Here's a Table of Contents for this blog:
EXERCISE 1: http://odysseysystemssjsu.blogspot.com/2011/09/introductory-post-analysis-of-existing.html
EXERCISE 2: http://odysseysystemssjsu.blogspot.com/2011/09/placeholder-emergent-behavior-in.html
EXERCISE 3: http://odysseysystemssjsu.blogspot.com/2011/09/spray-diagrams-and-systems.html
PROJECT 1: http://odysseysystemssjsu.blogspot.com/2011/11/creativity-mirroring-and-homage.html
FINAL PROJECT: http://odysseysystemssjsu.blogspot.com/2011/12/travis-stebbins-art103-final-project.html
GLASS/DMA COLLABORATION: http://glassmedia103sjsu.blogspot.com/
Friday, December 16, 2011
Travis Stebbins Art103 Final Project: "This Song Really Speaks to Me"
(Piece: http://dma.sjsu.edu/art103/t_stebbins/FinalFlash/SongSpeaksToMe.html )
(Original Proposal: https://docs.google.com/present/edit?id=0AUCeAfy0HJq7ZGN6c3Q3ZGJfODJ0emJzYjdmaA )
THIS SONG SPEAKS TO ME
By Travis Stebbins
This Song Speaks To Me is an artistic exploration of the meaning and context of modern popular music through the means of an existing popularity system and the use of several processes of analysis. Specifically, it is an art piece that attempts to explore the meanings (or lack thereof) of the most frequently used words in pop music at any given time— in this case, November 18, 2011.
Those songs are:
We Found Love (feat. Calvin Harris) by Rihanna
Rumor Has It/Someone Like You by the Cast of Glee ("Someone Like You" only counted once since the original by Adele is also on this list)
Take Care ft. Rihanna by Drake
It Will Rain by Bruno Mars
Sexy and I know it by LMFAO
Good Feeling by Flo Rida
The Motto (ft. Lil Wayne) by Drake
You Da One by Rihanna
Someone Like You by Adele
Ideally, the songs that are the most popular would influence the behavior of those it reaches in a positive way (e.g, contributing to society, treating their fellow man with care and love, treating others equally, etc) or at least explore a subject in depth. To test this, I used a word-counting site (with slightly modified words/letters to include each word regardless of its capitalization or punctuation and accounted for the top 23 relevant words (excluding such repetitive words as "a" or "and"), including "I" and "you" due to their immense prevalence.
Initially the piece did not have a specific 'physical' or aesthetic 'shape'; at the time I had hoped that the results of the word count would show the kind of direction the piece could go. Would the top words be about love? The club? Sex? Breakups? Sadness? Joy? If they took to a specific direction, they would provide an illuminating view on the general context of popular music's general message(s).
...it turns out that even with some of the more redundant/less necessary words out of the picture, next to nothing could be discerned from the most frequently used words in popular music on November 18, 2011. A vague sense of selfish desires and/or sexuality may have peeked through, but in general the 23 most frequently used words said next to nothing about the human condition, love, lust, or just about anything of particular use.
Of course, this does not mean that nothing of value was gained! This piece took on a sarcastic direction of its own with the discovery that pop music doesn't mean anything; I decided to take the piece and turn it into a "Pop Music Generator" with a generic Roland TR-808 drum beat and use samples of the most frequently used lyrics from my data set so that any participant may make progress in becoming the next Pop producer by producing large amounts of absolute drivel and musical/lyrical garbage.
(UPDATE: As of December 19th 2011... several of those tracks are STILL on top of the Singles Charts for iTunes. Perhaps there is commentary to be found in that?)
(Original Proposal: https://docs.google.com/present/edit?id=0AUCeAfy0HJq7ZGN6c3Q3ZGJfODJ0emJzYjdmaA )
THIS SONG SPEAKS TO ME
By Travis Stebbins
This Song Speaks To Me is an artistic exploration of the meaning and context of modern popular music through the means of an existing popularity system and the use of several processes of analysis. Specifically, it is an art piece that attempts to explore the meanings (or lack thereof) of the most frequently used words in pop music at any given time— in this case, November 18, 2011.
Those songs are:
We Found Love (feat. Calvin Harris) by Rihanna
Rumor Has It/Someone Like You by the Cast of Glee ("Someone Like You" only counted once since the original by Adele is also on this list)
Take Care ft. Rihanna by Drake
It Will Rain by Bruno Mars
Sexy and I know it by LMFAO
Good Feeling by Flo Rida
The Motto (ft. Lil Wayne) by Drake
You Da One by Rihanna
Someone Like You by Adele
Ideally, the songs that are the most popular would influence the behavior of those it reaches in a positive way (e.g, contributing to society, treating their fellow man with care and love, treating others equally, etc) or at least explore a subject in depth. To test this, I used a word-counting site (with slightly modified words/letters to include each word regardless of its capitalization or punctuation and accounted for the top 23 relevant words (excluding such repetitive words as "a" or "and"), including "I" and "you" due to their immense prevalence.
Initially the piece did not have a specific 'physical' or aesthetic 'shape'; at the time I had hoped that the results of the word count would show the kind of direction the piece could go. Would the top words be about love? The club? Sex? Breakups? Sadness? Joy? If they took to a specific direction, they would provide an illuminating view on the general context of popular music's general message(s).
...it turns out that even with some of the more redundant/less necessary words out of the picture, next to nothing could be discerned from the most frequently used words in popular music on November 18, 2011. A vague sense of selfish desires and/or sexuality may have peeked through, but in general the 23 most frequently used words said next to nothing about the human condition, love, lust, or just about anything of particular use.
