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1- Jimenez, S. (2022). THE REPRESENTATION OF WOMEN IN DISNEY ANIMATED FILMS. [online] Available at: https://digitalcommons.unomaha.edu/cgi/viewcontent.cgi?article=1189&context=university_honors_program.
Sharik Jimenez’s sociology thesis, a well-researched inspection from the University of Nebraska at Ohama, inspects the representation of women in Disney animated movies. Using historical, cultural and media analysis, it talks about the evolution of the portrayal of genders from the early princesses, to today’s modern leads. While the article analysizes the evolution of female protagonists testing the norms, it highlights the persistent underrepresentation of cultural stereotypes and body diversity in the movies. They emphasize the impact of media on shaping the audience’s perceptions of gender and identity perceptions. This study references credible sources and examples, guaranteeing academic accuracy and depth. As I wish for my work to advocate for inclusivity and representation, this study serves a useful purpose as it provides a well-researched analysis and thoughts on broader implications in the most impactful movies of our childhoods. This research would help me create more empowering and diverse characters, avoid cliches, and understand the importance of cultural context’s influence on the portrayal of women.
2- Larson, C. and Carter, A. (2023). Love is love: Reverse isomorphism and the rise of LGBTQ+ romance publishing. New Media & Society. doi:https://doi.org/10.1177/14614448231218991.
Christine M. Larson, a scholar at the University of Colorado Boulder and graduate from Stanford University and Princeton University, researches the transformation of media industries and content creation through digital technologies, focusing on journalism and publishing.Important journals have featured her work, and she is now working on a book in 2024. Ashley Carter is a researcher in LGBTQ+, and contributed insights on the LGTBQ+ impact on the publishing industry and its representation in romance. Their article provides insightful understanding into LGBTQ+ literature and digital publishing, ranging over how smaller publishers influenced larger ones to write about more inclusivity and diversity, introducing the concept of “reverse isomorphism”. The authors highlight the evolution of cultural narratives, and the improving acceptance of LGBTQ+ relationships and identities in society, focusing on the impact of representations in mainstream media. While I don’t work in publishing, I find the deeper exploration of LGBTQ+ makes this article useful as it helps to understand LGBTQ+ representation better, meaningful socially conscious storytelling, and cross-media interest.
3- Zurcher, J.D., Brubaker, P.J., Speed, A., Shawcroft, J., Sheppard, J.A., Coyne, S.M., Christensen-Duerden, C. and Adams, D.R. (2024). Disney in Black and White: An Analysis of Race Representation Within Disney Animated Films From 1937 to 2021. Journalism & Mass Communication Quarterly. doi:https://doi.org/10.1177/10776990241284795.
This article is written by a group of 8 different authors, who specialize in research in the media, communications, child development, and gender discrimination. In this article, they explore the depiction of race and its representation in Disney movies, from the very first one to the latest one, examining the changes over time. It focuses on the improvement, the progress, and the consistent challenging of stereotypes and the underrepresentation of culturally diverse characters. This peer-reviewed article offers a data-driven, historically broad perspective on the subject. Moreover, the multi-contribution offers deeper research and a bigger range of perspectives. Racial representation and diversity in the media are significant subjects to master and help understand the big company’s cultural impact on racial perception. I believe this article is necessary as the analysis of Disney’s depiction of race over the decades brings light to the patterns of exclusion in movies. It explains how the company reacted to the criticism it received, giving an insight into the company and the audience’s point of view. This insight is very valuable and useful for someone who wishes to work in the industry in the future.
4- Fearing, F. (1947). Influence of the Movies on Attitudes and Behavior. The ANNALS of the American Academy of Political and Social Science, 254(1), pp.70–79. doi:https://doi.org/10.1177/000271624725400112.
Franklin Fearing (1892-1962) was a psychologist who focused his studies on physiological and social psychology. He worked as a professor at Northwestern University and UCLA, becoming the first social psychology specialized professor there. In his work, he mainly inspected public opinions, propaganda, and the influence of movies on society’s behavior. Fearing believed that films shaped the way the viewers understood the world, and this understanding each influenced by their unique experiences and backgrounds. This study examines the impact of movies on the audience’s thoughts and social attitudes. He highlights the importance of storytelling, arguing it molds norms in society, as well as the importance of characters' roles and their influence on social identities and relationships. While this article is dated from 1947, I find it relevant and useful, as it goes over the basic understanding of media psychology and the impact of storytelling. He covers the topics of cultural representation, the theory of active audience, and the role of media in holding perceptions. His research still applies to today’s digital media content, where visuals are influencing and shaping behaviors more than ever. It’s important fro animators to understand the psychology behind the impact of a movie they could be working on, where every single choice, from colours to shapes have a meaning and influences each individual differently.
5- Smutny, P. (2022). Learning with virtual reality: a market analysis of educational and training applications. Interactive Learning Environments, 31(10), pp.1–14. doi:https://doi.org/10.1080/10494820.2022.2028856.
Pavel Smunty, a researcher at the Faculty of Mechanical Engineering at the VSB-Technical University of Ostrava in the Czech Republic, focuses his work on integrating technology into education by creating immersive and engaging techniques through VR. His article offers a comprehensive analysis and methodical approach to VR’s impact on education and training, its marketing tactics, advantages, challenges, future, and it’s presence in various contexts, including healthcare, and skill development. While highlighting VR’ potentially transforming the educational and training world, the article studies it’s financial and technical obstacles, keeping it from reaching the mainstream market. As my main goal in life is to impact people, and more specifically younger minds, even though I’ve been focused on movies this article offers an interesting insight into VR’s impact. Education is really important and I do believe making it engaging would’ve helped me greatly. This article explains how VR is being implanted into education. Understanding its advantages and challenges is very important for my future choices regarding my career.
6- Von, S., Billinghurst, M., Smith, R.T. and Thomas, B.H. (2024). Augmented Reality Entertainment: Taking Gaming Out of the Box. Springer eBooks, pp.162–170. doi:https://doi.org/10.1007/978-3-031-23161-2_81.
