http://students.smcm.edu/jkdrolet/index.html
getlost:
http://students.smcm.edu/jkdrolet/getLost/getLostHome.html
Wednesday, April 24, 2013
Sunday, April 21, 2013
Event Review: Visiting Artist Kate McCammon
Artist Kate McCammon visited our school to give a talk about her experiences abroad and how they impacted her work. Kate has had various experiences travelling abroad to pursue her art career, first studying in Norway and then moving on to locales like Venice, Florence, and Sorento. Her art style has evolved significantly since she began travelling abroad, going from a hyper-textured large portrait style to a smaller, more abstract style.
McCammon started her art career doing large portraits of people she knew; she found that others in her classes criticized the thick textures of her work as taking away from the overall effect. After travelling abroad for the first time in Norway, she began doing work with less powerful paint texture, as well as working with smaller canvases. After her next visit abroad to Sorento, she began doing work with landscapes, finding that they drew her in more than she thought they would, having previously been attached to portraits. She would do more landscape work in Florence.
After several trips abroad, McCammon found it difficult to paint at home without the inspiration of the landscapes she had had abroad. She began doing work with old photo negatives as a basis, and eventually began working on a series of light blue on black silhouette paintings, a project which is still ongoing and is now inspired by original photos as well as negatives. Her art has come a long way since her original realistic portraits, evolving into a style all her own which she has only been able to achieve through her studies abroad and the influences she received there.
McCammon started her art career doing large portraits of people she knew; she found that others in her classes criticized the thick textures of her work as taking away from the overall effect. After travelling abroad for the first time in Norway, she began doing work with less powerful paint texture, as well as working with smaller canvases. After her next visit abroad to Sorento, she began doing work with landscapes, finding that they drew her in more than she thought they would, having previously been attached to portraits. She would do more landscape work in Florence.
After several trips abroad, McCammon found it difficult to paint at home without the inspiration of the landscapes she had had abroad. She began doing work with old photo negatives as a basis, and eventually began working on a series of light blue on black silhouette paintings, a project which is still ongoing and is now inspired by original photos as well as negatives. Her art has come a long way since her original realistic portraits, evolving into a style all her own which she has only been able to achieve through her studies abroad and the influences she received there.
Event Review: Assassin's Creed 3 Talk
I recently attended a talk about Assassin's Creed 3, in which topics involving the art and historical accuracy were discussed. Although the talk did not discuss the art as much as would have been hoped as far as the technical aspects, the accuracy of the art was discussed. The talk focused more on the historical accuracy of the game, both through events and through appearance of the game.
Historically, Assassin's Creed 3 stayed fairly true to the events upon which it is based, although clearly some liberties had to be taken in order to make an interesting game. The assassination targets were largely killed around the same time that they were known to have died, and when possible around the same location. The settings were also fairly accurate, the buildings and clothing being largely representative of the time period. The clothing on soldiers was somewhat exaggerated, most soldiers of the time not actually having formal uniforms, but artistically it was period accurate. All and all, the game does the time period justice from a design standpoint.
The main character of the game, while in some ways a stereotype, was also somewhat period accurate. A native american-colonist multiracial child would not have been out of the question at the time; in fact, this happened fairly often. Some might question his way of speaking as "stereotypical" of the common perception of a native american, but one of the creators of the game said they discussed the character with native americans as well as doing research into primary sources and no objections were made. The biggest stereotype I saw in this character was the concept of being connected to animals and the wild, as well as his stealth tactics, although the latter could be attributed to assassin training and not to the traditional native american stereotypes.
Historically, Assassin's Creed 3 stayed fairly true to the events upon which it is based, although clearly some liberties had to be taken in order to make an interesting game. The assassination targets were largely killed around the same time that they were known to have died, and when possible around the same location. The settings were also fairly accurate, the buildings and clothing being largely representative of the time period. The clothing on soldiers was somewhat exaggerated, most soldiers of the time not actually having formal uniforms, but artistically it was period accurate. All and all, the game does the time period justice from a design standpoint.
The main character of the game, while in some ways a stereotype, was also somewhat period accurate. A native american-colonist multiracial child would not have been out of the question at the time; in fact, this happened fairly often. Some might question his way of speaking as "stereotypical" of the common perception of a native american, but one of the creators of the game said they discussed the character with native americans as well as doing research into primary sources and no objections were made. The biggest stereotype I saw in this character was the concept of being connected to animals and the wild, as well as his stealth tactics, although the latter could be attributed to assassin training and not to the traditional native american stereotypes.
Sunday, April 14, 2013
Artist Review: Web Designer Kardo Ayoub
In the artist's words, his webdesign focuses on "usability, accessibility, and attention to small details." In general, his webdesign is simplistic but not plain, combining interesting graphics with a simple, usable user interface. Oftentimes, but not always, his interfaces are split up by columns. He does, however, have a few interesting designs made that are less rigid, with buttons over an image background or a more rounded design.