Of course, this does not mean that nothing of value was gained! This piece took on a sarcastic direction of its own with the discovery that pop music doesn't mean anything; I decided to take the piece and turn it into a "Pop Music Generator" with a generic Roland TR-808 drum beat and use samples of the most frequently used lyrics from my data set so that any participant may make progress in becoming the next Pop producer by producing large amounts of absolute drivel and musical/lyrical garbage.
(UPDATE: As of December 19th 2011... several of those tracks are STILL on top of the Singles Charts for iTunes. Perhaps there is commentary to be found in that?)
Thursday, December 1, 2011
Parse of all the lyrics found in the top 10 singles...
Parsing provided by http://www.csgnetwork.com/documentanalystcalc.html
Unique words:675 Total words:3120
Freq. Word
149 I
144 YOU
109 THE
75 THAT
57 IT
53 A
48 IN
47 LOVE
41 ME
40 ONE
39 TO
38 I'M
37 NEVER
36 MY
35 AND
30 KNOW
29 DONT
28 LIKE
28 NO
26 AT
26 YOUR
25 WE
22 LOOK
22 GET
22 WIGGLE
22 CAN'T
22 DAY
21 SO
21 IF
21 GIRL
20 IS
20 I'LL (or ILL)
20 SOMETIMES
20 FEELING
19 BE
19 YEAH
18 BUT
18 ALL
18 BODY
17 UP
17 HOW
17 JUST
16 GOOD
15 GOTTA
15 WILL
15 EVERY
15 ABOUT
14 FEEL
14 OUT
14 WITHOUT
13 DO
13 OF
13 HAD
13 CAUSE
13 NIGGA
13 FOR
13 BABY
12 GOT
12 WHATS
12 WHAT
12 WHEN
11 MAKE
11 I'VE
11 ON
11 TIME
10 WITH
10 THIS
10 AIN'T
––––––––––––––Not All That Important–––––––––––––––––
9 BY
9 ARE
9 FOUND
9 ITS
9 AWAY
9 RAIN
9 WONT
9 MIND
9 SAY
8 SHE
8 THEY
8 DREAM
8 THATS
8 GO
8 HAVE
8 HOPELESS
8 NOW
7 YOURE
7 WAY
7 SEXY
7 WALK
7 WORK
7 FROM
7 HURTS
7 HER
7 TAKE
7 OH
7 THINK
7 ALWAYS
7 SURE
7 BEHAVE
7 BEFORE
6 WANT
6 YA
6 MONEY
6 ONLY
6 REALLY
6 WISH
6 REAL
6 LOSE
6 GIVE
6 SAME
6 MINE
6 PLACE WE
6 THERELL
6 SOMEONE
6 LASTS
6 INSTEAD
5 HARD
5 LET
5 SEE
5 NEED
5 LOST
5 THOUGH
5 BACK
5 YOUD
5 NOTHING
5 TRY
5 EVER
5 CAN
5 STILL
5 FORGET
5 YEAH
4 BEG
4 REMEMBER
4 SAID
4 LIFE
4 YOUVE
4 WOULD
4 YOU I
4 KEEP
4 HATE
4 BITCH
4 TELL
4 EYES
4 MAN
4 CARE
4 WANNA
4 GIRLS
4 HEART
4 COME
4 FACE
4 PLAY
4 FUCK
4 THERES
4 COULDNT
4 DIDNT
4 FIND
4 DOWN
4 RUNNIN
4 FALLING
4 BEST
4 TOO
4 NO
3 DOOR
3 SHOW
3 BEEN
3 NEW
3 OVER
3 EVERYDAY
3 GAME
3 FIGHT
3 SIDE
3 MORE
3 FUCKIN
3 LIE
3 EVERYBODY
3 HERES
3 PANTS
3 SHIT
3 EVEN
3 OUR
3 LOVED
3 WAS
3 WERE
3 ID
3 PHOTO
3 ALREADY
3 LIVE
3 ONCE
3 MOTTO
3 YOLO
3 BOUT
3 LITTLE
3 AFRAID
3 SITTING
3 BENCH
3 WELL
3 LIGHT
3 ANYBODY
3 SEEM
3 EM
3 SKEET
3 CHANGE
3 GOD
3 BOTH
3 SUNLIGHT
3 HOLD
3 SOME
3 PULL
3 CLEAR
3 LOVING
3 THESE
3 YOU
3 SLEEP
3 GOTTA
3 SKIES
3 CLOUDS
2 HE
2 STARING
2 BROKEN
2 PIECES
2 TIL
2 LIES
2 BLEEDING
2 TASTE
2 THATLL
2 WHO
2 WIN
2 LEAVE
2 ROLL
2 SPOT
2 AM
2 REST
2 WITHOUT…
2 YOU YOU
2 GOODBYE
2 NOT
2 HERE
2 RIGHT
2 READY
2 WALKIN
2 KNEW
2 SHOES
2 HURT
2 GETTING
2 HIDE
2 MISTAKES
2 OOOH
2 SHOUT
2 ELSE
2 PASSION
2 MAYBE
2 ALMOST
2 FRIEND
2 THEIR
2 BIG
2 CARRY
2 YOURSELF
2 THERE
2 GOES
2 CHECK
2 ALIVE
2 DENY BUT