This article waswritten by Mark Billinghurst, Gun Lee Von Itzstein, Ross T. Smith, and Bruce H important figures in the field of augmented reality (AR). Mark Billinghurst is an awarded professor specializing in the interaction between humans and computers. Gun Lee Von Itzstein, Ross T. Smith, and Bruce H are experienced researchers in mixed reality, AR, and interactive reality. This study demonstrates how AR is altering the gaming and entertainment worlds, focusing on it’s ability to join the virtual and real-life environments, creating experiences that are immersive and interactive, going beyond the traditional setups. This study covers the technological impact of AR, and the potential challenges that may face. I find this study very useful, as AR holds a big role in the future of gaming landscapes. It has already been proven with the big success Pokemon Go received, and this article provides valuable insight for anyone interested in exploring AR for the games of the future. It provides a detailed investigation of the reshaping of the entertainment and gaming industry made through AR.
7- Wilk, K. (2024). Feminist Film Theory: The Impact of Female Representation in Modern Movies. Studia Humana, 13(4), pp.13–22. doi:https://doi.org/10.2478/sh-2024-0021.
The article by K. Wilk, a scholar and researcher specializing in film studies, gender studies, and feminist theory focusing her work on cultural and social issues and the influence of movies on social understandings, explores the portrayal of female characters in modern movies and its impact on the societal perception of gender roles. This study focuses on feminist film theory, analyzing the evolution of female representation and its impact on the film industry and the cultural attitude toward women. It covers the topics of objectification, gender equality, and empowerment in mainstream media. This article analyses the power of films in shaping feminist discussion and social norms. This article usefully provides an in-depth explanation of gender dynamics in modern cinema. As an animation student interested in working in the film industry and in social change, I find in the insight it provides into the way media shapes societal views on women very fascinating.
8- Saeed, U., Afzal, S., Khan, M.A., Safian, A. and Anmol, S. (2021). Impacts of Animated Movies on Children Behavior: A Study of Multan (Pakistan). VFAST Transactions on Education and Social Sciences, [online] 9(3), pp.201–211. doi:https://doi.org/10.21015/vtess.v9i3.654.
Rebecca N.H. de Leeuw and C.A. van der Laan are both researchers in the field of media studies, focusing on the impact of media on the emotional growth of children and adolescents, and the influence of parent involvement. This article studies the influence of animated movies on children’s behaviors, examining whether exposure to Disney characters can have an immediate effect on children, and inspire them to help others. The topic of this article is a timeless effect, and a very important one. It offers an in-depth analysis of the media’s influence on children, giving insight into whether media can inspire positive or negative behavior, as well as insight into the emotional mechanism that could translate on-screen action to real-life behavior. I judge this article to be useful. For understanding the important and complex role animation has in children’s childhoods and shaping their behavior. Additionally, I find the cultural context to be not only interesting and unique but also very important. As it provides insights into the social and cultural influence that may occur and affect the effects of this media.
9- Rashid, N., Khanum, N. and Fazal Rahim Khan (2024). The Effect of Animation as a Teaching Tool on Students’ Learning -an Experimental Study. ResearchGate, [online] 7(1), pp.129–144. doi:https://doi.org/10.34135/mlar-24-01-07.
N. Rashid, N. Khanum, and Fazal Rahim Khan are researchers with expertise in education research and innovative teacher methodologies. In this article, they examine the impact of animation in the teaching industry by making use of experimental methods to analyze the effect of animation on students' learning outcomes. The experiment consisted of comparing traditional teaching to animation-enhanced instruction, to evaluate the differences in retention, engagement, and comprehension. I believe this article is important to understand the importance of animation for learning, as this study provides good evidence, proving that the integration of animation in teaching strategies improves learning. I personally wish to use the power of animation to positively impact the world and make a change, and good education is the first and most important step needed to reach this goal. This article can help me understand how it works, making it crucial if I intend to work on it in the future.
10- Ririn Kirana and Udayani Permanaludin (2020). Denotation of color in Trolls Movie by Mike Mitchell (a Semiotic Study Base on Roland Barthes). CALL, [online] 2(2). Available at: https://journal.uinsgd.ac.id/index.php/jcall/article/view/9447/4664 [Accessed 19 Dec. 2024].
This study conducted by Ririn Kirana and Udayani Permanaludin, two scholars focusing their work on semiotics in the media, explores the use of colors and their symbolic meaning in the animated movie “Trolls”. It’s based on Roland Barthes' semiotic theory, which is used to identify colors, connect them to their contextual and cultural meanings, and interpret their role in the movie’s character development and narrative. The authors discuss the use of colors to engage the audience emotionally and enhance the storytelling, allowing the movie to be thematically and visually impactful. For an inspiring animator hoping to work in movies, this article is useful as it very well explores and explains Roland Barthes’ semiotic theory, applying it to a popular product and therefore creating a clear bridge between mainstream media and academic concepts. Additionally, I find the provided framework for interpreting artistic choices in animation very eye-opening and useful, I believe they may help me make better choices in the future when I want to convey messages through visuals.
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Critical Analysis
Jimenez, S. (2022). THE REPRESENTATION OF WOMEN IN DISNEY ANIMATED FILMS. [online] Available at: https://digitalcommons.unomaha.edu/cgi/viewcontent.cgi?article=1189&context=university_honors_program.
Sharik Jimenez’s sociology thesis from the University of Nebraska at Omaha analyses the female representation of women in Disney animated movies. It explores the evolution of female characters through cultural, media, and historical analysis, going from traditional to modernized and independent protagonists. The studies both acknowledge the progress and evolution of the company in challenging norms and underrepresentation in culture, body inclusivity, and the consistency of stereotypes in Disney princess movies. Using reliable sources and examples, it underscores the way media shapes the societal perception of gender and identity.
Over the selection (pages 24-25) the article studies Disney’s depiction of gender roles in their animated princess movies, highlighting the contrast of the traditional portrayals of Cinderella with progressive characters like Mulan. Additionally, it critiques the constant stereotypes that have shaped Disney’s storytelling throughout history. While this analysis covers valid concerns about representation and societal impact, it also oversimplifies some complex issues. This article presents arguments with strengths and limitations and could benefit from deeper exploration.