In general, Cardo's websites are the kind of sites I like to see, especially when visiting a business. They get to the point, keeping the interface usable while still being engaging. I especially enjoy the graphical component to the sites, which keeps the websites from seeming boring or generic, both of which can be potential turnoff for clients or other visitors to the website. While some web designers might value a more complex interface, I think that the simple format of Cardo's designs makes for both more usable and more engaging viewing.
Source used:
Cardo Ayoub's Website: http://www.kardoayoub.co.uk/
Monday, April 1, 2013
Vito Acconci Reading: Paragraph Analysis
Paragraph 18:
"The built environment is built because it's been allowed to be built. It's been allowed to be built because it stands for and reflects an institution or a dominant culture. The budget for architecture is a hundred times the budget for public art because a building provides jobs and products and services that augment the finances of a city. Public art comes in through the back door like a second-class citizen. Instead of bemoaning this, public art can use this marginal position to its advantage: public art can present itself as the voice of marginal cultures, as the minority report, as the opposition part. Public art exists to thicken the plot."
This paragraph, while short, makes an interesting point about public art. It first says that public art is not supported nearly as much as architecture or other such structure because it does not provide a service or other practical reason for its existence like said architecture. However, Acconici says this is not a bad thing. He says that because public art is somewhat pushed to the side, it is free to represent views and cultures that are also pushed to the side instead of only focusing on the mainstream culture, unlike architecture which is supported for the sole reason of supporting popular opinion and culture. As he says, "Public are exists to thicken the plot", adding flavor and substance to a space and media that would otherwise be bland and altogether too consistent in nature to remain interesting. For this reason, public art will constantly be changing, with the last "generation" of art sometimes developing into mainstream while a new "generation" will begin to represent the new non-standard cultures and ideas of the time.
"The built environment is built because it's been allowed to be built. It's been allowed to be built because it stands for and reflects an institution or a dominant culture. The budget for architecture is a hundred times the budget for public art because a building provides jobs and products and services that augment the finances of a city. Public art comes in through the back door like a second-class citizen. Instead of bemoaning this, public art can use this marginal position to its advantage: public art can present itself as the voice of marginal cultures, as the minority report, as the opposition part. Public art exists to thicken the plot."
This paragraph, while short, makes an interesting point about public art. It first says that public art is not supported nearly as much as architecture or other such structure because it does not provide a service or other practical reason for its existence like said architecture. However, Acconici says this is not a bad thing. He says that because public art is somewhat pushed to the side, it is free to represent views and cultures that are also pushed to the side instead of only focusing on the mainstream culture, unlike architecture which is supported for the sole reason of supporting popular opinion and culture. As he says, "Public are exists to thicken the plot", adding flavor and substance to a space and media that would otherwise be bland and altogether too consistent in nature to remain interesting. For this reason, public art will constantly be changing, with the last "generation" of art sometimes developing into mainstream while a new "generation" will begin to represent the new non-standard cultures and ideas of the time.
Wednesday, March 27, 2013
Monday, March 25, 2013
Sunday, March 24, 2013
Wednesday, March 20, 2013
Monday, March 18, 2013
Sunday, March 3, 2013
Artist Review: Cristiano Siqueira
Some of Chrisvector's work is more realistic in nature, taking on realistic shading and contours in the lines and the colors. Other pieces are not so realistic, looking more hand-drawn or non-realistic digital. He makes use of many different tools in illustrator, the blend tool in particular, to give his looks a wide variety of looks. He has done both his own work as well as commercial art, having done art for companies such as Nike, Gillette, The Wall Street Journal, and Playboy, though this is not a complete list.
My eye was initially caught by Chrisvector's more realistic works, but after looking over his other material I have grown to enjoy the more hand-drawn look as well as the realistic. There are many different emotions conveyed and themes portrayed in his wide variety of works. Some might say that his lack of focus in one style means he is not steadily improving in any of them, but I would disagree. I think it is highly beneficial for an artist to have experience in multiple styles, and Chrisvector is no exception. I have provided links to his website and some other websites including images and an interview if you wish to learn more about him.