2 OFF
2 THEYRE
2 UNDERSTAND
2 SAVE
2 PLACE
2 TOLD
2 AN
2 THINGS
2 NIGGAS
2 BUTT
2 PUT
2 GUN
2 SWEET
2 TONGUE
2 OTHER
2 HEARD
2 LOOKING
2 CAME
2 CONTROL
2 STOPS
2 ASHAMED
2 OR
2 TURN
2 BLUE
2 TRYIN
2 UNINVITED
2 PICK
2 YEP
2 NOTHIN
2 WRONG
2 YES
2 SHOULDVE
2 STAY
2 HOPED
2 YOURS
2 OH
2 REMINDED
2 ISNT
2 GRAB
2 DAY
2 SIP
––––––––Don't Matter––––––––––
1 CROSSES
1 MINE WHAT
1 TAKES
1 FLY
1 HEADED
1 SACRIFICES
1 MAKIN
1 BAR
1 CLAW
1 YO
1 SHINE
1 NERVOUS
1 THROUGH
1 ANIMAL
1 OPEN
1 DOOR LOVE
1 DIVIDE TURN
1 PRINT
1 MORE FEEL
1 HEARTBEAT
1 SHIRT
1 SETTLED
1 MARRIED
1 BEAT
1 DREAMS
1 OUTTA
1 TRUE
1 GUESS
1 SERVICE
1 GAVE
1 OLD
1 WHY
1 SHY
1 LAFREAK
1 WALKING
1 REDFOO
1 MALL
1 SECURITY
1 PIMP
1 ASKED
1 STREET
1 THEYVE
1 ASS
1 THEM
1 MOTHERS
1 FAVORITE
1 DADDY
1 FUN
1 PLEASE
1 MORPHINE
1 EYE
1 FRO
1 ‘CAUSE
1 BEACH
1 FLIES
1 YESTERDAY
1 LIVES
1 BORN
1 RAISED
1 SUMMER
1 HAZE
1 BOUND
1 SURPRISE
1 GLORY
1 DAYS
1 COMPARES
1 WORRIES
1 CARES
1 REGRETS
1 MEMORIES
1 MADE
1 SPEEDO
1 KNOWN
1 BITTERSWEET
1 DIE
1 WAIT I
1 DOING
1 TRUTH
1 THING
1 THOSE
1 VAIN I
1 LOVE I
1 PAST
1 SAYIN
1 LIE ALL
1 HEAL
1 WHOLE
1 ERASE
1 BLAME BUT
1 ACCEPT
1 STRANGE
1 QUIT
1 THINKING
1 NIGHT
1 SOB
1 CRY IF
1 CRY
1 TEARS
1 LIVING
1 BLIND LOST
1 PILLOW
1 CASE
1 TYPE
1 LOT
1 ACTING
1 PUSHING
1 UPTOWN
1 YORK
1 CITY
1 TRYING
1 SPANISH
1 AVENTURA
1 UNCLE
1 LUKE
1 MIAMI
1 CLUBBING
1 TROUBLESOME
1 WOMEN
1 MUCH
1 WRIST
1 BLANCPAIN
1 CONDO
1 BISCAYNE
1 SPACE
1 BRAIN
1 THANG
1 GUY
1 CHANGED
1 TWENTY
1 FIVE
1 SITTIN
1 25
1 MIL
1 BUILDING
1 MYSELF
1 PEACE
1 MAC
1 DRE
1 IMMA
1 BAY
1 OKAY
1 PAID
1 HOLLA
1 WEN
1 STOP
1 TEAM
1 MEDICATION
1 BREAK
1 MASCOT
1 TUNE
1 PASS
1 RELAY
1 YMCMB
1 YMCA
1 FREDDIE
1 MARLEY
1 MARL
1 CRIBBO
1 THANKING
1 NIKO
1 JAY
1 CHUBBO
1 GIBO
1 SANTA
1 MARGARITA
1 LITER
1 OHHH
1 RUN
1 CUZ
1 PIMPING
1 ICE
1 COLD
1 BITCHES
1 REALIZE
1 CHILL
1 MEAN
1 DONE
1 THEN
1 AGAIN
1 SOMETHING
1 GUARANTEE
1 DEAL
1 USED
1 BAGGAGE
1 AS
1 HEAVY
1 PARTIES
1 TAN
1 DARLIN
1 PACE
1 SLOW
1 WATCH
1 WORRY
1 ANYMORE
1 SEEN
1 MINDS
1 BIRTHDAY
1 HIGH
1 CHEEKS
1 DENY
1 CALLING
1 RELIGION
1 UMPIRE
1 SEVEN
1 GRAMS
1 BLUNT
1 DROWNED
1 PUSSY
1 SWAM
1 COULD
1 EASTSIDE
1 TREE
1 LEAF
1 FALL
1 DAMN
1 WEED
1 MO
1 ADD
1 V
1 FUCKED
1 TORN
1 TWISTED
1 KNOB
1 TALK
1 STUPID
1 HEAD
1 TALKS
1 MR
1 ED
1 YOUNG
1 DRUM
1 ASK
1 ENERGIZER
1 BUNNY
1 FUNNY
1 HONEY
1 MATTER
1 SUGAR
1 STREETS
1 HOOKERS
1 (YOU
1 KISS
1 DO)
1 LONG
1 WATER
1 CLUB
1 CONVINCED
1 BECKY
1 (TUNECHI)
1 FOLLOWING
1 DOES
1 KNEES
1 LADIES
1 MEANT
1 SMILING
1 NIGHTS
1 FLOOR
1 BEING
1 ALONE
1 FACT
1 BOUGHT
1 BRUCE
1 SOLD
1 TEAR
1 SWEETEST
1 TOUCH
1 HAPPY
1 FRIENDS
1 KINDA
1 CRAZY
1 HAPPENS
1 SOMEBODY
1 HIT
1 YELLIN
1 WOULDVE
1 COMING
1 BET
1 SHOULDA
1 SOMIN
1 YELLOW
1 DIAMONDS
1 LIGHT AND
1 LEE
1 DOUBT
1 BELIEVE
1 HIS
1 PLAN
1 STANDING
1 TILL
1 BUCKET
1 ME
1 PRESIDENT
1 SIDE AS
1 JANUARY
1 FIRST
1 SHADOW
1 LIKE
1 DRINKING
1 DOT
1 COM
1 NOW
1 TONE
1 HOW
1 MANY
1 ROLLER
1 STONES
1 YEAH
1 BRAND
1 SPIRIT