The critique has strengths as it contrasts Mulan and cinderella, highlighting the evolution of Disney regarding their female protagonists. The analysis examines the submissive and passive roles that early heroines in Disney often play by observing how cinderella is often silenced and interrupted. As this portrayal aligns well with the mid-20th century gender dorms, the contrast with Mulan's break from traditional behavior, showing a female character who goes against expectations to achieve greatness, draws attention to the progression Disney showed in its its storytelling. Moreover, this analysis recognizes the cultural and societal influence of Disney’s representations, illustrating the reciprocal relationship between cultural norms and media. Furthermore, they focus on necessity for Disney to reconsider their gender narratives, and to go beef the superficial characteristics, such as appearance and beauty. This study highlights the need for greater inclusivity and equality in media, emphasizing the importance of changing narratives for younger audiences and considering the important role of children’s media in shaping societal attitudes.
However, while the excerpt appropriately contrasts Cinderella and Mulan, it exaggerates and oversimplifies Disney’s evolution by representing these movies as opposites. Their chosen perspective overlooks the complexity of gender representation. For example, while Cinderella is portrayed as respecting traditional norms, her kindness and diligence are her strengths. Likewise, Mulan does not entirely lack problematic elements, such as her success being implicitly associated with masculine traits like combat skills. A ore refined examination would take into consideration the ways both movies challenged gender norms within their individual historical contexts. Then, the selection critiques Disney’s habit of relying on stereotypes. However, it does not completely explore how these stereotypes are manifested across different movies. For instance, they claim that female leadership is usually associated with the lack of self-control but they don’t provide any example to support this argument. Furthermore, the claim that Disney doesn’t change their corporate culture is quite deistic, taking into consideration their societal shifts and evolving employees. While in the past Disney has undeniably relied on conservative structure, their recent movies such as Frozen and Encanto show a big effort to offer diversified narratives. In Encanto, the main themes are familial roles and finding your identity, without having tonally on a traditional antagonist. This movie showcases more nuanced and significant storytelling. These shifts are important as they show Disney’s improved trajectory.
Disney has relied on traditional gender roles in older movies, reflecting their origins in a cultural context based in the mid-20th century, resonating with the basic fairy tale narrative emphasizing the passive girl and her courageous male savior. However, as societal norms have evolved, so have Disney’s stories. Most recent movies, like Raya and the Last dragon, reject the damsel in distress narrative, showing the reimagination of traditional story telling. In addition, a challenge Disney has been facing recurrently is finding the right balance between feminine traits and empowerment. Mulan achieves success by acquiring traditional masculine traits. In contrast, Moana and Elsa show that strength, compassion, and vulnerability can coexist. This recognizable change showcases that empowerment does not need an abandon of femininity. Besides this, while Disney’s story telling progresses with the changing societal norms, the commercial motivations behind these shifts are important to consider. Disney ensures it’s constant global relevance by appealing to more diverse audiences. The article could add depth to the analysis by exploring whether the significant changes are genuine social responsibility or calculated responses to demands.
This excerpt could use some deeper exploration. Firstly, as this article compares the princesses across the different eras, examining the impact of societal changes on gender representation, they could highlight the company’s evolution, while also acknowledging the areas where the progress might remain incomplete. As well as acknowledged evolution, another important intersectional lens that would enrich the excerpt, would be the portrayal of the intersection of ethnicity race and cultural diversity. This perspective has always proven to be crucial in understanding the wider suggestions in a society that is multicultural. Furthermore, good support for the critique would be the exploration of how audiences perceive and respond to Disney’s gender narratives. For example, analyzing some character’s popularity among young viewers, such as Elsa and Moana, would well illustrate how these different portrayals resonate with modern audiences. Lastly, situating the representation of gender within the broader context of animated movies would offer a more refined analysis. Comparing the different approaches from Disney to other studios such as Pixar and Dream Works could show who’s leading and who’s fooling the industry in representation.
In conclusion, the analysis of the gender representation of Disney in princess movies does raise significant questions about stereotypes, the influence of society as well as the need for more progressive narratives. While this article contrasts well the traditional and modern portrayals, it could explore the evolution of Disney’s strategical storytelling. The research could deliver a better understanding of the role Disney holds in shaping cultural narratives about gender by analyzing more in-depth intersectionality, context, and the impact on the audience. In the end, Disney princess movies consider and showcase both the challenges and opportunities of evolving gender representation in a changing world.
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The Evolution of Sensory Immersion in Virtual Reality
VR is already very immersive experience, but using senses makes that experience so much more realistic. The two basic sensory incorporated in VR are visual sight and auditory. However, some developers were able to bring together the 5 senses, allowing users able to smell, taste and touch. For example, this chair created by positron titled: “voyager motion chair”. This chair includes a complete 360 rotation, inclines back and forth, 3d audio spacial tracks and scent.
Hawaii News Now (2023). What the Tech: Companies are creating virtual reality for the 6 senses. [online] YouTube. Available at: https://www.youtube.com/watch?v=yxJtM2381WY [Accessed 18 Dec. 2024].
Additionally, the technology of the 5 scents has been incorporated into at-home VR sets.
Hawaii News Now (2023). What the Tech: Companies are creating virtual reality for the 6 senses. [online] YouTube. Available at: https://www.youtube.com/watch?v=yxJtM2381WY [Accessed 18 Dec. 2024].
In this simulation, the user can feel the warmth of the fire, smell it, and also smell the roasting marshmallow. The developer stated:” Instead of being a spectator in digital work you become the main character”.
An article I found focused on scent, explores how far scent can be used in VR. In that article, scent is being approached psychologically, and is being said to have a an emotional effect on the users, creating deeper connections between the users and the stimuli. Additionally, the author believes that scenes can be used for storytelling. Fro example, in a VR of gambling, the scent of casinos can set a mood. It could go as far as affecting behaviour, and psychologically encourage longer stays. Scent seems to be a very powerful but an underutilised tool.