Resources used:
http://vector.tutsplus.com/articles/interviews/interview-with-cristiano-siqueira-aka-crisvector/
http://www.crisvector.com/folio/about/
http://www.behance.net/crisvector#page=1&sort=creatives_order
Tuesday, February 26, 2013
Monday, February 25, 2013
Wednesday, February 20, 2013
Tuesday, February 19, 2013
Monday, February 18, 2013
Artist Review: Harold Cohen
Born in London in 1928, Harold Cohen studied at the Slade School of Fine Arts in London before becoming a teacher there himself and eventually joining the Visual Arts Dept. in 1968. His digital work did not begin until he moved to San Francisco, when he became interested in computer programming and in artificial intelligence. in 1971, he was invited to spend 2 years at the Artificial
Intelligence Laboratory of Stanford University. The most important result of this, in relation to his art, is the ongoing programming project called AARON, which produces art that looks like freehand work. AARON has been producing artwork, in multiple styles, since the 70's into the modern day.
I enjoy the works created by Cohen and AARON mostly because I enjoy seeing what computers are capable of when left mostly to their own devices. I find it fascinating that a computer, given the right input, can create both images we could easily attribute to a computer and images that we could easily mistake for having been hand drawn. Though one might say that there is something missing from completely computer generated artwork, some sort of emotional quality that is missing, I would say this is not the case. Though the art itself is computer generated, some human input had to go into it to help produce the images, and I believe that is enough to help the computer produce a piece that has just as much emotional value as something produced entirely by hand.
Information from:
http://www.kurzweilcyberart.com/aaron/hi_cohenbio.html
http://www.medienkunstnetz.de/artist/cohen/biography/
http://en.wikipedia.org/wiki/AARON
Images From:
http://collections.vam.ac.uk/name/cohen-harold/6433/
Wednesday, February 6, 2013
Artist Review: David Fuhrer
"The Homeworld" (2010) (Original Image at: http://www.behance.net/gallery/The-Homeworld/421212)
David Fuhrer is an artist born in Switzerland in 1985 whom I first found out about through a blog post titled "20 Amazing Digital Artists to Follow on Behance" (Link can be found at the end of this post). He is a self-taught digital artists who uses programs such as Adobe Photoshop, Sketchbook, and Painter to create his works. Fuhrer began his work with digital art in 2004/2005 and began his official portfolio in 2005. He states that his work is based on "imagination and life" and can take anywhere between weeks and months to create. In addition to being a digital artist, he also does work as an interactive designer.
"BotWorld" (2010) (Original Image at: http://www.behance.net/gallery/Misc-Artworks/740752)
"Heart Shaped Box" (2010) (Original Image at: http://www.behance.net/gallery/Misc-Artworks/740752)
Fuhrer's works range from fantastical landscape type pieces, such as BotWorld above and The Homeworld at the beginning of this post, to more abstract pieces, like the above Heart Shaped Box and Red Apple below. The other piece I have included below, Drug-Free Zone, falls somewhere in between. He describes his favorite types of works to create as "something surreal. I don't like real things too much." This is very clear in his work, as the wide variety of colors and unusual shapes in his art create an image of a fantasy world where reality doesn't apply. The brightness of many of the pieces creates a sort of welcoming feeling, like the places in the art would be a fun place to go. There are a few pieces that go against this theme in his portfolio though, such as Black Death, which I have included later in this post.
"Red Apple" (2009) (Original Image found at: http://www.behance.net/gallery/Red-Apple/166190)
"Drug-Free Zone" (2007) (Original Image found at: http://www.behance.net/gallery/Drug-Free-Zone/51890)
I really enjoy Fuhrer's work because of how surreal they are. I have always enjoyed art of novel landscapes, and the bright colors and fantastical landscapes and objects in his works immediately drew me in the first time I saw one of his pieces. His art does not, on the whole, necessarily have a lot of deeper meaning to it, but I don't think that takes away from it. I can still look at his pieces, especially his landscape works, and imagine what it might be like to be there and what sorts of things might happen in such a place, and I think that for a piece of art to have that kind of draw and power is a very positive quality. I simply do not have the space to include every one of his works that I like here; I recommend visiting his portfolio on Behance if you are interested in viewing more of his work.
(At Right: Black Death (2010) (Original Image found at: http://www.behance.net/gallery/Black-Death/746909)
At Left, Above and Below: "Air" (2007) (Original Image found at: http://www.behance.net/gallery/Air/51893)
All quoted text in this post is taken from Fuhrer's interview with Emil Agarunov, cited below.
Websites used:
Agarunov, Emil "Interview with David Fuhrer, AKA Microbot" psd tuts+. Web. http://psd.tutsplus.com/articles/inspiration/interview-with-david-fuhrer-aka-microbot/
Agarunov, Emil "Interview with David Fuhrer, AKA Microbot" psd tuts+. Web. http://psd.tutsplus.com/articles/inspiration/interview-with-david-fuhrer-aka-microbot/
Fuhrer, David "David Fuhrer" Behance. Web. http://www.behance.net/Microbot#page=1&sort=creatives_order
Wednesday, January 30, 2013
Tuesday, January 29, 2013
Monday, January 28, 2013
Scanned Objects: Objects from a College Student's Room
All images scanned with my personal scanner.
