Our final assignment for FACS2930 was certainly an interesting one. A group dynamic was both exciting and challenging, but in the end produced (in my opinion) excellent results.
The sounds I used in my editing process that the group and I did not make ourselves were the hospital sounds towards the end of the piece. They can be found in the folder "hospital sounds" in the data folder we submitted. They were collected from the website: http://www.hark.com/collections/njtpqxxdms-emergency. They are entitled,
"Defibrillator paddles being rubbed"
"Defibrillator"
"Electrocardiograph" and
"Flatline"
Artist Statement
We wanted to create a piece that was a surreal experience, where the listener could come up with multiple interpretations of what was going on, until it becoming more clear at the end.
We started with the idea of trying to imagine a person who was schizophrenic, and what they would hear/experience as they were walking through campus. Eventually the setting of the piece got changed to an asylum/compound, which as you can imagine from a student's point of view, draws many parallels with university life.
The beginning of the piece starts off with what seems to be a chase; it seems someone has broken out and is escaping from their confines, but the truth of the matter is that they were dying and the sounds the listener is hearing is people attempting to revive the patient, though this is not revealed until the end when their heartbeat ultimately flat-lines.
While the protagonist/patient in the piece seemed to be experiencing escape/freedom, it was intended to be an out of body experience just before they died.
Reflection
Overall, I think the class did a great job on their sound walks and was pleased we got to experience at least some of them. Listening to others from home is interesting, but certainly would have been nice to experience them in the contexts/setting that they were intended to be in.
I really enjoyed the RPG/video game feel of the Wizard adventure (Pavel's group) and thought the voices and effects were very well done.
While other pieces led to interesting places and were well-composed, I found I did not enjoy them so much because I found the content to be a bit sexist. Particularly I am referring to the "war" piece done by Evan's group; while they may have tried to stay true to the types of video games they play, I found myself getting very irritated at the constant shouting of "boys!" ("Lets go, boys!" "Come on, boys!" etc) - all I could think was, half of the class are girls, thank you very much. How about using phrases such as "Let's go, team!" or "move out, troops!"
In terms of reflecting on my own group's piece, it turned out both better and worse than I had expected.
In terms of the worse, I was sad the the timing did not work out as we had intended, due to the variable pace - some parts were intended to be quite fast, while others slow/still and contemplative. Evidently I am not the best leader and pace-keeper for this type of thing, because while the timing worked out fine when I did it on my own, at certain points during the group walk I would turn around and not everyone had kept up with my erratic pace.
On the plus side, towards the end of the walk, a certain participant absolutely made my day by taking the walk to a whole new level and getting through a locked door that we had never intended - hell, we weren't even sure it could open at all. This surpassed my expectations by about a million times, and kept me smiling all day. :)
I think this is a really great example of the walk taking on new depths and perceptions that no one - not the artists nor the participants - ever expected to come about. It really took our "open interpretation" concept to a different place (literally).
In terms of the impact that the experience can have on not just the participants but the people who encounter and observe us while we are having these experiences, I am absolutely sure that the effect my group's walk had crossed a threshold from people thinking, "Wow, look at that strange group of people running around together with headphones on," to "why is there a large group of headphone-wearing people assaulting our office door?!"
Conclusion: awesome.
Wednesday, March 30, 2011
Sunday, March 27, 2011
Deep Listening - Magda's Lecture
That is what I heard.
Classroom noises, aka, the ambiance of impatience.
The fear of being asked to do something
in a space where we ordinarily just observe
fills the rooms with a thick ambiance of nervousness.
What does this tell us?
Evidently, more people need to attend lecture in order to fill the classroom with more sounds.
Tuesday, March 15, 2011
Location Scouting with group for Project # 4
Friday, February 11, 2011
Assignment 3 - embodiment
Virtual Alpine Challenge is a 3D reality video game that is different than the other snowboarding video games on the market. It features a virtual reality helmet that simulates incredibly real looking terrain. Additionally, the interface allows one to select whichever course they want to play, and connect through WiFi to gain access to additional terrains and parks once the user has completed the 50 that the game initially comes with.
The beam that holds the deck is incredibly responsive; it raises, lowers and swivels based on the riders preference, pressure and stance to allow for maximum room for any angels the user wishes to achieve. None of the other snowboarding games on the market have a life-size deck or bindings to hold the user in, which means that it cannot feel very real or simulate the sport properly. The large deck and bindings (which one should be wearing shoes before stepped into) allows the avid snowboarder to keep up their muscle definition and skill even in the off season.
Monday, January 17, 2011
Presentation: Embodiment & ORLAN
Embodiment can refer to so many different things, and we don’t even really have a solid and workable definition of everything that it can encompass in relation to our course yet. But we know one thing for certain, and that is that it will absolutely border on art, technology and society. When I initially set out to do this presentation, my ideas of embodiment in art was basically just that it was installation art which would combine the body and physical space, with some computing and digital technology in the mix. But there are some artists who combine installation art with performance art in a new way, and that is by physically becoming their art using new technologies that were not available in the past.
When I was looking at this one artists work in particular, it evoked ideas in my mind about Cyborgs. Professor Stedmen even said in lecture yesterday that generally the first thing one thinks about when combining people and technology are cyborgs. So for my presentation, I am going to be looking at the themes of embodiment and feminism by using the artist Orlan’s work. I decided to do this because when I was looking at her art and listening to her interviews, I was reminded of Donna Harraway’s Cyborg Manifesto because they share certain philosophical views.

This is Orlan when she was younger, before any of the surgeries took place. Examples of her early work show how she used her body in her art and how she uses it differently now.




“One of her objectives was to embody the enduring visions of beauty created by renowned painters throughout history. She accomplished this seemingly impossible goal by surgically replicating the most cherished facial feature as it was presented in each famous artist’s most revered artwork. For example, she has the chin of Botticelli’s Venus, the nose of Gerome’s Psyche, the lips of François Boucher’s Europa, the eyes of Diana from a sixteenth-century French painting and the forehead of Leonardo da Vinci’s Mona Lisa. Orlan picked these characters, “not for the canons of beauty they represent… but rather on account of the stories associated with them.” Diana because she is inferior to the gods and men, but is leader of the goddesses and women; Mona Lisa because of the standard of beauty, or anti-beauty, she represents; Psyche because of her fragility and vulnerability within the soul; Venus for carnal beauty and notions of fertility; Europa for her adventurous outlook to the horizon, the future.” (http://www.irasabs.com/?tag=orlans-plastic-surgery-performances)


In the end, it is difficult to distinguish Orlan’s life from her art because her art has become her life, which to me is a strong characteristic of what embodiment is.
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