The integration of all these senses is making way for a hyperrealistic experience, allowing users to explore environments indistinguishable from real life. These upgrades will revolutionize the world of entertainment even more than the usual VR, giving people the opportunity to experience games, movies, and activities even more realistically.
sources:
CBS News (2021). Tech companies invest to build virtual reality future. [online] YouTube. Available at: https://www.youtube.com/watch?v=CvL3-_CCkz4 [Accessed 18 Dec. 2024].
Hawaii News Now (2023). What the Tech: Companies are creating virtual reality for the 6 senses. [online] YouTube. Available at: https://www.youtube.com/watch?v=yxJtM2381WY [Accessed 18 Dec. 2024].
Spence, C. (2021). Scenting Entertainment: Virtual Reality Storytelling, Theme Park Rides, Gambling, and Video-Gaming. i-Perception, 12(4), p.204166952110345. doi: https://doi.org/10.1177/20416695211034538.
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Virtual Reality and the Brain: Insights, Benefits, and Risks
VR can affect your brain in many ways. Even though nowadays the stimulation isn’t of good quality and is very distinguishable from real life, our brain still somehow gets tricked into thinking it’s a reality.
Putting on the headset is the major difference between VR and AR. When looking at a screen, the brain sees the environment as 2D or a flat image. Objects in a 2D environment changing scale or coming towards you don’t make you move away. On the contrary, VR sets right in front of our eyes, making the brain curious to move around. This is possible through the mimicking of eyesight. Through our 2 eyes, we see 2 different images. The VR set mimics this action by showing 2 images that convey depth, or 3D.
Additionally, the head tracking in the VR set allows the user to move around in the world, and trick your brain into thinking it’s your perspective. To make the experience more realistic and immersive, the creators added 360 audio designed according to the headset's environment. This stimulus is what causes the brain to believe VR is reality. With time, if the cues in the VR get too similar to the ones in the real world, it might lead us to a point where the brain might believe the VR is reality. For instance, an experiment showed that, if someone wearing a VR headset walks in circles in real life, but in a straight line in the VR, the individual wouldn’t be able to tell. Likewise, if the VR is set in a cold environment, the user might feel cold and vice versa.
Everything the brain goes through can be summarised in one word: absorption. Absorption is a psychological phenomenon that occurs when someone gives their full attention to a set of stimuli from an environment while ignoring everything else. Studies performed through EEG (the recording of the electrical activity of the brain), show that when someone is under VR, or a full absorption, a pattern can be perceived, associated with relaxation. When in this state, individuals possess a better working memory and a disregard for distracting information. Additionally, the EEG shows a decrease in the BETA pattern, which indicates lower levels of stress and anxiety. Another interesting finding shows that adults and children react differently to VR. While VR is not recommended for anyone under 12, brain scans reveal that while under VR, a child’s brain prefrontal cortex is not as activated. This phenomenon reports higher levels of thinking, meaning a child’s thought process might be more malleable by VR. However, this prefrontal cortex might be negatively affected by VR.
In conclusion, even though VR has a significant impact, enhancing learning and provoking therapeutic benefits, overexposure can cause long-term changes in behavior. Reading a child’s developing brain, while it can enhance emotional and cognitive functions by engaging the PFC (prefrontal cortex), overused overstimulation may have a negative impact on the brain's capability regarding decision-making and regulating emotions.
sources:
Articles·, F.N. (2021). Virtual Reality Affects Children Differently Than Adults. [online] Neuroscience News. Available at: https://neurosciencenews.com/virtual-reality-children-19370/.
Nguyen, T. (2018). Can Virtual Reality Change Your Mind? | Thong Nguyen | TEDxMinneapolis. YouTube. Available at: https://www.youtube.com/watch?v=eFHj8OVC1_s.
Sokołowska, B. (2023). Impact of Virtual Reality Cognitive and Motor Exercises on Brain Health. International Journal of Environmental Research and Public Health, 20(5), p.4150. doi:https://doi.org/10.3390/ijerph20054150.
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Virtual Reality: Potential, Challenges, and the Path Ahead
After the seminar and session regarding “making sense of technology”, I found myself wondering why do people like fake realities so much? After researching, reading about individual experiences and studies, I was able to find 3 main reasons (or fields), where VR was so loved, it’s predicted to become essential in the future.
VR is known as the ,most exciting, immersive technology of our time. Though its been around since the 1960’s, it has become mainstream and popular very recently. VR is argued to be necessary for three main fields: Educational, medical, and entertainment.
Educationally, VR is a greta tool to help enhancing learning experiences. It creates an engaging and immersive environment, that makes things more fun and interesting for students. Unreachable places can be explored, from planets, dangerous zones on earth to the human body.
But first, my curiosity led me to the effects VR have on your brain and body. As well as environments, one can travel too different historic events and explore ancient civilisations. Additionally, 3D visualisation makes subjects such as as physic, biology and chemistry easier to understand. One of the most useful advantages of VR in the educational world is the opportunity of virtual training. Students can prepare themselves for the real world. VR provides flight simulations, architectural walk throughs and medical procedures. Furthermore, doctors can practice dangerous medical procedure before having to operate on patients. It can provide advanced medical training, and a more realistic exploration of anatomy. In the medical world, VR has been proved very effective to treat phobias, PTSD, anxiety and disorders. It has even helped with physical therapy and pain management. The technology is improving the quality of care and enhances the average experience of a patient. Finally, VR is revolutionising the entertainments and gaming industry through a more engaging storytelling and game experience, as it provides an incomparable level of immersion (physical movements, interactions, etc). On top of gaming, VR can provide a theme park experience, concerts can be attended in the comfort of your home, touristic locations, fitness entertainment and social gathering with other VR sets owners.
Overall, VR has a lot of benefits, and will obviously be more developed in the future, offering more games and experiences.
While it posses a numerous amount of benefits it comes with a lot of downsides. First of all, it’s very expensive and only reachable for the ones who can afford it. So what use does it provide is the people who need it can’t pay for it, or for it’s maintenance. Second of all, the use of VR raise4s serious health concerns. Users have reported motion sickness, disorientation and dizziness. But the biggest concern for VR use has to be potential addiction. The high level of isolation, immersion, relaxation, and freedom of customisation definitely carry a risk of addiction. VR sets have a big potential of becoming escape and harmful tools, rather than useful.
