Definition List

COMIC-CON 2010 (part 4)

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At Comic-Con, artist Neal Adams defined a comic book artist as:
someone you put in a closet with a drawing table, a lamp, a radio, art supplies and you slide paper under the door and he'll keep filling it up -- just so he can get new paper to draw more.
There must have been a thousand artists at Comic-Con who fit that description. Some of them were still blinking as their eyes adjusted to being out in the light. At tables on "artist's alley," in booths and leaning up against fire hydrants, you saw them inking highly detailed backgrounds and individual strands of hair. They didn't seem to be weighing the costs and benefits of their actions, the way sensible people would. They drew unfazed by the economics or the logistics of what they were doing.

There must have been 423 of them specializing in slick, polished images of huge breasted barbarian women in leather and chain mail bodices. (Question: if there are only 360 degrees in a full circle, how is it possible that there are an infinite number of angles from which to draw barbarian women bending over?)

Most of these pictures were keyed to grab at your attention -- every muscle flexed to the max, every gun blazing, every body extended mid-leap. Walking down a corridor of such overwrought images was exhausting.

Most of these pictures were technically accomplished. The artists had clearly sacrificed huge chunks of their lives to acquire technical skills. Some of the art-- a very small percentage-- was even excellent.

I would not live my life the way these artists do, but from a safe distance I can admire their willful disregard for actuarial tables. I am reminded of Archy and Mehitabel's famous Lesson of the Moth, in which Archy asked the moths why they continued to bang their heads against an electric light bulb in an effort to fry themselves in the beautiful fire. He asks one, "have you no sense?"

plenty of it he answered
but at times we get tired
of using it

As Archy returned to his rational life, he remarked,

i wish
there was something i wanted
as badly as he wanted to fry himself

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COMIC-CON 2010 (part 3)

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Comic-Con provides a unique vantage point on the digital future of the popular arts.

The invention of digital media had an obvious quantitative impact on art, but I always listen at Comic-Con for early evidence of a qualitative impact.

Everybody knows the quantitative benefits: computers enhance the efficiency, speed and precision of the creation and distribution of images. They permit sharper, more consistent pictures than traditional tools can. They expand the range of possible subject matters by overcoming previous limitations on scale. For example, animators today have the ability to show individual strands of hair, or flowers in a field, or faces in a crowd that once would have been economically impossible to convey.

Yet, it is not clear that any of these miracles crosses the line between quantitative and qualitative change.

Contrast digital art with the invention of oil paint, for example. Many historians believe the invention of oil paint transformed the nature of art qualitatively. It gave artists versatility and sensitivity to create rich, glowing surfaces (such as polished marble, radiant jewels and-- most importantly-- human flesh).



This is supposed to have helped inspire the transition from the medieval obsession with the afterlife...



to the Renaissance focus on the human body and our physical world.

For me, the most fascinating question about the future of digital art is whether HCI (human-computer interaction) has the potential to trigger a similar kind of change.

Can it help make our images more sensitive? Better designed? Can it lead to better compositions? More poignant or evocative or profound images? Can it help make artists visually smarter, or perhaps release some primal aspect of aesthetic communication that has been straightjacketed so long by the limitations of earlier media we're not even aware of it?

One of the more promising areas discussed at Comic-Con emerged in a presentation by USC professor Henry Jenkins on "Transmedia," which he defined as:
The systematic dispersion across multiple platforms of a unified and coordinated entertainment experience, with each platform making its own contribution.
While in many respects transmedia is a marketing concept, it can also alter our experience of creative content by mixing genres together in what seems to be a new and potentially rich way. Digitalization enables people to become part of a movie, or to experience the movie through multiple points of view; to immerse themselves in a story and to later extract parts of it to take back to their own world; to incorporate the content in their own play (think of people using youtube to adapt and perform their own versions of the songs they see on Glee); to move the content from one medium to another, the way bees cross-pollenate. Jenkins impressed me as smart and disciplined.

It's too early to tell, but this strikes me as a variation on the creative experience worth thinking about as we shape our stories and other creative content.
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