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3 TECH2002 Studies in Digital Technology Web 2.0 and Visual Culture Andrew Clay
Introduction ,[object Object],[object Object],[object Object],[object Object],[object Object]
Recap: digital, new, and Web 2.0 ,[object Object],[object Object],[object Object],[object Object],[object Object]
Recap: the message of the internet? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
media/theory   (Moores, 2005) ,[object Object],[object Object],[object Object],[object Object],[object Object]
Extensionality ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Extensionality ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Mobile phone / virtual world Overcoming the limits of time and space Experiencing life as a simulation of real life
virtuality  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Second Life  as hyperreal simulation ,[object Object],[object Object]
self + other  ,[object Object],[object Object]
 
media/theory   (Moores, 2005) ,[object Object],[object Object],[object Object],[object Object],[object Object]
performativity ,[object Object],[object Object],[object Object],[object Object]
[object Object]
Visual Culture and New Media ,[object Object],[object Object]
Walter Benjamin (1892-1940) ‘ The Work of Art in the Age of Mechanical Reproduction’ Jean Baudrillard (1929-2007) Concepts of simulation and hyperreality
[object Object],[object Object]
Benjamin ,[object Object],[object Object],[object Object],[object Object]
Photograph / film
The age of digital reproduction ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
 
Remix culture:  Downfall  parodies
[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object]
Virtual Reality (VR) ,[object Object],[object Object],[object Object]
[object Object],[object Object]
Construction of Reality ,[object Object],[object Object],[object Object],[object Object]
A simulation can be experienced as if it were real Ways of seeing – making the impossible possible Examples: CGI used in films, music videos and television adverts
Shift from selection to creation From filming pre-constituted images to making information as perceivable movement
Lens-based media such as photography are able to represent or ‘copy’ reality because cameras are mechanical eyes that reproduce or capture the effects of light falling on objects like our own biology of vision
The realism of photography is a way of seeing that can be simulated by analogue and digital technology Finding Nemo (Andrew Stanton, Lee Unkrich, 2003)
[object Object],[object Object]
 
[object Object],[object Object],[object Object],What is  The Matrix ?
Do we live in a hyperreality? ,[object Object],[object Object],[object Object],[object Object]
simulation of reality: the fake ‘ advermovies and ARGs (alternate reality games
[object Object]
A live action simulation of a film made in a  videogame virtual animation studio A student project
 
Web 2.0 and Visual Culture? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Bibliography Jeffries, S. (2006) ‘You Only Live Twice’,  The Guardian ,  7  October . Lister, M. et al. (2003)  New Media: A Critical Introduction , London  and New York, Routledge. Moores, S. (2005)  Media/Theory: Thinking About Media and Communications , London and New York, Routledge.

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Tech2002lecweekthree0809

  • 1. 3 TECH2002 Studies in Digital Technology Web 2.0 and Visual Culture Andrew Clay
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  • 8. Mobile phone / virtual world Overcoming the limits of time and space Experiencing life as a simulation of real life
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  • 13.
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  • 15.
  • 16.
  • 17. Walter Benjamin (1892-1940) ‘ The Work of Art in the Age of Mechanical Reproduction’ Jean Baudrillard (1929-2007) Concepts of simulation and hyperreality
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  • 22.  
  • 23. Remix culture: Downfall parodies
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  • 29. A simulation can be experienced as if it were real Ways of seeing – making the impossible possible Examples: CGI used in films, music videos and television adverts
  • 30. Shift from selection to creation From filming pre-constituted images to making information as perceivable movement
  • 31. Lens-based media such as photography are able to represent or ‘copy’ reality because cameras are mechanical eyes that reproduce or capture the effects of light falling on objects like our own biology of vision
  • 32. The realism of photography is a way of seeing that can be simulated by analogue and digital technology Finding Nemo (Andrew Stanton, Lee Unkrich, 2003)
  • 33.
  • 34.  
  • 35.
  • 36.
  • 37. simulation of reality: the fake ‘ advermovies and ARGs (alternate reality games
  • 38.
  • 39. A live action simulation of a film made in a videogame virtual animation studio A student project
  • 40.  
  • 41.
  • 42. Bibliography Jeffries, S. (2006) ‘You Only Live Twice’, The Guardian , 7 October . Lister, M. et al. (2003) New Media: A Critical Introduction , London and New York, Routledge. Moores, S. (2005) Media/Theory: Thinking About Media and Communications , London and New York, Routledge.