VR is a promising evolving technology with a lot of potential. While it faces serious pros and cons, it is still being developed, and might just be essential parts of our personal and professional lives.
Sources:
Anon, (n.d.). What Is The Future Of VR? 2023 Edition - Draw & Code. [online] Available at: https://drawandcode.com/learning-zone/what-is-the-future-of-vr/.
Anon, (n.d.). Why Do People Like Virtual Reality: Exploring Key Attractions - Draw & Code. [online] Available at: https://drawandcode.com/learning-zone/why-do-people-like-virtual-reality/.
Spilka, D. (2023). Is Virtual Reality Bad for Our Health? Studies Point to Physical and Mental Impacts of VR Usage. [online] Research Communities by Springer Nature. Available at: https://communities.springernature.com/posts/is-virtual-reality-bad-for-our-health-studies-point-to-physical-and-mental-impacts-of-vr-usage.
www.talespin.com. (2023). Why Virtual Reality Is Important: Exploring the Benefits of VR. [online] Available at: https://www.talespin.com/reading/why-virtual-reality-is-important-exploring-the-benefits-of-vr.
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"Arcane: Mastering the Art of Authentic Representation"
Representation in media has come a long way since the 20th century, there has been a massive shift in the way people are represented and of course the amount of representation, in spite of the level of accuracy. Nowadays, we see many movies with diverse characters and protagonists, sexually, racially, etc… Their stories are developed and their cultural background has an important impact on who they are. As great as these initiatives are, they may feel a bit performative. The inclusion of LGBTQ+ and people of color can sometimes give the impression that the creators added them in just to avoid criticism. Another problem is the obvious lack of familiarity with any of the issues the writers try to address. How can one make a show about diversity, or that addresses diversity issues, without having experienced the hardships, which make the story authentic?
The visible growth and improvement of representation is amazing, but it's nonetheless important to start seeing real change that doesn’t feel performative. The main factor responsible for this feeling is the underdevelopment of the “inclusive” characters. Too often has underrepresented groups been superficially included. Their character is primarily based on their identities, rather than them having solid personalities. This flaw in writing makes the characters feel like their presence, and who they are as a person, doesn’t actually serve any purpose to the story whatsoever, giving an unnatural feel to them. An example of forced integration is the movie “The Prom” (2020). The Prom is a lesbian protagonist-led movie, with the purpose of showcasing representation and inclusion. However, that inclusion felt unnatural, as the portrayal of LGBTQ+ characters was cliche, stereotypical, and borderline offensive, as one of the problems was a gay character being played by a straight man.
The Prom (2020), Ryan Murphy, DOI or available on Netflix
A counter-example to this movie is the very famous series, Heartstopper. It’s a Netflix series adaptation of a comic, following the story of 2 teenage boys who become friends and fall in love. It covers the hardships and troubles of being a part of the LGBTQ+ community and the obstacles one has to go through when facing society, family, and friends. The creator, Alice Osman, is a British illustrator. She created the comic to bring representation to the mainstream world, with the hope that others may see themselves in the characters and the story. In a VOX article, she says: “I want Heartstopper to inspire young people — especially LGBTQ+ young people — to be whoever they want to be, and to believe that they can find happiness and find love and find friendship because it is a joyful story … everyone can get something out of it.” The illustrator has been open about her struggles with being asexual and aromantic, and the lack of representation she experienced growing up, which she believed would’ve helped her understand herself much earlier. The impact of Heartstoppers has been so important, as the series also addresses bullying, mental health, and friendship issues. it’s one of the best, most well-executed pieces addressing diversity and identity.
Oseman, A. (2019). Heartstopper. Volume 1. New York, Ny: Graphix, An Imprint Of Scholastic.
Heartstopper falls under the category of a series that directly focuses on representation and inclusivity. however, there are also series that do not focus on those topics, and yet are able to include them naturally, one of them being Arcane.
Arcane is a series that follows the origin story of two characters, Jinx and Vi, from the game League of Legends. The main couple of this show is a lesbian couple. Their relationship is a bit of a tragedy, not because of their sexuality but rather because of vulnerability problems. The writing of the show is so well done, it adds representation without making it a focal point and handles LGBTQ and female representation in an amazing way.
In fact, they modified Vi's original character design. In the game, she is visibly designed for the male gaze. She has very prominent curves, tight clothes, a seductive look on her face, and very feminine features. On the contrary, the character design for the show made her more realistic, given her background. They made her masculine with developed and defined muscles, a more realistic body shape, loose-fitting clothes, and a shorter, sharper-looking haircut.
Additionally, no one in the series commenting on Vi’s muscular masculine look is a small detail that tells us a lot about the kind of universe the show is based in, which was well explained by one of the writers of the series under a Reddit post: "if there is no perceived norm for masculine or feminine expression, how would you even think to make some comparative or contrasting statement?".
Nowadays, when the media wants to represent strong female characters, they portray them as unstoppable forces, unable to do any wrong. However, Arcane does a great job of representing strong women in different styles, and appearances, with different goals and motivations, while showcasing their weaknesses and strengths. They’re defined as good, bad, feminine, masculine, strong, and weak, the same diversity usually given to male characters. Therefore, even with a “badass” look, the show shows that Vi often has poor judgment and a soft spot. Her depth as a character humanizes her and makes her more approachable, relatable, and likable.
Furthermore, the series covers class representation by portraying the conflict between the modern and technologically developed city of Piltover and the undercity of Zaun. It vibrates with real-world issues, economic exploitation, and system inequality.
The show also covers mental health, portraying Jinx's fall into psychosis, and her struggles with borderline personality disorder and PTSD. Even if not labeled, her challenges show how her trauma and abandonment molded who she became.
To conclude, Arcane excels at representation by prioritizing character depth and development. The series integrates complex relationships, real-world issues, and diverse identities, allowing the story to resonate with the audience and giving them a more authentic experience. It shows how the best way to normalize representation isn’t by drawing too much attention to it and not highlighting how much a character is different but rather making it organic and natural.