1 PICKING
1 DONE ON
1 BED
1 WON
1 TOP
1 WINNER
1 G5
1 DEALER
1 WON NOW
1 MAMA
1 NEEDLE
1 HAY
1 STACK
1 A
1 BUGATTI
1 BOY
1 PLUS
1 MAYBACH
1 I
1 AROUND
1 ASAP
1 YEAH YOU
1 MOUNTAIN
1 TOP
1 WATER
1 POWER
1 ROYAL
1 SECOND
1 STRIKE
1 OIL
1 DIAMOND
1 PLATINUM
1 DRILL
1 LAND
1 GIVING
1 GIVING
1 UPS
1 OPTION
1 WITNESS
1 20
1 MEN
1 FEAR
1 LIONS
1 DEN
1 THAT
1 FLOW
1 FUNK
1 CROWN
1 KING
1 JUNGLE
1 STRONGER
1 DOWN
1 HUNDRED
1 MILES
1 GOING
1 SMILE
1 STRAIGHT
1 THE
1 TRICK
1 PLAYS
1 BILL
1 GATES
1 YEAH.
Unique words:675 Total words:3120
Freq. Word
149 I
144 YOU
109 THE
75 THAT
57 IT
53 A
48 IN
47 LOVE
41 ME
40 ONE
39 TO
38 I'M
37 NEVER
36 MY
35 AND
30 KNOW
29 DONT
28 LIKE
28 NO
26 AT
26 YOUR
25 WE
22 LOOK
22 GET
22 WIGGLE
22 CAN'T
22 DAY
21 SO
21 IF
21 GIRL
20 IS
20 I'LL (or ILL)
20 SOMETIMES
20 FEELING
19 BE
19 YEAH
18 BUT
18 ALL
18 BODY
17 UP
17 HOW
17 JUST
16 GOOD
15 GOTTA
15 WILL
15 EVERY
15 ABOUT
14 FEEL
14 OUT
14 WITHOUT
13 DO
13 OF
13 HAD
13 CAUSE
13 NIGGA
13 FOR
13 BABY
12 GOT
12 WHATS
12 WHAT
12 WHEN
11 MAKE
11 I'VE
11 ON
11 TIME
10 WITH
10 THIS
10 AIN'T
––––––––––––––Not All That Important–––––––––––––––––
9 BY
9 ARE
9 FOUND
9 ITS
9 AWAY
9 RAIN
9 WONT
9 MIND
9 SAY
8 SHE
8 THEY
8 DREAM
8 THATS
8 GO
8 HAVE
8 HOPELESS
8 NOW
7 YOURE
7 WAY
7 SEXY
7 WALK
7 WORK
7 FROM
7 HURTS
7 HER
7 TAKE
7 OH
7 THINK
7 ALWAYS
7 SURE
7 BEHAVE
7 BEFORE
6 WANT
6 YA
6 MONEY
6 ONLY
6 REALLY
6 WISH
6 REAL
6 LOSE
6 GIVE
6 SAME
6 MINE
6 PLACE WE
6 THERELL
6 SOMEONE
6 LASTS
6 INSTEAD
5 HARD
5 LET
5 SEE
5 NEED
5 LOST
5 THOUGH
5 BACK
5 YOUD
5 NOTHING
5 TRY
5 EVER
5 CAN
5 STILL
5 FORGET
5 YEAH
4 BEG
4 REMEMBER
4 SAID
4 LIFE
4 YOUVE
4 WOULD
4 YOU I
4 KEEP
4 HATE
4 BITCH
4 TELL
4 EYES
4 MAN
4 CARE
4 WANNA
4 GIRLS
4 HEART
4 COME
4 FACE
4 PLAY
4 FUCK
4 THERES
4 COULDNT
4 DIDNT
4 FIND
4 DOWN
4 RUNNIN
4 FALLING
4 BEST
4 TOO
4 NO
3 DOOR
3 SHOW
3 BEEN
3 NEW
3 OVER
3 EVERYDAY
3 GAME
3 FIGHT
3 SIDE
3 MORE
3 FUCKIN
3 LIE
3 EVERYBODY
3 HERES
3 PANTS
3 SHIT
3 EVEN
3 OUR
3 LOVED
3 WAS
3 WERE
3 ID
3 PHOTO
3 ALREADY
3 LIVE
3 ONCE
3 MOTTO
3 YOLO
3 BOUT
3 LITTLE
3 AFRAID
3 SITTING
3 BENCH
3 WELL
3 LIGHT
3 ANYBODY
3 SEEM
3 EM
3 SKEET
3 CHANGE
3 GOD
3 BOTH
3 SUNLIGHT
3 HOLD
3 SOME
3 PULL
3 CLEAR
3 LOVING
3 THESE
3 YOU
3 SLEEP
3 GOTTA
3 SKIES
3 CLOUDS
2 HE
2 STARING
2 BROKEN
2 PIECES
2 TIL
2 LIES
2 BLEEDING
2 TASTE
2 THATLL
2 WHO
2 WIN
2 LEAVE
2 ROLL
2 SPOT
2 AM
2 REST
2 WITHOUT…
2 YOU YOU
2 GOODBYE
2 NOT
2 HERE
2 RIGHT
2 READY
2 WALKIN
2 KNEW
2 SHOES
2 HURT
2 GETTING
2 HIDE
2 MISTAKES
2 OOOH
2 SHOUT
2 ELSE
2 PASSION
2 MAYBE
2 ALMOST
2 FRIEND
2 THEIR
2 BIG
2 CARRY
2 YOURSELF
2 THERE
2 GOES
2 CHECK
2 ALIVE
2 DENY BUT
2 OFF
2 THEYRE
2 UNDERSTAND
2 SAVE
2 PLACE
2 TOLD
2 AN
2 THINGS
2 NIGGAS
2 BUTT
2 PUT
2 GUN
2 SWEET
2 TONGUE
2 OTHER
2 HEARD
2 LOOKING
2 CAME
2 CONTROL
2 STOPS
2 ASHAMED
2 OR
2 TURN
2 BLUE
2 TRYIN
2 UNINVITED
2 PICK
2 YEP
2 NOTHIN
2 WRONG
2 YES
2 SHOULDVE
2 STAY
2 HOPED
2 YOURS
2 OH
2 REMINDED
2 ISNT
2 GRAB
2 DAY
