Readings
September 7, 2017
Article:
Understanding Digital-Synthesized Photographs Through Theories of Knowledge by
Yi-Hui Huang
Main Idea:
The main ideas in this article are that you can gain insight
about an artist’s knowledge through their digitally synthesized photographic
work and that truth and reality are not one in the same. Overall, this article
expands upon the idea that digital photographers and their work communicate
much more than the demonstration of technical Photoshop skills.
Key Points:
·
An artist’s knowledge is the foundation of their
artwork. We can better understand and decipher the message an artist is
communicating by investigating their worldviews and questioning what they
perceive as reality. For example, Huang delves into Bamberger’s work by
starting to ask what knowledge his work is based off of. Huang learns that he
has strong beliefs in science and is interested in philosophy and mathematics.
·
Truth- According to Bamberger, truth is
constructed by us humans and is the representation of the world that people
agree upon. But, directly seeing something with your eyes and being told
something is true, does not guarantee that it is, in fact, the truth. Straight
photographs do not tell the truth. (p. 38) Truth and reality are not one in the
same. But, Bamberger believes beauty is the way to truth in art, through
experimenting with different artistic styles and digital effects.
·
Reality- According to Bamberger, reality is
reality; reality is what you make of it. There are two layers of reality in
Bamberger’s work: his sensory experiences and his own construction of those
experiences. (p. 38) An artist such as
Bamberger himself, can use their knowledge and sensory experiences to twist and
turn reality or create new realities using digital tools, in search of the
truth as an end product.
·
Formalism- Bamberger describes beauty as a
particular form that humans find pleasure in. Form and formal arrangements,
abstract and non representational forms, are where beauty lies. (p. 40)
·
Human minds and the world are inseparable in the
way that your mind can offer hypothetical ideas and the world is your
laboratory for testing. (p. 38)
Analysis: Bamberger
uses a punch in the stomach as an example of reality, just like a constructed
photograph is reality. Reality is what you make of it. A punch in the stomach
doesn’t have to be painful like most people would say is the truth. You can
reconstruct your thoughts and create a newly constructed reality that the punch
feels like numbness or that it feels empowering not painful.
Position: I agree
with the author and enjoyed their take on Bamberger’s findings. I also believe
you can understand an artist’s work by learning about the knowledge they have
obtained in their lifetime and where their interests lie. Truth is not the
truth and reality can be reconstructed over and over. One person’s reality may
not be the same as another’s.
Further Discussion:
·
How can we decipher truth from reality?
·
Does beauty ever lie in representational things
that have already been given meaning?
·
Does digitally synthesizing photographs directly
reflect what we believe is reality?
October 5, 2017
Article: Art Education
Technology: Digital Storytelling by Sheng Kuan Chung
Main Idea:
The main idea in this article is that digital storytelling
can take art education to another level, for both a student and educator.
Digital storytelling is a modernized version of ancient storytelling of telling
through pictures. Today, we can enhance how we story tell by adding moving
pictures, music etc.
Key Points:
·
Digital storytelling takes traditional
storytelling and teaching to a whole other level by teaching students
multimedia techniques. Educators have to be digitally knowledgeable nowadays to
keep up with the digital generation they are teaching. Digital storytelling
provides in-depth hands on experience for students.
·
There are many dimensions to digital
storytelling such as weaving imagery, adding music, narrating with voiceovers,
all of which add deep dimension to a story and its characters and insights.
·
Digital storytelling is a powerful way to teach
visual culture and art in the age of computer technology and it is our way to
connect the past generations with the present and future to form new ideas or
reformulate past ideas.
·
Storyboarding is the process of sketching out
and visualizing how a story will look before any digital production. It is
crucial and helpful in aiding script writers organize the evolution of a story
and keep it focused.
·
Producing a digital story can require learning
new software. Some programs used for digital storytelling are Adobe Premiere,
Microsoft Photo Story 3, iMovie, PowerPoint, and Windows Movie Maker. Some are
more user friendly and easier to learn than others.
Analysis: There
is example of Jerita’s digital story, consisting of a series of interviews with
her school principal, an art teacher, an art director, and a retired art
educator. She asks them how art education benefits education. This example
shows how people do value art in education and how we need to give more
attention and funding to art programs. Two of the interviewees responded that
kids need to think critically and imaginatively and art gives them that
opportunity. Educating students in art and digital media will create a more
imaginative and creative generation.
Position: I agree
with the author that digital storytelling can take art education to a new level
and that it is to educators’ advantage to learn digital media in this
technology based generation. Digital storytelling connects people of all ages
and we need to keep educating students in ways that keep them up to date while
still appreciating ancient storytelling techniques at the same time.
Further Discussion:
·
At what age should students be introduced to
digital media making?
·
Does digital storytelling enhance or ruin
traditional storytelling?
October 12, 2017
Article: Five
Ways to Integrate: Using Strategies from Contemporary Art by Julia Marshall
Main Idea:
The main ideas in this article are that art connects all
disciplines, contemporary integrative art is key to reconciling curricular
integration and the study of art, and explains 5 current art models based on 5
conceptual strategies or approaches contemporary artists develop to manipulate
ideas and imagery to make meaning.
Key Points:
·
Depiction- this is the most common and easy way
to integrate art where subjects are simply depicted by observations in ways
such as drawings of nature, sculpting, costumes, or illustrations. Used in
science and social studies.
·
Extension/Projection- The speculation about
possible outcomes, taking into to consideration the impact of a given idea.
It’s appropriate and easy enough for all grade levels. Some ways it is
incorporated into a classroom are exploring and illustrating how organisms
might evolve to survive on a warmer planet, and other similar topics where
students are encouraged to come up with solutions.