References:
Anon, (2023). Diversity Is Finally Here, But Why Does It Feel So Performative? | Rock & Art. [online] Available at: https://www.rockandart.org/diversity-is-here-why-it-feel-so-performative/.
Dutta, L. (2023). WP2 part 1: History of Representation in Hollywood - Lena Dutta - Medium. [online] Medium. Available at: https://medium.com/@ldutta_61771/wp2-part-1-history-of-representation-in-hollywood-af95eb3e7fe6.
Katz, L. (2022). Why this show about queer teens appeals to all ages — even if it stings. [online] Vox. Available at: https://www.vox.com/23188131/heartstopper-netflix-lgbtq-alice-oseman.
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The Bechdel test: The representation of women in the media.
The Bechdel test is a test that evaluates the representation of women in movies, works of fiction, and other media in general. For a piece to pass the test, it must include:
2 female characters
The 2 must have a conversation with each other
The conversation can’t be about a man
When I first saw this I thought about how simple those requirements are, there’s no way so many movies won’t pass the test. Well I was wrong.
Allison Bechdel had a realization in 1985. She realized that she had never seen a movie that included more than 1 female character, and if it did they never talked about anything other than a man. This realization inspired her to create a comic strip called “The Rule”. In this comic, 2 women are talking and one of them expresses her requirements, which will allow her to go watch a movie.
Bechdel, A. (2008). The essential Dykes to watch out for. Boston: Houghton Mifflin Harcourt.
This comic strip is the basic foundation of the bechdel test, which has become a tool to call out gender inequality in works of fiction, and pop culture.
Taking in consideration the date Alison Bechdel made her comic strip, it explains a lot. At the time, everyone was way more sexist, female representation was very stereotyped in every type of media, and the lack of female repression was very present. Of course, times have changed. This test has made filmmakers and audiences pay more attention to diversity and the authenticity of female representation.
This test has raised awareness of the big picture, but what I’m worried about is people taking it too seriously, specially nowadays. In movies, you have to take in consideration the context of the story and the message of it. And a media not respecting this rule doesn’t make the movie sexist, and it doesn’t make it bad. I feel like this rule was a good test to call out filmmakers in the earlier days but nowadays, I wouldn’t pay too much attention to it, feminism-wise.
In fact, I believe we can use this test to point out other issues, like concerning character depth and relationships. Thinking about the amount a movies that had no reason to fail this very simple test, but still did, is quite sad honestly, specially successful movies like Avatar, baby driver, 500 days of summer and many more, just because it’s really not that complicated to achieve.
The way I see it this test really just points out the lack of depth in characters. Well-developed characters have opinions, passions, interests, and problems that definitely don’t revolve only around men. Again, this doesn’t make a movie bad, it’s just surprising that so many movies fail this test. Funnily enough, even movies with female protagonists fail the test, like “Breakfast at Tiffany’s”, and “House of Gucci”. One of the most shocking for me would be “Blonde”, which is a biopic about Marilyn Monroe. This really shows that the movie focused mainly on the male presence in the pop icon’s life, which was actually one of the subjects the movie was most criticized on.
A recurring subject of controversy in the animation industry has been the representation of women in animated movies. Regarding Disney, with time there has been a very obvious change and growth in the depictions of female characters in their movies, especially with their princesses, regarding culture, gender roles, and standards in society. For a very long time, the most successful Disney movies, which are obviously Princess movies, would constantly portray women as helpless women who need to be saved by a powerful man. As expected, many of the earlier Disney princess movies do not pass the Bechdel test. But once again, I use this test to focus on the lack of character development the princesses endure.
Epstein, J.Z., Kristin Chirico, Leonora (n.d.). We Did An In-Depth Analysis Of 21 Disney Female Leads. [online] BuzzFeed. Available at: https://www.buzzfeed.com/justinezwiebel/we-did-a-census-of-all-the-disney-female-animated-characters.
Fun fact: Aurora only had 18 lines in the movie Sleeping Beauty. However, older Disney princesses being more towards the passive side could be justified by the era of their time, and their cultural norms' impact on trait tonal women's behavior. Their stories usually focus on their escape or the defeat of evil, but never their character growth. The princesses obviously do have personalities but it’s more about the exploration of their characters being limited by the creators. Fortunately, with time, Disney has evolved a lot more, along with their characters. Nowadays, the stories revolve more around the princesses’s character growth, and even if they have a love interest, it doesn’t mean they need them to survive, which sends a beautiful message that strong, independent women can be in love too.
References:
Backstage.com. (2022). What is the Bechdel Test? [online] Available at: https://www.backstage.com/magazine/article/what-is-the-bechdel-test-75534/#section2.
Edlund, M. (n.d.). The Portrayal of Women in Disney Films. [online] otago.shorthandstories.com. Available at: https://otago.shorthandstories.com/the-portrayal-of-women-in-disney-films/index.html.
Jimenez, S. (2022). THE REPRESENTATION OF WOMEN IN DISNEY ANIMATED FILMS THE REPRESENTATION OF WOMEN IN DISNEY ANIMATED FILMS. [online] Available at: https://digitalcommons.unomaha.edu/cgi/viewcontent.cgi?article=1189&context=university_honors_program.
No Film School (2018). The Bechdel Test - Everything You Need To Know. YouTube. Available at: https://www.youtube.com/watch?v=Meq3CyuKOjM.
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Denotations and connotations in movies: How and why are they useful in animation movies?
Simply put, denotation is the straightforward, literal definition of a word, while connotation is the figurative meaning, it includes the emotional and personal associations that the word brings, that goes beyond the literal meaning of the word.
Movies can use connotations to evoke emotions and set themes in a subtle way. It involves symbolic and emotional association with the viewer through sound, lighting and dialogue to allow a richer form of storytelling. I always find it really fascinating when I discover the meaning behind a specific choice in movies (which also leads to believe that absolutely everything in movies is done on purpose)
A very common example would be the colour blue: Seeing the colour blue in movies more often than not connotes sadness. Same for the colour red and anger and green for evil in Disney movies.