2 SIP
––––––––Don't Matter––––––––––
1 CROSSES
1 MINE WHAT
1 TAKES
1 FLY
1 HEADED
1 SACRIFICES
1 MAKIN
1 BAR
1 CLAW
1 YO
1 SHINE
1 NERVOUS
1 THROUGH
1 ANIMAL
1 OPEN
1 DOOR LOVE
1 DIVIDE TURN
1 PRINT
1 MORE FEEL
1 HEARTBEAT
1 SHIRT
1 SETTLED
1 MARRIED
1 BEAT
1 DREAMS
1 OUTTA
1 TRUE
1 GUESS
1 SERVICE
1 GAVE
1 OLD
1 WHY
1 SHY
1 LAFREAK
1 WALKING
1 REDFOO
1 MALL
1 SECURITY
1 PIMP
1 ASKED
1 STREET
1 THEYVE
1 ASS
1 THEM
1 MOTHERS
1 FAVORITE
1 DADDY
1 FUN
1 PLEASE
1 MORPHINE
1 EYE
1 FRO
1 ‘CAUSE
1 BEACH
1 FLIES
1 YESTERDAY
1 LIVES
1 BORN
1 RAISED
1 SUMMER
1 HAZE
1 BOUND
1 SURPRISE
1 GLORY
1 DAYS
1 COMPARES
1 WORRIES
1 CARES
1 REGRETS
1 MEMORIES
1 MADE
1 SPEEDO
1 KNOWN
1 BITTERSWEET
1 DIE
1 WAIT I
1 DOING
1 TRUTH
1 THING
1 THOSE
1 VAIN I
1 LOVE I
1 PAST
1 SAYIN
1 LIE ALL
1 HEAL
1 WHOLE
1 ERASE
1 BLAME BUT
1 ACCEPT
1 STRANGE
1 QUIT
1 THINKING
1 NIGHT
1 SOB
1 CRY IF
1 CRY
1 TEARS
1 LIVING
1 BLIND LOST
1 PILLOW
1 CASE
1 TYPE
1 LOT
1 ACTING
1 PUSHING
1 UPTOWN
1 YORK
1 CITY
1 TRYING
1 SPANISH
1 AVENTURA
1 UNCLE
1 LUKE
1 MIAMI
1 CLUBBING
1 TROUBLESOME
1 WOMEN
1 MUCH
1 WRIST
1 BLANCPAIN
1 CONDO
1 BISCAYNE
1 SPACE
1 BRAIN
1 THANG
1 GUY
1 CHANGED
1 TWENTY
1 FIVE
1 SITTIN
1 25
1 MIL
1 BUILDING
1 MYSELF
1 PEACE
1 MAC
1 DRE
1 IMMA
1 BAY
1 OKAY
1 PAID
1 HOLLA
1 WEN
1 STOP
1 TEAM
1 MEDICATION
1 BREAK
1 MASCOT
1 TUNE
1 PASS
1 RELAY
1 YMCMB
1 YMCA
1 FREDDIE
1 MARLEY
1 MARL
1 CRIBBO
1 THANKING
1 NIKO
1 JAY
1 CHUBBO
1 GIBO
1 SANTA
1 MARGARITA
1 LITER
1 OHHH
1 RUN
1 CUZ
1 PIMPING
1 ICE
1 COLD
1 BITCHES
1 REALIZE
1 CHILL
1 MEAN
1 DONE
1 THEN
1 AGAIN
1 SOMETHING
1 GUARANTEE
1 DEAL
1 USED
1 BAGGAGE
1 AS
1 HEAVY
1 PARTIES
1 TAN
1 DARLIN
1 PACE
1 SLOW
1 WATCH
1 WORRY
1 ANYMORE
1 SEEN
1 MINDS
1 BIRTHDAY
1 HIGH
1 CHEEKS
1 DENY
1 CALLING
1 RELIGION
1 UMPIRE
1 SEVEN
1 GRAMS
1 BLUNT
1 DROWNED
1 PUSSY
1 SWAM
1 COULD
1 EASTSIDE
1 TREE
1 LEAF
1 FALL
1 DAMN
1 WEED
1 MO
1 ADD
1 V
1 FUCKED
1 TORN
1 TWISTED
1 KNOB
1 TALK
1 STUPID
1 HEAD
1 TALKS
1 MR
1 ED
1 YOUNG
1 DRUM
1 ASK
1 ENERGIZER
1 BUNNY
1 FUNNY
1 HONEY
1 MATTER
1 SUGAR
1 STREETS
1 HOOKERS
1 (YOU
1 KISS
1 DO)
1 LONG
1 WATER
1 CLUB
1 CONVINCED
1 BECKY
1 (TUNECHI)
1 FOLLOWING
1 DOES
1 KNEES
1 LADIES
1 MEANT
1 SMILING
1 NIGHTS
1 FLOOR
1 BEING
1 ALONE
1 FACT
1 BOUGHT
1 BRUCE
1 SOLD
1 TEAR
1 SWEETEST
1 TOUCH
1 HAPPY
1 FRIENDS
1 KINDA
1 CRAZY
1 HAPPENS
1 SOMEBODY
1 HIT
1 YELLIN
1 WOULDVE
1 COMING
1 BET
1 SHOULDA
1 SOMIN
1 YELLOW
1 DIAMONDS
1 LIGHT AND
1 LEE
1 DOUBT
1 BELIEVE
1 HIS
1 PLAN
1 STANDING
1 TILL
1 BUCKET
1 ME
1 PRESIDENT
1 SIDE AS
1 JANUARY
1 FIRST
1 SHADOW
1 LIKE
1 DRINKING
1 DOT
1 COM
1 NOW
1 TONE
1 HOW
1 MANY
1 ROLLER
1 STONES
1 YEAH
1 BRAND
1 SPIRIT
1 PICKING
1 DONE ON
1 BED
1 WON
1 TOP
1 WINNER
1 G5
1 DEALER
1 WON NOW
1 MAMA
1 NEEDLE
1 HAY
1 STACK
1 A
1 BUGATTI
1 BOY
1 PLUS
1 MAYBACH
1 I
1 AROUND
1 ASAP
1 YEAH YOU
1 MOUNTAIN
1 TOP
1 WATER
1 POWER
1 ROYAL
1 SECOND
1 STRIKE
1 OIL
1 DIAMOND
1 PLATINUM
1 DRILL
1 LAND
1 GIVING
1 GIVING
1 UPS
1 OPTION
1 WITNESS