Above Top: Pomegranate Fruit Leather, Scanner Top Open
Above Bottom: Pomegranate Fruit Leather, Scanner Top Closed
Sticks of Gum
Keurig K-Cups
Roll of Lace
Strand of Lace
Sponge
Toy Stocking
Above Top: Sweetener Packet, Scanner Top Down
Above Bottom: Sweetener Packet, Scanner Top Up
Teabag
Almonds
Jewelry Box Cotton
Dragon Ear Cuff
Sunday, January 27, 2013
24-Hour Technology Log
Technology Log: Sunday, January 27, 2013
10:45 am: Hit snooze on alarm clock
10:50 am: Reset Alarm clock for later time
11:34 am: Turn off alarm clock
11:45 am: Open computer
11:46 am: Check email
12:24 pm: Open League of Legends game; play for about an
hour
1:33 pm: Check Facebook; play Candy Crush app for ~15
minutes
2:13 pm: Chat with online friend on Skype
3:04 pm: Check email again
3:55 pm: Play Sudoku on smartphone for ~20 minutes
4:37 pm: Receive Facebook message from Mom
6:02 pm: Arrive home from dinner, check email. Turn on music
on Pandora internet radio.
6:04 pm: Begin conversation with friend on Skype:
Conversation continues for multiple hours
6:32 pm: Receive Skype message from 2nd friend
6:35 pm: Begin scanning objects for art project on scanner
in dorm room
6:54 pm: Have short conversation with Mom on Facebook
7:27 pm: Watch humorous video game videos on Youtube.
7:45 pm: Played more League of Legends
8:16 pm: Checked Facebook
9:01 pm: Opened Minecraft
9:10 pm: Used Keurig machine to make hot chocolate
9:24 pm: Began browsing notalwaysworking.com
9:45 pm: Used hot pot to make ramen, and Keurig machine to
make tea
10:30 pm: Played more internet games
11:58 pm: Set alarm for next morning
Wednesday, January 23, 2013
Wednesday, January 16, 2013
Craig Kalpakjian
Corridor (1997) (Original image found at: http://www.kalpakjian.com/work2.html)
Craig Kalpakjian is an American digital artist born in 1961, whom I first learned about in Christine Paul's book Digital Art (World of Art). Much of his work revolves around "everyday landscapes", most notably office spaces or other indoor areas. His work is described by Christine Paul as "Seeming eerily real yet are completely computer generated" (Paul 42). His works are created through the creation of a digital model in an architectural design program which is then altered through changes in lighting, shading, and texture ("Corridor II") The above work, Corridor, is a still image that is part of a video that takes the view through an endless corridor of what appears to be an office building of some kind. The video version can be seen here.
Room (1999) (Original image found at: www.kalpakjian.com/work1.html)
Kalpakjian's works are indeed very realistic looking in nature, but there is an emptiness to them, a lack of any sort of life that sets them apart from their real world counterparts. In this way, the corridors and buildings that Kalpakjian creates emphasize how artificial our modern day landscapes can seem when the human element is removed from them. Christine Paul describes his work as "[alluding] to the artificiality of many of the environments and office buildings we inhabit on a daily basis" and as showing "the alienating effects induced by modern architecture" (Paul 42). The landscapes have a sort of eerie, alien feel to them, many of them not including furniture or any sort of evidence of human presence at all, simply a room, or part of a room, that a computer might build or design, perfect in measurement but lacking any actual substance.
Lobby (1996) (Original image found at: http://www.kalpakjian.com/work2.html)
Corridor II (1998) (Original Image found at: www.kalpakjian.com/work1.html)
I was drawn to Kalpakjian's pieces because of how he captures an alien emptiness in otherwise familiar, mundane scenes. Though his works are not particularly variable in nature, focusing almost entirely on office building scenes, Kalpakjian does an excellent job in capturing how truly artificial those scenes are in the real world by creating them in a fully digital format and removing all human elements from the scene. Though one could argue that his works, though certainly realistic, are overly simplistic, I would argue that that quality strengthens the message of the work; if he were to add too much detail to his scenes, Kalpakjian's works would lose their sense of artificiality and maintain too much of the human element that it seems he has tried to remove.
Monitor (1998) (Original image found at: http://www.kalpakjian.com/work1.html)
Sources used:
"After Photoshop: Manipulated Photography in the Digital Age". Craig Kalpakjian. Web. http://www.kalpakjian.com/index.html.
"Corridor II". The Metropolitan Museum of Art: Corridor II. The Metropolitan Museum of Art. Web. http://www.metmuseum.org/Collections/search-the-collections/190036524
Paul, Christine. Digital Art (World of Art). Thames & Hudson, 2003. Print.
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