Inside Out (2015) Directed by Pete Docter, DOI or Available at Disney+
However, depending on the movie and the franchise, the same colour, word, or sound could mean different things. Staying on the theme of blue and red, in Star Wars, for example, blue is good, and red is evil.
Star Wars (1997) Directed by.George Lucas, DOI or Available at Disney+
Artists use connotations way more than the viewers realize, and learning about them is always a shocking revelation, that ends up making so much sense and might change your view and opinion on so many subjects and theories regarding the piece.
Now regarding animation movies, I think denotations and connotations are especially important because animation relies a lot on visual symbolism and storytelling to create. A more engaging and memorable experience for the audience.
A good use of denotations is to establish clearly and quickly some scenarios and characters.
For example, in Zootopia, they used the species of the animals to indicate their personality, or role in society.
Zootopia (2016) Directed by. Byron Howard, Rich Moore, DOI or Available at Disney+
As we can see, the lion is the mayor, the sloth is the slow, lazy worker, etc…And of course, the movie basically covers the dream of the little rabbit that wants to become an officer, and the predators being viewed as automatic threats in society.
On another hand, Inside out uses connotation through colours. Joy is yellow, she radiates comfort and warmth, while sadness is blue and lacks energy. They represent the emotions and the colours used for them work really well.
Other forms of denotations and connotations are through shapes, movements and actions. For instance, in kung fu panda, Po’s clumsiness and round physique, bring positive connotations of humour and warmth.
Kung Fu Panda (2008) Directed by.Mark Osborne, John Stevenson, DOI or Available at Netflix
There are many more examples I found that are really interesting, but that would take a while. In summary, denotations can provide clarity while connotations grant artists the ability to add creativity, depth and emotional richness to the story telling. Denotations and connotation participate in making animation one of the most powerful mediums for storytelling, for all ages.
However, during my tutorial with Saint Walker, he pointed out that denotations and connotations can be understood differently depending on the viewer's cultural background, personal experiences, and emotions.
Going back to colors, for example, a red envelope in chains usually signifies a gift or means good luck. But on the contrary, when I received a red envelope in the mail I automatically assumed that it meant something bad, which turned out to be true. So the way I see it, even if some connotations might be done on purpose, they might be understood differently. And of course, sometimes they don’t mean anything, but each viewer might just understand them in their own way. So I realized, that denotations and connotations can be really useful and important to each viewer's individual experience with a movie. So of course, using them to pass across a specific message to the audience will of course be of great use for storytelling, but I find it interesting how we can use them to create a more personal and immersive experience for each viewer. This is of course very complicated, but it’s very interesting, and I’d love to use this to my advantage in future personal projects.
In conclusion, denotations and connotations in animated movies are essential tools for storytelling, and the subjective aspect of it allows free interpretation to each viewer, allowing them to have a unique and personal experience. This flexibility is what makes movies resonate differently with the audience. It also invites viewers to rewatch to interpret scenes in a new way, as we are always affected and changed by events in life as we grow older.
sources:
Fiveable.me. (2024). Denotation and connotation in film | Film and Media Theory Class Notes | Fiveable. [online] Available at: https://fiveable.me/film-and-media-theory/unit-5/denotation-connotation-film/study-guide/3Tjy800AGSDoCT0D [Accessed 10 Nov. 2024].
Steains, T. (2020). Film Symbolism | How to Analyse Symbolism in Film or TV. [online] Matrix Education. Available at: https://www.matrix.edu.au/film-symbolism-matrix-cinematic-techniques/.
Tavares (2021). What’s the Difference Between Denotation and Connotation in Film? [online] BeverlyBoy Productions. Available at: https://beverlyboy.com/filmmaking/whats-the-difference-between-denotation-and-connotation-in-film/ [Accessed 10 Nov. 2024].
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Is anything ever truly original? Is intertextuality something to worry about?
In simple words, intertextuality is referencing or quoting another text. It's a theory that refers to the way different texts interchange with each other through quotations, references, etc. This theory then suggests that no text exists by itself but is actually influenced and has a connection to other texts. Intersexuality can be manifested through many forms, such as direct referencing to other texts to develop characters and storylines with famous works. A very everyday, common example is Superman’s Kryptonite. It's a very common expression to express one’s weakness.
Another way is a simple quotation, inserting a line from an article, a poem, or other texts. Parodies and adapting are also ways to cause intertextuality, remaking a piece humorously, or modernizing a text in modern settings. The most common example would be the many adaptations of Romeo and Juliet.
Now this conscious intertextuality. It usually serves as paying homage to a certain text and enriching the meaning of it. Unconscious intertextuality usually happens when an author reflects phrases, ideas, themselves, etc… by accident and unintentionally. Now the interesting side I see to unconscious intertextuality, is that it reflects the idea that we all are shaped by the same stories, symbols, themes, and narratives. As much as it can appear in all our works, it can also make us recognize them in different texts. We compare texts with others we have encountered in the past, we make the same connections, as old as they can be, no matter the culture they may come from. So the theory of intertextuality by Julia Kristeva, suggests that no text exists in isolation. Nasrullah Mambrol used an interesting way of wording this theory: “In Kristeva’s formulation, any text is an “intertext” — the site of an intersection of numberless texts and existing only through its relation with other texts.”.
So, all texts are related. More interestingly, all texts are shaped by each other in many ways. The way I think, literature shouldn’t be seen as isolated, but rather as an endless discussion across different cultures and times. This just enriches the experience of literature. Therefore, this brings me to my main topic. Throughout every author's life, one gets to that overthinking stage: “Is my work fully original? Will it ever be original?” This thought is so normal, I experienced it many many times, and I’ve felt bad about it, thinking that my projects were too inspired by known stories or art styles. But making this research, and thinking about it made me come to the conclusion that, no, no text will ever be truly original. But that’s okay, and in a way it's beautiful. Is intertextuality that important? Instead of spending endless hours over the thought: “what if someone did this before me?”, I feel that it is important for each author to stay true to themselves not doubt their creative capacities, and accept that intertextuality isn’t a bad thing and can also be unconscious. It’s inspiring, it helps us go beyond our original ideas. We should embrace and use it for the greater good, to create and maybe our work could inspire other people to create and develop their own pieces.