1 20
1 MEN
1 FEAR
1 LIONS
1 DEN
1 THAT
1 FLOW
1 FUNK
1 CROWN
1 KING
1 JUNGLE
1 STRONGER
1 DOWN
1 HUNDRED
1 MILES
1 GOING
1 SMILE
1 STRAIGHT
1 THE
1 TRICK
1 PLAYS
1 BILL
1 GATES
1 YEAH.
Tuesday, November 15, 2011
Final Project Powerpoint
https://docs.google.com/present/view?id=dczst7db_82tzbsb7fh&revision=_latest&start=0&theme=blank&cwj=true
Tuesday, November 1, 2011
Creativity, Mirroring and Homage: Christian Marclay
An image that represents the influences, artistic approaches and creative flow of musician and sound artist Christian Marclay.
Christian Marclay is a multi-talented artist in audio production and video collage. He was born in San Rafael, CA on January 11, 1955, and was raised in Sweden. During his childhood and education he was heavily influenced by the Fluxus movement and Punk Rock genre. In 1979, he joined forces with guitar player Kurt Henry to form a band; since they were unable to hire a drummer, Marclay began manipulating records on turntables to create a beat over which Kurt would play.
Since then he has been creating music with what he calls "the lost sounds of the record"— the hiss of a turntable needle, the crackles and pops, skips on faultily-cut records, and even the sound of a record played off-center. Additionally, he tends to find cheap records in stores (in 1998 he bragged that he never paid more than $1USD for a record), cut them up and re-attach them to create specific rhythms or combinations of sound.
Marclay, Christian.
Christian Marclay is a multi-talented artist in audio production and video collage. He was born in San Rafael, CA on January 11, 1955, and was raised in Sweden. During his childhood and education he was heavily influenced by the Fluxus movement and Punk Rock genre. In 1979, he joined forces with guitar player Kurt Henry to form a band; since they were unable to hire a drummer, Marclay began manipulating records on turntables to create a beat over which Kurt would play.
Since then he has been creating music with what he calls "the lost sounds of the record"— the hiss of a turntable needle, the crackles and pops, skips on faultily-cut records, and even the sound of a record played off-center. Additionally, he tends to find cheap records in stores (in 1998 he bragged that he never paid more than $1USD for a record), cut them up and re-attach them to create specific rhythms or combinations of sound.
Music is a very popular experience that anybody can relate to. It's a lot more popular than painting. [And in any case, in] a performance you have the visual presence of someone producing sound. In my work I'm constantly dealing with the contradiction between the material reality of the art object as a thing and its potential immateriality. In a way immateriality is the perfect state, it is the natural outcome of the ephemeral. In music this aspect of immateriality is very liberating. Ideally I would like to make art that is invisible.
