02 08/11
15:48

Digital Media Morality

‘Become mediocre’ is the only morality that makes sense. [qtd. 1, p.22]

Now:
Become spectacular is the only morality that makes sense
Become consumed is the only morality that makes sense
Become pictured is the only morality that makes sense
Become green is the only morality that makes sense
Become transparent is the only morality that makes sense

How could then be described the morality of our days?
It is said that a healthy and progressive modern society is that one with a large middle class to produce consumption. The middle class is a vast collection of people whose social relations are mediated by consumption. These mediations are materialized in different kind of objects like images, products, and trends. Today we have a mediation of second order. The digital media have first co-opted all other channels to be informed of new trends; second they have challenged the products as mediators of social status; finally in the digital media are produced all the images of the spectacle we live in. The morality of today is shaped in the digital media. But still, how could it be described?


  1. Berman, Marshall. All that is solid melts into air: the experience of modernity. London, UK: Verso. 1983.

08 04/11
02:12

Topografias at Festival Internacional de la Imagen

My most recent work, Topografías, has been selected for presentation in the Media Art show at the coming X Festival Internacional de la Imagen in Manizales, Colombia.

Topografías is a collection of 6 videos, of approx. 2 minutes length each, in DVD-video. This work explores the hybrid territories in the moving image through the manipulation and mix of live-footage with graphics of topographic representations and digital video defects (artifacts and glitches). The hybrid character in the outcome eliminates the spatio-temporal and narrative references of the source material to centre the attention upon its unreal and artificial aspect. For each sound, a machine composed of modulators and oscilloscopes was made. All sounds were recorded in real-time and improvisatory sessions.

This series of videos and the final piece in DVD-video was developed using exclusively free software, under GNU/GPL licenses. Codecs and containers for audio and video are free, too. The platform for production was openSUSE; video editing, mix, and composting was made in Kdenlive and Avidemux, and oscilloscope machines were built on Pure Data. All source files are available for downloading at Topografías.

28 03/11
22:07

101 Vampires of Poverty

Tags: | Categories: art, Colombia, video studies

After a long time considering different topics to celebrate my 101 post, I decided to write something about art and poverty. Coming from a country with a myriad of social problems, questions about the role of art in such a society strike me very often. Social problems as poverty, inequality, and injustice are often taken as topic by many artists. Many art works exploit the pauper conditions in which many lived as means to touch the sensible fibres of sponsors, critics, spectators, and the media. Such art doesn’t seek for getting better conditions for those depicted in the art work. It rather exposes poverty to excite us, but not to reflect nor to take any action. The excitement is enough to make us regard the artist as engaged in social changes.

This particular kind of exposure of poverty usually combines famished, dirty, and slavish aesthetics. This cunning combination produces in the spectator a saturation similar to the experience of watching a pornographic film. S/he is delighted to be confronted with the uncivilized poor for s/he gets the impression of a critical and denouncing insight. Nothing farther from reality because the artist has used the poor merely as a commodity. The image of poverty in such expert hands produces a piece to be consumed, enjoyed, and disposed as soon as possible, not to be understood.

The voracious artist has hunted the poor, captured his image, ripped out his dignity, and served it us in a neat frame. The naked prey stands in front of us to be scrutinized, commented, and dismissed. The purpose of the spectacle is to spot the compromise of either artist and spectator with social issues. The poor clean us out.

The Vampires of Poverty (Agarrando Pueblo), shot in 1978, in Cali and Bogotá, by Luis Ospina and Carlos Mayolo, is a false documentary that satirises this artistic practice.

04 02/11
13:16

topografía lenta 5

| Categories: art

Caso cinco de topografías de video digital y topografías de sonido sintético.
Fifth case of topographies of digital video, topographies of synthetic sound.

02 02/11
02:54

Footage appropriation

Tags: , , | Categories: art, digital media, DIY

ap-pro-pri-ate, adj., v.


1.  -adj. particularly suitable; fitting; compatible: remarks appropriate to the occasion.
2.  -v.t. to set apart for a specific purpose or use: to appropriate funds for an environmental study.
3. to take to or for oneself; take possession of.
4. to take without permission; expropriate.

[1515-25; < LL approopriātus, ptp of appropriāre to make one’s own = L ap– ap-‘ + –propriāre, v. der. of  propious one’s own].

ap-pro-pri-a-tion, n.


1. the act of appropriating.
2. anything appropriated for a special purpose, esp. money authorized to be paid from the public treasury.

[1325-75; ME (< MF) >LL]

Abbreviation key LL: late Latin; ME: middle English; MF middle French.
Source: Random House Webster’s College Dictionary. McGRAW-HILL Edition, 1991.


29 11/10
15:26

topografía lenta 4

Tags: , , | Categories: art

Caso cuatro de topografías de video digital y topografías de sonido sintético.
Fourth case of topographies of digital video, topographies of synthetic sound.

Cedeño Montaña, Ricardo. <em>Topografía lenta tres</em>. 2010. Digital video and audio.

//Soon File to download (XXMB)

18 11/10
22:02

Machinima at SIGRADI 2010

SIGRADI 2010 announcement here

Machinima Fictions: A DIY practice to produce animated movies from Videogames
Ricardo Cedeño Montaña

Building: Edificio W.
Room: Classroom 101
Date: 2010-11-18 04:20 PM – 04:40 PM
Last modified: 2010-11-03

Abstract

ABSTRACT
The mixture of playing videogames and producing movies has produced a new kind of moving image, a hybrid that, in the underground realm of videogames, has silently lured thousands to enter its territories. In the late 1990s, devoted players started to use videogame software for movie production. Their activity molded a narrative medium called ‘machinima’. Two recent productions are discussed to describe the various facets of this phenomenon in order to present the features that make up machinima and how it is relevant to popular culture.

KEYWORDS: machinima, videogames, hybrid, real-time, do-it-yourself (DIY).

Update (28.feb.2011)

16 11/10
02:39

topografía lenta 03

Tags: , , , | Categories: art

Caso tres de topografías de video digital y topografías de sonido sintético.
Third case of topographies of digital video, topographies of synthetic sound.

Cedeño Montaña, Ricardo. Topografía lenta tres. 2010. Digital video and audio.

//Soon File to download (XXMB)

13 10/10
02:23

topografía lenta 02

Tags: , , , | Categories: art

Caso dos de topografías de video digital y topografías de sonido sintético.
Second case of topographies of digital video, topographies of synthetic sound.


Cedeño Montaña, Ricardo. Topografía lenta dos. 2010. Digital video and audio.

//Soon File to download (XXMB)

30 09/10
17:32

topografía lenta 01

Tags: , | Categories: art

Caso uno de topografías de video digital y topografías de sonido sintético.
First case of topographies of digital video, topographies of synthetic sound.


Cedeño Montaña, Ricardo. Topografía lenta. 2010. Digital video and audio.

File to download here (78MB)



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