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May 12, 2006

The Curse of Demeter

Well, if the curse isn't real, I sure feel like it is . . .
I had a lot of fun on this project - so much that it was both my mysteries project and my final project. I enjoyed everything from the concept to the creation and would do it again in a heartbeat.
The concept: making a short film to be included in a mock bonus disk for a movie that will never be made. Some people believe the Curse of Demeter follows the story around (the story the movie is supposed to be about), so my little clip goes over how the curse plagued the movie set.
But . . .
. . . my project may now be cursed;
a total of four cameras were used - only one of them actually recorded anything useful
in just one day, all of my actors/actresses had a major problem (death in the family and so forth)
weather wasn't cooperating (meaning it wasn't raining when I wanted it to)
and, of course, it's finished now . . . but the file's so big that I have no great way to get it off my computer (the external hard drive I bought to do so isn't working!)
Regardless, it was fun and i had a lot of laughs!

"No Ghost, Just a Shell"

After having looked over a few chapters in the book, Digital Art, by Christiane Paul, I decided to focus on Digital Technologies as a Medium. Since I’m doing a small video for my final project, I thought the film and video section of this chapter would be interesting.
As I was reading through the chapter, I realized my expectations of what I was going to read were quite off, though I enjoyed what I found. Ultimately, I settled on a portion of the chapter that focused on two artists: Philippe Parreno and Pierre Huyghe. The two collaborated on a project back in 1999 called No Ghost Just a Shell. I found this part particularly interesting, because I have many friends who love the anime fad that hit the U.S. a while ago. Though I have never followed the story lines of anime, I have always been interested in the animation process of the genre.
Though I originally thought this portion of the book would focus on the animation of anime and the craze it’s taken over this country (since a picture originally caught my eye), I was, again, a bit surprised to see that the two artists had bought an anime character to use in an entirely different way. I was entrigued with the work, but, even after having read this section of the book several times, was a bit confused in some aspects, so I went online to find out some more information about the project.
Parreno and Huyghe decided to purchase the copyright for a character called Annlee. I hadn’t known, but apparently agencies, which create the characters for anime, have a scale in which they rank each creation. The more complex ones are more expensive and tend to be characters who’s last quite a bit longer in the life of a particular anime. Annlee was created as an “extra,� so to speak, and had no particular traits anyone would remember. In a sense, Parreno and Huyghe rescued Annlee from a deletion file. In their next step, Parreno and Huyghe commissioned several artists to use Annlee in their work, which they could use a compilation later.
Having done more research on the project No Ghost Just a Shell, I find myself having a very difficult time putting the whole concept of the work into words. I guess the best I could say would be the connetion they make with the anime world and the real world. As the creators of anime characters create different types with different features and complexities, they also create some with direct intentions of “killing� them after a few uses, and Parreno and Huyghe reference the comparisons with humans in real life.
Well, I find I really can’t summarize the concept of their project very well, but the most well-put website I have found on the project is:
http://www.mmparis.com/noghost.html
I really enjoyed learning about these two artists and their project. Hopefully I can, in the future, make a point of noticing comparisons between the art we take for granted (such as digitally animated cartoons – sorry anime fans . . . they’re not cartoons) and the world as we know it. That, I think, will make my art a bit more in-depth.

"No Ghost, Just a Shell

After having looked over a few chapters in the book, Digital Art, by Christiane Paul, I decided to focus on Digital Technologies as a Medium. Since I’m doing a small video for my final project, I thought the film and video section of this chapter would be interesting.
As I was reading through the chapter, I realized my expectations of what I was going to read were quite off, though I enjoyed what I found. Ultimately, I settled on a portion of the chapter that focused on two artists: Philippe Parreno and Pierre Huyghe. The two collaborated on a project back in 1999 called No Ghost Just a Shell. I found this part particularly interesting, because I have many friends who love the anime fad that hit the U.S. a while ago. Though I have never followed the story lines of anime, I have always been interested in the animation process of the genre.
Though I originally thought this portion of the book would focus on the animation of anime and the craze it’s taken over this country (since a picture originally caught my eye), I was, again, a bit surprised to see that the two artists had bought an anime character to use in an entirely different way. I was entrigued with the work, but, even after having read this section of the book several times, was a bit confused in some aspects, so I went online to find out some more information about the project.
Parreno and Huyghe decided to purchase the copyright for a character called Annlee. I hadn’t known, but apparently agencies, which create the characters for anime, have a scale in which they rank each creation. The more complex ones are more expensive and tend to be characters who’s last quite a bit longer in the life of a particular anime. Annlee was created as an “extra,� so to speak, and had no particular traits anyone would remember. In a sense, Parreno and Huyghe rescued Annlee from a deletion file. In their next step, Parreno and Huyghe commissioned several artists to use Annlee in their work, which they could use a compilation later.
Having done more research on the project No Ghost Just a Shell, I find myself having a very difficult time putting the whole concept of the work into words. I guess the best I could say would be the connetion they make with the anime world and the real world. As the creators of anime characters create different types with different features and complexities, they also create some with direct intentions of “killing� them after a few uses, and Parreno and Huyghe reference the comparisons with humans in real life.
Well, I find I really can’t summarize the concept of their project very well, but the most well-put website I have found on the project is:
http://www.mmparis.com/noghost.html
I really enjoyed learning about these two artists and their project. Hopefully I can, in the future, make a point of noticing comparisons between the art we take for granted (such as digitally animated cartoons – sorry anime fans . . . they’re not cartoons) and the world as we know it. That, I think, will make my art a bit more in-depth.