·
Reformatting- This technique re-contextualizes a
topic by picturing it or mapping it in a new visual format. Visual formats are
scopic regimes that signify ways of knowing, organizing, and interpreting
reality. Reformatting is a subtle and complex ideas, most likely best for upper
middle school and high school level students. An example of reformatting would
be charting one’s emotional world as a geographical map. Students take use
ideas from one subject and apply it to a different subject through
reformatting.
·
Mimicry- Very radical strategy in contemporary
integrative art. It involves mimicking the methods and using the tools
associated with other disciplines. Essentially it is a form of play-acting and
can be done at any grade level. Some forms of mimicry in the classroom include
doing experiments like botanists or digging up artifacts like archaeologists.
·
Metaphor- It is the description of one thing in
terms of another. Usually used in language arts but also can be conveyed
visually. Metaphor entities have
similarities and differences between the two with a remote connection. They are
complex concepts that are most appropriate for high school level students.
Mind Map:
Analysis: Julia
Marshall uses David Wojnarowics’s “Something from Sleep III” as an example of a
metaphor. It is an appropriate example to illustrate a metaphoric strategy
because it is complex, most likely not able to be understood for its meaning by
someone below a high school grade level. In this image, a silhouette of a man
is peering into a telescope and his silhouette is filled with planets and
galaxies floating in space. This image becomes a metaphor for our inner
lives/mind. Human consciousness and the universe converge to become a metaphor
for the things that shape our inner thoughts.
Position: I agree
with the author that contemporary art is integrated into all subjects taught in
school in different strategies. We can clearly see how these five contemporary
art strategies of depiction, projection, reformatting, mimicry, and metaphor
are used in each age group to facilitate learning experience for students.
Further Discussion:
·
Can younger age groups be taught the strategies
that older age groups are taught?
·
Is something still considered art is there is no
concept or meaning behind it?
·
What are other art strategies that can be used
for teaching?
November 9, 2017
Article: Ethics
is Visual Research
Main Idea:
The main ideas in this article are that ethics are an
important, yet often overlooked, part of any kind of research. You must
consider moral, legal and practical
challenges and responsibilities of research before starting any.
Key Points:
·
Research ethics is about acting with integrity
and respecting the rights of other. Ethics is also about timing. Consider
ethics before you start researching, while you are researching, and when you
are analyzing and presenting the results of your research.
·
The most common ethical issues to consider when
undertaking research are informed consent, absence of harm, privacy, anonymity
and confidentiality, deception, and vulnerable populations.
·
A main advantage of visual research is that
direct interaction with people and the need to elicit responses from them is
often eliminated because information is instead gather by direct observation.
·
The internet has significant advantages to it
when it comes to the ever growing volume of data available to us and the ease
at which it can be accessed. It makes it so the need to interact with people is
essentially gone. Ethical issues have risen with the growth of the Internet.
·
Some ethical issues with social science research
are deception or manipulation, observing and objectifying people by covertly
looking at them from a distance, intimate or detailed observations of personal
places or behavior, and possibility of causing discomfort or concern. We have
to be aware and consider these things and plan around them to be able to
correctly and enjoyably conduct good research.
Mind Map:
Analysis: An
example of considering ethics is when the author analyzes surveillance creep
versus ethics creep. They mention notorious social science research studies
such as Humphrey’s investigation of homosexual encounters in public toilets and
Milgram’s electric shock deference to authority. These are both deceptive and
are seen by people as being unethical.
Position: I agree
with the author on their position that ethics must always be considered prior
to conducting any part of research at all. It is important to consider how your
research methods could potentially violate human rights and their feeling of
safety and security. Also, ethics may vary depending on which region of the
world you live in because society norms vary in different places.
Further Discussion:
·
How can we draw a clearer line that defines
whether something is ethical or unethical?
·
Is ethics more of an opinion or a fact?
·
What are some practices that would be considered
unethical is all parts of the world?
November 21, 2017
Article: Designing
in Digital: Working with Digital Imaging, Audio, and Video
Main Idea:
The main ideas in this article are taking the ordinary and
making them extraordinary through design in digital imaging, audio and video
and thinking outside the box every once in a while.
Key Points:
·
Good design follows principles of good design
such as color theory, composition, perspective, typography, photography,
cinematic theory etc. But you should always mimic what you like if you aren’t
planning on a professional digital storytelling career.
·
Design is so simple and that is why it is so
complicated. It is putting together form and content. It can be art, and it can
be aesthetics. It has multiple definitions.
·
Think outside the box and always remain original
in your ideas, avoid clichés.
·
Digital storytelling is powerful if done with a
lot of thought put into it.
·
Images can speak very loudly and Rob Kershaw
succeeds at taking ordinary photos and making us see them in new ways.
Mind Map:
Analysis: Rob’s
script and story telling is a good example of designing a digital story. He is
faced with making decisions about simple yet powerful choices like, visual
pacing, use of imagery, framing, panning and zooming, and other visual
treatments. He has to consider the audience in all of these decisions and
envision how the audience will comprehend these choices consciously and
subconsciously.
Position: I agree
with the author that digital storytelling has great power. Digital storytellers
have the ability to communicate to the audience and make them feel any certain
emotions they want. I also, agree with
the author that design is broad and has multiple definitions. To me, anything
can be design as long as it is creatively solving a problem/coming up with a
new creative solution.
Further Discussion:
·
Is originality dead?
·
Is mimicking what you like considered copying or
is it simply seen as being inspired?
·
What separates design from art?
Comments
Post a Comment