Marclay, Christian.
Saturday, October 15, 2011
Thursday, October 13, 2011
Christian Marclay
Christian Marclay is a multi-talented artist in audio production and video collage. He was born in San Rafael, CA on January 11, 1955, and was raised in Sweden. During his childhood and education he was heavily influenced by the Fluxus movement and Punk Rock genre. In 1979, he joined forces with guitar player Kurt Henry to form a band; since they were unable to hire a drummer, Marclay began manipulating records on turntables to create a beat over which Kurt would play.
Since then he has been creating music with what he calls "the lost sounds of the record"— the hiss of a turntable needle, the crackles and pops, skips on faultily-cut records, and even the sound of a record played off-center. Additionally, he tends to find cheap records in stores (in 1998 he bragged that he never paid more than $1USD for a record), cut them up and re-attach them to create specific rhythms or combinations of sound.
Marclay, Christian.
RESOURCES:
http://en.wikipedia.org/wiki/Christian_Marclay
http://www.egs.edu/faculty/christian-marclay/biography/
http://www.youtube.com/watch?v=4yqM3dAqTzs
http://www.youtube.com/watch?v=iVyO9BaMvAQ
http://www.jca-online.com/marclay.html
Since then he has been creating music with what he calls "the lost sounds of the record"— the hiss of a turntable needle, the crackles and pops, skips on faultily-cut records, and even the sound of a record played off-center. Additionally, he tends to find cheap records in stores (in 1998 he bragged that he never paid more than $1USD for a record), cut them up and re-attach them to create specific rhythms or combinations of sound.
Music is a very popular experience that anybody can relate to. It's a lot more popular than painting. [And in any case, in] a performance you have the visual presence of someone producing sound. In my work I'm constantly dealing with the contradiction between the material reality of the art object as a thing and its potential immateriality. In a way immateriality is the perfect state, it is the natural outcome of the ephemeral. In music this aspect of immateriality is very liberating. Ideally I would like to make art that is invisible.
Marclay, Christian.
RESOURCES:
http://en.wikipedia.org/wiki/Christian_Marclay
http://www.egs.edu/faculty/christian-marclay/biography/
http://www.youtube.com/watch?v=4yqM3dAqTzs
http://www.youtube.com/watch?v=iVyO9BaMvAQ
http://www.jca-online.com/marclay.html
Thursday, October 6, 2011
Project 1: Three Artists (or, one I care about and two others)
To reduce my selections to a mere list, I've selected my artsits:
•CHRISTIAN MARCLAY: A multi-talented artist, who works in both audio art (mostly through vinyl records and the deconstruction thereof) and video art ("Clock", a 24-hour exhibition of selected video clips, is still running in England).
http://en.wikipedia.org/wiki/Christian_Marclay
http://www.youtube.com/watch?v=4yqM3dAqTzs
•ALFRED STIEGLITZ: A legendary American photographer, who revolutionized photography as art as we know it today.
http://en.wikipedia.org/wiki/Alfred_Stieglitz
•ANDY GOLDSWORTHY: A Sculptor who works almost entirely in nature, inspired by nature, and works only WITH natural materials.
http://www.sculpture.org.uk/AndyGoldsworthy/
My choice, or the way I lean so far, is Christian Marclay. In addition to his own unique approach to music and sound being a subject in which I'm immensely interested, he is also steeped in a great deal of imagery that would prove useful to the project itself.
•CHRISTIAN MARCLAY: A multi-talented artist, who works in both audio art (mostly through vinyl records and the deconstruction thereof) and video art ("Clock", a 24-hour exhibition of selected video clips, is still running in England).
http://en.wikipedia.org/wiki/Christian_Marclay
http://www.youtube.com/watch?v=4yqM3dAqTzs
•ALFRED STIEGLITZ: A legendary American photographer, who revolutionized photography as art as we know it today.
http://en.wikipedia.org/wiki/Alfred_Stieglitz
•ANDY GOLDSWORTHY: A Sculptor who works almost entirely in nature, inspired by nature, and works only WITH natural materials.
http://www.sculpture.org.uk/AndyGoldsworthy/
My choice, or the way I lean so far, is Christian Marclay. In addition to his own unique approach to music and sound being a subject in which I'm immensely interested, he is also steeped in a great deal of imagery that would prove useful to the project itself.
Thursday, September 29, 2011
Friday, September 9, 2011
Emergent Behavior in "Telephone Pictionary"
The game "Telephone Pictionary" is dependent upon emergent behavior for its humor. Based upon a combination of two childhood games, the game combines the interpretive natures of recognizing elements in a drawn figure and representing abstract concepts visually. Like the original "Telephone" game before it, "Telephone Pictionary" relies on errors/misinterpretations— an emerging behavior as slight deviations from the original, intended phrase are incorporated out of the hand-drawn representations— to trace a path from what the intended phrase was in the beginning to what it evolved into in the end.
To play Telephone Pictionary, each player is passed a stack of blank cards (one card per participating player, including themselves), and they start by writing a phrase of some sort ("London Bridge is Falling Down", "A Three-Toed Sloth", "Two Wrongs Don't Make a Right", etc.). Then the stack is passed to the next player, and play cycles between drawing what the previous phrase suggested or interpreting the previous drawing into recognizable phrases or objects. A time limit is imposed on writing/drawing rounds, keeping artists from becoming too detailed in their visuals or writers from extracting excessive details. When the stack reaches the player it started with, the result is often a humorous distortion wildly different from the intended phrase.
