๐’๐ฉ๐ซ๐ข๐ง๐ญ #3 | ๐๐ž๐ฒ๐จ๐ง๐ ๐ญ๐ก๐ž ๐•๐ข๐ฌ๐ฎ๐š๐ฅ_๐ƒ๐ž๐ซ๐ž๐ค ๐‰๐š๐ซ๐ฆ๐š๐งโ€™๐ฌ ๐๐ฅ๐ฎ๐ž

After watching Derek Jarman’s “Blue”. I read about the film, and when the film was made, Drake was almost completely blind at the time. Blindness is a by-product of AIDS, and the blue on the image is exactly the color of his vision when he received retinal treatment.
I disagree with the term “sensory struggle”. It seems more appropriate to replace it than to say it is a struggle. Unlike the techniques and expressions of traditional films, there are no characters, no action, and no story in BLUE, only pure Blue, thought-provoking blue, plus monologues, plus all the background sounds, let people follow him into a state of meditation. While these voices were talking about the meaning of “blue” abstractly, they were amplifying all the beautiful thoughts in his mind.

 


Untitled is a famous “candy” artwork by artist Felix Gonzalez-Torres. He creates individual sensory engagement by creating stacks of fine paper-wrapped candies and encouraging viewers to pick up and eat the sweets. He hopes that people can discover the beauty of everyday life in it. The sheer amount of candy seemed to be Ross’s healthy weight. Every time the audience takes one piece of candy, it is like taking away the energy in Ross’s body, a metaphor for the life he lost due to AIDS.

  • The two works “Untitled” and “Blue” have one thing in common. They use the human body’s senses of vision and touch to achieve multiple experiences of the work and to explore issues that have always existed in the public and private fields. Sometimes works of art do not necessarily solve a social problem, they can play a role in magnifying and exposing it.

๐’๐ฉ๐ซ๐ข๐ง๐ญ #2: ๐๐ฅ๐š๐ฒ-๐‰๐š๐ค๐žโ€™๐ฌ ๐†๐ซ๐จ๐ฎ๐ฉ

In our first class of the week, we were placed in Professor Jack’s group and we explored how games can be conceived and performed in contemporary art.

After reading the book “Critical Games: Radical Game Design“, I found that the author’s main focus is on some critical game ideas, through her creative practice, through a series of games (board games, language games, artists’ Location games, and important computer games, etc.) For many gamers, games exist for entertainment, to pass the time, and to have fun. They’re a distracting activity where players can freely engage in fantasy narratives, amazing feats, and rewarding quests. But she has questions about the power of the game, but what if certain games become more powerful? What if certain games, and the more general concept of “game”, not only provided channels for entertainment, but also served as a means of creative expression, a tool for conceptual thinking, or a tool to help examine or solve social problems? Therefore, many cases and practical contents in this book break the conventional way to play games and open up the possibility of games. It is the way, mode, and flow of the game. Computer games are often seen as a new medium, not necessarily in line with other forms of gaming as such.

The approach to critical play is a cyclical framework, set goals – set goals – develop a prototype – play test – revise – repeat. Traditional models contain specific steps to implement a particular design by iterating it until the core elements and concepts have adequately matched game elements and mechanics. Like art, creating games and games requires fundamentally making rules. Even simple role-playing activities or playhouses, two seemingly infinite open-ended scenarios, include implicit or established behaviors, possible actions, environments, and safe play areas with clear rules. Because of the systemic nature of products and processes, game makers use specific repeatable processes or methods.

โ–ช๏ธIn our practice process, we also refer to the book “Critical Games: Radical Game Design”, which mentions several concepts of games, games are a system, games are artificial, games have players, games have conflicts, and games have the law.

The game contains a quantifiable outcome/goal, and several designers noted the importance of rules in building the game, which adds varying degrees of storytelling, conflict, and competition systems. One can choose not to follow such a strict definition. Games can be thought of more effectively as situations and procedures with guidelines.

 

๐ŸŠWhen we received two bags of tangerines and 25 kinds of tangerines that Jake gave us different ways to eat and play, we were amused and puzzled, a lot of behaviors we didn’t understand. We try to analyze the oranges by combining them with games, the process of stripping the oranges, and asking “if we want to eat an orange what kind of sound do you want to make? How to combine 6 sound and visual elements into a purple group score.

๐Ÿ”บThen our group extended based on oranges and eating, through 25 ways of eating an orange๐Ÿ”บ Because each way of eating an orange has a different sound, we use hearing and other senses to connect. Although eating an orange appears to be just the act of eating, it is a coordinated effort of five sensory systems. With the current bad eating habits of people, we are constantly consuming this sensory system of eating and digesting, and the ability of human beings to absorb is gradually getting worse. ๐Ÿ’กTherefore, we want to mobilize one sense to replace other senses. So we need to change the way of โ€œeatingโ€ from purely eating and chewing to filling in codes to our bodies. Human beings are constantly deteriorating and deteriorating, so the way many sensory systems are used has also changed, and the ingested content has gradually changed from physical objects to real objects. The virtual voice is gradually converted from voice to code and data, and then a complete human structure is built through data and code because replacing other senses with mechanization is a response to future crises. In the future, data will gradually meet human needs. After the idea structure is completed, our group collects and organizes the oranges and sounds respective, from eating to listening, completely changing the way of “eating oranges”.

Interactive interface experience Record screen videosโฌ‡๏ธ

๐Ÿ”—https://www.instagram.com/p/CjqGCrXLasj/?igshid=YmMyMTA2M2Y=

(โฌ†๏ธOur team has a clear division, I am mainly responsible for the interactive page and the final user experience through sketch and principle.)

After the idea structure is completed, our group collects and organizes the oranges and sounds respective, from eating to listening, completely changing the way of “eating oranges”. We have a clear division of labor, and we have done a corresponding survey on how to eat oranges and found a lot of different sounds such as: squeezing oranges, eating oranges, squeezing oranges, and so on. In the future we will listen to these sounds and then ingest them (sounds can be arranged in various combinations), really like Ghost in the Shell, “Mechanical flesh soul soaring”, sounds became codes(data). Games are creative, collective, and social responses to the practices and beliefs that dominate any culture, and games also imprint our culture on the motivations and values of designers. Imagine eating oranges not only by eating the pulp, trying eating oranges not just peeling and eating them, trying to “eat” oranges without using your mouth but by “listening” with your ears, and imagine how artificial humans will satisfy their “hunger” in the future, and choose the oranges you want to try.

videoโฌ‡๏ธ

๐Ÿ”—https://youtu.be/VlgDC3Ju7kM

Sequence, to satisfy the appetite with hearing. After the end, we submitted an application for the shared license, and we chose the license CC-BY-NC-SA 4.0. This practice gives oranges a new mission,ย No longer to eat, but to give it new empowerment, it will replace our palate to take on more responsibility to deal with the crises of the future. Humanity will have a new way of thinking in the future. What is the new upgrade of the five senses? What will the failure of our organs bring us? Choose the orange you want to eat, the orange will tell you its voice.