My chosen era

Despite only being early into a new century the naughties have still seen some ground-braking cultural, social and especially artistic revolutions. Not to mention fantastic advancements in technology, making the science fiction of yesterday, today. Events like the release of the I phone and other such hardware has changed the way we look technology as a whole but has also greatly expanded our views for the future, and not to mention our imagination. This has had implications on many aspects of fiction in the media, mainly science fiction. Advancements into visual effects has also allowed for classic films to be brought to live in all new glory in front of an entirely new generation. Films like saw, explored a previously un-reached side of the twisted human human mind, spawning an entirely new film franchise of ‘torture porn’ that all but desensitised a whole generation, much like the internet, that has had an un-fathomable impact on every aspect of our existence from how we shop, what we watch etc. It has also allowed previously unknown people to share their creations with the world. Sites like YouTube somewhat took the focus of reading as a whole, though the ebook is expected to reach a worth of about $22 billion by 2017, proving that there is still room for books, novels and comics in-particular. Upon this surge is Google’s revolutionary yet daunting plan to convert 15 million books into a digital format firmly cementing the ancient medium of readings place in  the digital world.

On the TV classic science fiction hero Doctor Who had made a return to the BBC and was set to re-define the science fiction genre for a generation pushing forward many facets of our culture such as the comic book into science fiction frenzy with The Doctor, among other characters, getting his own spin-off comic. This would have also influenced the current market of comics be it in a positive way such as creating more business or a negative one, like drawing customers away. This increased the popularity of not only science fiction but science itself, proving true in the release of Richard Dawkins’s ground breaking yet controversial book entitled: The God Delusion. This re-ignited the debate between religion and science that was currently being fought somewhat unnoticed on websites like YouTube where users often debate either live or through ‘response videos’. Religion, hoever had already made its mark not only the naughties but all of history when over 3000 people where killed when Muslim extremists belonging to terrorist group al-Qaeda hijacked four planes, flying two of them into the two World Trade Centre buildings. The resulting war and the impact on America’s foreign policy has left marks that are still visible to this day.

Though emerging in the mid 1950’s in a very basic form, the Computer Art movement has advanced a lot (to no surprise) with the technology boo of the information age. The concept is simple, an artist may use a variety of programs such as isometric software, 3D modelling or even image manipulation mixed with traditional media (in some cases) to create the desired visual effect. The Victoria and Albert museum details the process behind the image below: Forest Devils’ moonlight’ by Kenneth Snelson, ‘This image by Kenneth Snelson (below) was created using a 3D computer animation program. The image forms the left side of a stereoscopic image. Accompanied by a near identical image placed to its right and viewed simultaneously, the two images would have created the illusion of a 3D environment.’ (vam.ac.uk)

Kenneth 
Snelson, 'Forest Devils' MoonNight' (detail), 1989, Museum no. 
E.1046-2008. Given by the American Friends of the V&A through 
the generosity of Patric Prince

Image source (http://www.vam.ac.uk/__data/assets/image/0016/211831/58390-large.jpg)

Combining a Pop aesthetic with the kitsch of Japanese kawaii (cute) culture, Superflat overtly references the flatness and two-dimensionality of Japanese anime (animation) and manga (comics).’ The art movement superflat (a quoted above) is all based around the ‘pop aesthetic‘ and was quite possible influenced by pop art/ surrealism with its depictions of everyday things turned wonderful. Though heavily inspired by Japanese culture the movement is starting to gain a foothold in other cultures and therefore, having an impact on them much like that which has happened in the past when Japanese cartoon where first dubbed in English. Below is an exhibition flyer for Takashi Murakami’s ‘Kaikai kiki all star‘.

Kaikai Kiki All Star exhibition flyer, currently showing at Takashi Murakami's new Taipei art space, KaiKai Kiki Gallery Taipei.

Image source (http://artradarjournal.com/wp-content/uploads/2010/07/kaikai-kiki-all-star-exhibition-flyer-currently-showing-at-takashi-murakamis-new-taipei-art-space-kaikai-kiki-gallery-taipei.jpg)

The computer graphics movement does exactly what it sounds like. By tking full advantage of new technologies, comparatively to Computer Art though Computer graphics has expanded out into similar fields like animation becoming one of the few motion based core art forms. Furthermore it takes a much more realistic stance when compared to Computer art. This is with the exception of a few pieces depicting cartoons and other such styles. A very heavy focus of the movement is its obsession with the third dimension, this is clear in a lot of their at showing off 3D graphics or renders known as CGI. Tobias Isenberg’s piece below shows a clear fascination with an objects interaction in 3D space.

Image source (http://tobias.isenberg.cc/uploads/Teaching/cool-raytracer.jpg)

To conclude, the naughties has been of at constant edge of Technological development and this as a result has spawned a massive cult following of the science fiction genre which has shown in Film (examples include James Cameron’s Avatar), the Television, and even books, but comics especially with a torrent of super hero films released and to be released, 2000 AD’s Judge Dredd also had a film adaptation (though released after the naughties this is still an example of the current trend). With the bounds of technology being pushed further and further, art has also to adapt, and adapt it has done. Many art movements have found a firm place proving that art, a very creative field and computing, very academic, can get along.

Websites used

http://www.telegraph.co.uk/culture/6466684/Top-100-defining-cultural-moments-of-the-00s-noughties.html

http://www.publishingtechnology.com/2014/12/kobo-thinks-the-global-ebook-market-is-worth-14-5bn-but-what-do-other-sources-say/

http://www.doctorwho.tv/shop/titan-comics/

http://www.history.com/topics/9-11-attacks

http://www.vam.ac.uk/content/articles/a/computer-art-history/

http://artradarjournal.com/2013/10/11/what-is-superflat/

http://design.osu.edu/carlson/history/lesson20.html

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