Our team has noticed two varieties of emergent behavior in this game, dependent upon the results:
EXAMPLE GAMES:
To play Telephone Pictionary, each player is passed a stack of blank cards (one card per participating player, including themselves), and they start by writing a phrase of some sort ("London Bridge is Falling Down", "A Three-Toed Sloth", "Two Wrongs Don't Make a Right", etc.). Then the stack is passed to the next player, and play cycles between drawing what the previous phrase suggested or interpreting the previous drawing into recognizable phrases or objects. A time limit is imposed on writing/drawing rounds, keeping artists from becoming too detailed in their visuals or writers from extracting excessive details. When the stack reaches the player it started with, the result is often a humorous distortion wildly different from the intended phrase.
Our team has noticed two varieties of emergent behavior in this game, dependent upon the results:
- ICONOGRAPHIC REPRESENTATION: If an iconic object or phrase is represented (or interpreted), this tends to remain consistent throughout. For instance, one of our instances began with the phrase "Singing in the Rain" and remained consistent throughout the entire game. This is because "Singing in the Rain" is an icon in society, and the unusual combination of a person vocalizing in precipitation is easily recognizable.
- OBJECTIVE REPRESENTATION: If a specific icon was not identifiable in the original phrase or drawing, we've found that most people will break it down into recognizable objects. Because of the time limit imposed by the game, most people find it difficult to link all the objects together into a coherent system or group, so more often than not the participant will reduce it to recognizable objects. Thus, the context of their use together is lost as the cards are passed around, but the "gist" is retained. This is compounded with each following card until it is reduced to a very simple concept.
EXAMPLE GAMES:
Saturday, September 3, 2011
Introductory Post: Analysis of Existing Systems
For the first assignment of the semester, our team members were asked to conjure up 5 diagrams and examples of existing systems, of which one must not exist tangibly, one must be living, one must have 100+ parts, one must have 5 or less, and one must consist of how we individually create art. With these in tow, we were then assigned to explain the properties and types of systems we'd found using the newfound vocabulary of our categories. The findings as such for Travis Stebbins are below:
MANATEE (Living System): Open and Gestalt System
A Manatee is an Open system because much of the system depends on system-external input (food, mates, etc). A manatee would cease to function without basic external conditions, or external input to the system.
Additionally, a manatee is capable of many more things than a pile of skin, blubber, organs and bodily fluids when separated.
PEACEMAKING PROCESS (Intangible System): Balance System
By default, the system required to make peace checks for a balance of both parties. The resolution of a conflict into peace is often completed by a return from imbalance (be it of power, resources or actions) to stasis. [Will attach document later]
EUROBEAT PROCESS (Personal Art System): Hierarchical Procedural System
The Eurobeat-creation process involves steps that contain several sub-steps (for instance, the "Creativity" step involves a combination of Eurobeat genre conventions, Red Bull/Caffeine, and ideas from Other Songs, and "Logic Pro 9" involves a collection of three major pools of sound creation.) [Will attach document later]
TREE-ROOTS (≤ 5 Part System): Interchanges with Environment
Tree roots are only capable of fulfilling their part of the system by seeking out nutrition from their environment (soil). Additionally, the canopy drip line usually extends to about the same length as some of its roots, allowing the soil itself, along with its contents, to benefit from the rain it displaces.
CAR (1969 Ford Torino) (100+ Part System): Interdependent (and, thusly, Indecomposable), Interfaced and Gestalt System
Regarding either their existence as a set of systems (each containing several parts to themselves) or as one massive system, automobiles are extremely dependent on the existence and function of other parts and facets to consistently work as necessary. The engine requires all of its parts to be fully functional to run, and the car itself requires the engine to run. Additionally, without seats or an interface, the individual necessary to operate the car would be unable to do so. Every part must be in synchronized harmony.
MANATEE (Living System): Open and Gestalt System
A Manatee is an Open system because much of the system depends on system-external input (food, mates, etc). A manatee would cease to function without basic external conditions, or external input to the system.
Additionally, a manatee is capable of many more things than a pile of skin, blubber, organs and bodily fluids when separated.
PEACEMAKING PROCESS (Intangible System): Balance System
By default, the system required to make peace checks for a balance of both parties. The resolution of a conflict into peace is often completed by a return from imbalance (be it of power, resources or actions) to stasis. [Will attach document later]
EUROBEAT PROCESS (Personal Art System): Hierarchical Procedural System
The Eurobeat-creation process involves steps that contain several sub-steps (for instance, the "Creativity" step involves a combination of Eurobeat genre conventions, Red Bull/Caffeine, and ideas from Other Songs, and "Logic Pro 9" involves a collection of three major pools of sound creation.) [Will attach document later]
TREE-ROOTS (≤ 5 Part System): Interchanges with Environment
Tree roots are only capable of fulfilling their part of the system by seeking out nutrition from their environment (soil). Additionally, the canopy drip line usually extends to about the same length as some of its roots, allowing the soil itself, along with its contents, to benefit from the rain it displaces.
CAR (1969 Ford Torino) (100+ Part System): Interdependent (and, thusly, Indecomposable), Interfaced and Gestalt System
Regarding either their existence as a set of systems (each containing several parts to themselves) or as one massive system, automobiles are extremely dependent on the existence and function of other parts and facets to consistently work as necessary. The engine requires all of its parts to be fully functional to run, and the car itself requires the engine to run. Additionally, without seats or an interface, the individual necessary to operate the car would be unable to do so. Every part must be in synchronized harmony.
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