Jack and the Beanstalk

View image


Well, I certainly had a difficult time with this project. I hadn’t had a problem figuring out how to bring Jack and the Beanstalk into modern times, I had fun with that, but putting it into a digital form was hard for me.
To start, I had to find a way Jack could be someone from 2006. I decided the story would go as follows:
Jack sells his Hummer for some beans to a street dealer downtown.
The beans are tossed out the window.
A giant beanstalk grows in the middle of the city.
Jack rides the elevator to the top of the beanstalk.
Jack sees the mansion across the top of the clouds.
Jack goes inside and sees the giant.
Jack sees the treasures the giant possesses (chicken that lays golden eggs: Naïve – or Evian spelt backwards, the magic harp: an iPod, and the bag of gold: a gold visa card)
Jack steals the possessions and goes back down the elevator.
Jack takes a wrecking ball to the beanstalk.
Jack rejoices on the fallen beanstalk.
Now I had to create the images. I finally decided to make the images very childlike. I thought back to my younger years and remembered making images with construction paper and crayons. Since the story is a child’s fairy tale, I wondered how it would look using images I would have made when I was younger.
Ultimately, I’m happy with some of the images, but not all. I wish I had gotten to try this process out a bit earlier (perhaps on a different project), since I think the concept is good and some tweaking on the image process would have made it a really fun one to look at.

May 9, 2006

Self Portrait

View image


I've finally realized my process in creating art. I always come up with a concept (good or bad . . . usually bad) that I become absolutely obsessed with. I just won't let it go until it's nearly time for the project to be due and I haven't gotten anything solid done. Then, with very little time left, I come up with something in a hurry. Though the final concept is usually better, I need to start letting go of the ones that don't work sooner so I have more time to perfect the better ones.
That process is how I got my self-portrait done. All in all, i think I spent a good 40 hours on the original only to toss it becuase it just wasn't very good. Total time spent on this one is maybe 3 hours.
For the most part, I just wanted something simple (especially compared to the original) with white space.

May 8, 2006

"No Ghost, Just a Shell"

After having looked over a few chapters in the book, Digital Art, by Christiane Paul, I decided to focus on Digital Technologies as a Medium. Since I’m doing a small video for my final project, I thought the film and video section of this chapter would be interesting.
As I was reading through the chapter, I realized my expectations of what I was going to read were quite off, though I enjoyed what I found. Ultimately, I settled on a portion of the chapter that focused on two artists: Philippe Parreno and Pierre Huyghe. The two collaborated on a project back in 1999 called No Ghost Just a Shell. I found this part particularly interesting, because I have many friends who love the anime fad that hit the U.S. a while ago. Though I have never followed the story lines of anime, I have always been interested in the animation process of the genre.
Though I originally thought this portion of the book would focus on the animation of anime and the craze it’s taken over this country (since a picture originally caught my eye), I was, again, a bit surprised to see that the two artists had bought an anime character to use in an entirely different way. I was entrigued with the work, but, even after having read this section of the book several times, was a bit confused in some aspects, so I went online to find out some more information about the project.
Parreno and Huyghe decided to purchase the copyright for a character called Annlee. I hadn’t known, but apparently agencies, which create the characters for anime, have a scale in which they rank each creation. The more complex ones are more expensive and tend to be characters who’s last quite a bit longer in the life of a particular anime. Annlee was created as an “extra,� so to speak, and had no particular traits anyone would remember. In a sense, Parreno and Huyghe rescued Annlee from a deletion file. In their next step, Parreno and Huyghe commissioned several artists to use Annlee in their work, which they could use a compilation later.
Having done more research on the project No Ghost Just a Shell, I find myself having a very difficult time putting the whole concept of the work into words. I guess the best I could say would be the connetion they make with the anime world and the real world. As the creators of anime characters create different types with different features and complexities, they also create some with direct intentions of “killing� them after a few uses, and Parreno and Huyghe reference the comparisons with humans in real life.
Well, I find I really can’t summarize the concept of their project very well, but the most well-put website I have found on the project is:
http://www.mmparis.com/noghost.html
I really enjoyed learning about these two artists and their project. Hopefully I can, in the future, make a point of noticing comparisons between the art we take for granted (such as digitally animated cartoons – sorry anime fans . . . they’re not cartoons) and the world as we know it. That, I think, will make my art a bit more in-depth.