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Showing posts with label Video Games. Show all posts
Showing posts with label Video Games. Show all posts

Sunday, August 13, 2017

Harun Farocki - The Parallel Series I-IV


The four‐part cycle Parallel deals with the image genre of computer animation. The series focuses on the construction, visual landscape and inherent rules of computer-animated worlds.

"Computer animations are currently becoming a general model, surpassing film. In films, there is the wind that blows and the wind that is produced by a wind machine. Computer images do not have two kinds of wind."—Harun Farocki

A history of graphical representation in computer games. It starts with the 30 year history of the tree in computer games, how it changed and what it means to recognise a tree in a game around 2010. It then goes on to explain how images are adapted and transferred across media. It ends with the claim that the creators of computer images want to surpass film images.

This is the first in a series of four films about the visuality, ontology and philosophy of digital imaging in computer games, along with its intersections with other visual art forms and cognitive philosophy.

Parallel I opens up a history of styles in computer graphics. The first games of the 1980s consisted of only horizontal and vertical lines. This abstraction was seen as a failing, and today representations are oriented towards photo‐realism.

"For over one hundred years photography and film were the leading media. From the start, they served not only to inform and entertain, but were also media of scientific research and documentation. That’s also why these reproduction techniques were associated with notions of objectivity and contemporaneity -- whereas images created by drawing and painting indicated subjectivity and the transrational.

Apparently today computer animation is taking the lead. Our subject is the development and creation of digital animation. If, for example, a forest has to be covered in foliage, the basic genetic growth program will be applied, so that “trees with fresh foliage”, “a forest in which some trees bear four-week-old foliage, others six-week-old foliage” can be created. The more generative algorithms are used, the more the image detaches itself from the appearance as found and becomes an ideal-typical.

"Using the example of trees and bushes, water, fire and clouds we compare the development of surfaces and colourings over the past thirty years in computer animation images. We want to document reality-effects such as reflections, clouds, and smoke in their evolutionary history."  -- Harun Farocki



This second film deals with the spatial dimensions of computer game imagery. Permitted and forbidden space. How boarders are established in computer games spaces. A beautiful thing that encages the player.


Parallel II explores the borders and boundaries of the game worlds. The work follows characters attempts to escape the edges of their animated world by any means, and seeks to reveal what lies outside of the defined spaces and digital borders.



We as player are placed within the space of the game. Before long the limit of the game is reached. The limit of the game is a backdrop as in a theatre. The world ends like a board game.

Parallel III seeks out the backdrops of the game worlds and the nature of their digital objects. It reveals digital worlds which take the form of discs floating in the universe—reminiscent of pre-Hellenistic conceptions of the universe. The animated worlds appear as one-sided theatre stages, flat backdrops revealed only by the movements of an omniscient camera. The objects in the worlds often do not react to "natural forces." Each of their properties must be separately constructed and assigned to them.


Parallel IV explores the actions of the heroes and protagonists of the video game world. These heroes have no parents or teachers; they must test their relationships with others and determine of their, own accord, the rules to follow. Farocki notes these characters are "homunculi, anthropomorphist beings, created by humans. Whoever plays with them has a share in the creator's pride."

Thursday, May 20, 2010

The Most Beautiful Game



Rez: developed under the codename K-Project, Project Eden, and Vibes, is a rail shooter video game released by Sega in Japan in 2001 for the Dreamcast and PlayStation 2, with a European Dreamcast release and United States PlayStation 2 release in 2002. The game was developed by Sega's United Game Artists division, which contained several former members of the disbanded Team Andromeda, the Sega development team behind the Panzer Dragoon series. It was conceptualized and produced by Tetsuya Mizuguchi. His company, Q Entertainment released a high definition version, Rez HD to the Xbox Live Arcade in 2008

Thursday, July 10, 2008

Video Games Do Not Kill


Doctors Lawrence Kutner and Cheryl Olson speak with X-Play about their book, Grand Theft Childhood.

In their 2008 book, Grand Theft Childhood, Harvard Medical School psychiatrists Lawrence Kutner and Cheryl Olson warn about video games. The gist of their warning: don't jump to conclusions.

Video games have a dual reputation as harmless, exciting fun and as home training systems for mass murderers. Dr Kutner and Dr Olson's book shows that neither characterisation is true across the board, although one is much closer to the truth.

Using a $US1.5 million ($A1.56 million) grant from the Office of Juvenile Justice and Delinquency Prevention, part of the US Justice Department, the two set out to explore what kinds of video games children aged 12 to 14 play, how they play them, why they play them, and what relationships there might be between game habits and other behaviour.

The couple, who are also the parents of a video game-playing teenage son, surveyed more than 1200 US school students aged 12-14 and 500 of their parents.

Their survey did not directly ask about serious criminal behaviour, in part to avoid children incriminating themselves, but their book uses statistics published by the Justice Department to conclude that "videogame popularity and real-world youth violence have been moving in opposite directions.

Violent juvenile crime in the US reached a peak in 1993 and has been declining ever since."

Mass shootings at schools are the ultimate juvenile crime nightmare, but Grand Theft Childhood cites a US Secret Service study concluding that only "one in eight school shooters showed any interest in violent video games".

Shooting holes in gaming theories