming violent after playing videogames.

question 2:

According to the film, is there any evidence that digital games can encourage aggressive values and anti-social actions in the real world? Do you agree?


There are videogames that teach people how to use guns and other weapons such as knife to kill the enemies in games.For example, the videogames such as GTA and CS promote the value of killing.Besides, there was once proved that a teenager killed his classmates at school after playing the violent videogames as he learnt how to use the guns through the videogames. I agree that digital games can encourage aggressive values and anti social actions in the real world, those who play the videogames are mostly teenagers, which mean their mental are not well developed and may not have the ability to distinguish what is right and wrong. Videogames provide a place for them to release their pressure but at the same time, it may encourage them to do whatever them want as they may think they are invincible no matter in the virtual world or reality.

question 3:

 Should the governments have the right to ban a certain game or place age restrictions on it? Why?


I think the governments should have the right to ban a certain game or place age restrictions on it.Firstly, teenagers should not be encouraged to violent digital games before their mental state are developed.It should be confirmed that they know everthing in the digital world are not real. Furthermore, some extremetly violent and videogames that encourage killing should be restricted in order to protect teenagers.