11 09/10
05:08

Open Art Open Design

Tags: | Categories: art, diseño, media, software libre

Today the production and distribution tools for media have to be free and open. Free and open software have brought a new perception toward these tools. Steadily, we leave pyramidal and individual forms of ownership and production in media to openly share materials, ideas, and procedures in social surfaces without centres. To embrace collaborative forms of production is a breakthrough in media (art, design, and production). Free software allows to collective knowledge and aesthetic to surface. These expressions have been largely, neglected by close and feudal tools as poor quality. We were conveniently convinced that only industrial and formal knowledge in media production was proper. This pervaded the media arts and the designs mainly focused on spectacle and effects.

Knowledge has to run free across the very media. People has to remember how to collaborate if we are to change our world. But digital media are meant to fragment and be used by mere machine bureaucrats in a frenzy consumption state. Artists and designers! WE have the duty to denounce and expose this. WE need to defranchise the production of images, narratives, experiences, and objects. WE have to believe it is possible to overcome to supremacy of the bureaucrat system with single ideas and single tasks. WE ought to appropriate these tools before they appropriate us. WE need to fight the self-referential trend of the open media, if WE are to see the variety of the possible. WE need to open art and design and a first step to free art and design.

05 05/09
08:48

Machinima Fictions: Colloquium

Hi, next week I will present and defend my master’s thesis in Bremen. The colloquium is public and everyone interested on is hearty welcome, for details click on the image below.


colloquium

Title:
Machinima Fictions. A do-it-yourself practice to produce narrative movies from video games.

Abstract:
This thesis investigates the growing phenomenon of the moving image form of machinima, which has been defined as a technique that utilizes 3D video game environments to produce narrative animated movies. The main argument centers on the hybridization of media languages that machinima exhibits, allowing a cultural appreciation of this phenomenon. Two productions that promote machinima qualities such real-time and film language are examined in order to observe how these features mold the expressive potentialities machinima as a hybrid moving image medium. The metaphor of a rhizomatic, tangled surface (maraña) streams throughout the document and fosters a multifaceted view of this moving image medium.

Through my research, which encompasses the critical view of terms, the development of concepts, and a review of relevant literature, I argue that machinima is more than a technique that imperfectly imitates the conventions and codes of mainstream film and television. Instead, machinima is considered a cultural phenomenon that stems from a persistent contact with machinic entertainment media and subscribes to the current widespread do-it-yourself (DIY) mentality in media production that emphasizes production over consumption.

Contents:
Chapter I. The phenomenon: machinima
A. Describing machinima
B. A hybrid form
C. Machinima’s tangled history
Chapter II. Fiction making: real-time
A. Machinima techniques
B. Real-time
C. Marionettes: A Puppet Play
D. Conclusion
Chapter III. Fiction making: The Monad
A. Hammer and Faceposer: the means
B. Virtual worlds: the context
C. Narrative form in The Monad
D. Film Style in The Monad
E. Conclusion
Chapter IV. Context: DIY mentality
A. Video games and popular culture
B. DO IT YOURSELF!
C. Aesthetics of DIY
D. Conclusion

Soon to be available online.
Ricardo Cedeño Montaña.



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