Sources
Bassnett, S. (2007). Influence and Intertextuality: A Reappraisal. Forum for Modern Language Studies, 43(2), pp.134–146. doi:https://doi.org/10.1093/fmls/cqm004.
MasterClass. (2020). Allusion in Writing: 3 Allusion Examples in Literature Explained - 2024 - MasterClass. [online] Available at: https://www.masterclass.com/articles/what-is-allusion-in-writing-learn-about-the-6-different-types-of-literary-allusions-and-neil-gaimans-tips-for-using-allusion-in-writing#7opnlxWH83AjL8vP9XcjbJ [Accessed 29 Oct. 2024].
Nasrullah Mambrol (2016). Julia Kristeva: Intertextuality. [online] Literary Theory and Criticism. Available at: https://literariness.org/2016/03/22/julia-kristeva-intertextuality/.
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The influence of animation on young minds
Animation is a strong tool that affects children’s behaviours, the way they think and the way they develop emotionally. It’s an immersive way of storytelling through visuals, music, colours, words, and more, that leaves an important impact on young minds. However, this influence can be both negative and positive, depending on the context and how its being taken by the audience.
Animation movies evoke a range of emotions and provoke strong emotional responses. It’s a form of storytelling, and storytelling is essential to the human experience. The use of stories can make sense pf the world around. Now, animation is an grade to storytelling because of its immersive experience. It offers creative freedom making it possible to go beyond the laws of reality. Additionally, animation allows artists to convey messages and abstract ideas through shapes, colours and music without the need of dialogue. Colours and exaggerated shapes can make characters more memorable and engaging. In addition, animation characters can be more expressive helping the audience emotionally connect with the character on a deeper level.
But why is it important for animation to be able to impact us emotionally in so many different way?
Beyond impacting us emotionally, animation also impacts us psychologically. Many psychological theories are at play in the way animations are perceived and created. For example, a social theory suggests that we learn a lot by perceiving other’s behaviours. Animation is indeed used. A lot as an educational tool specially for children to learn important social skills from characters and their stories. Animation can make us question our beliefs and make us reconsider some of perspective, leading us to growth.
Another important subject animation can talk about is mental health and illnesses. The portrayal of these complex emotions as simple characters can help individuals of all ages understand and cope with their emotions. It can also help with misunderstanding of certain mental illnesses and the stigma surrounding them.
These observations can be done very easily, but many studies can actually confirm the importance of animations on viewers, from animation being used in movies to advertisement.
So, animation being confirmed as very impactful on viewers of every age, it’s impact on young minds is very important. It can be used for the greater good, and can help shape kids’s behaviour and beliefs, socially and emotionally. Animation can allow children to explore cultures and traditions. It can promote the importance of kindness, friendship, teamwork and the importance of mental health and comprehending one’s emotions.
However, the negative impacts of animation on children cannot be ignored. Negative influence on their behaviour, their view o their body image and impact on their lifestyle. But I believe animation can also help with those negative influences.
Researching about this, and looking deeply into it is important to me, because I hope that in the future, I’ll be able to participate in animation project that will build the future generation’s childhood, the same way animation did with mine. But I want to be able to have a deeper impact on them, talking about more sensitive subjects related to body image, inclusivity, acceptance of other peoples beliefs and sexuality and more. Showcasing mental illness, cultures and diverse characters helps promote understanding and empathising with different communities, societies and identities. With time passing by, children are always the future. I believe that shaping their mind towards kindness and acceptance from an early age is very important. I also believe that animation a is a powerful way to make this possible.
This is why studying the psychological impact of animation is useful to me, as well as to my dreams and hopes for the future and my career.
sources:
Anon, (2024). The Cultural Impact of Popular Animated Films and Series: Shaping Hearts and Minds - Educational Voice. [online] Available at: https://educationalvoice.co.uk/animated-films-and-series/.
Hound Studio (2023). The Psychology of Animation: How It Impacts Our Emotions and Behavior - HOUND STUDIO. [online] HOUND STUDIO. Available at: https://hound-studio.com/blog/the-psychology-of-animation-how-it-impacts-our-emotions-and-behavior/.
Praveen, C.K. and Srinivasan, K. (2022). Psychological Impact and Influence of Animation on Viewer’s Visual Attention and Cognition: a Systematic Literature Review, Open Challenges, and Future Research Directions. Computational and Mathematical Methods in Medicine, [online] 2022(8802542), pp.1–29. doi:https://doi.org/10.1155/2022/8802542.
S, K. (2022). Animation Movies: Impact on Children, Positive and Negative. [online] The Oxford School. Available at: https://www.oxfordtvm.com/animation-movies-impact-on-children-positive-and-negative/.
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The evolution from Romanticism to Modernism
A topic revisited today that interested me is how media has grown separately over time. How we went from Gesamtkunstwerk to media specificity.
Both concepts obviously contradict each other. Gesamtkunstwerk refers to the total work of art that integrates more than one art form to create the ultimate immersive experience. Media specificity suggests that each art form should emphasize its distinctive unique qualities.
What I find interesting is the shift from one to the other. In reality, it is a shift from romanticism to modernism. The two reflect divergent perspectives on art, expression, and the artist-world interaction.
Romantics focused a lot on imagination and the sublime in art to make the human experience more emotional and spiritual. Within this context, the Gesamtkunstwerk concept and its goal to bring together different art forms to be able to convey the human experience was a result to the romantic’s beliefs in the coordination of everything. The way the media has developed independently throughout time is a subject that was brought up again today and caught my attention. How media specificity evolved from Gesamtkunstwerk.
Because of urbanisation, industrialisation, and new technology, modernism was a result of a rapidly changing world. Artists started adapting to this change by embracing and accepting simpler, smaller and more abstract designs. Unlike romanticism’s emotionalism, modernism leaned toward the uniqueness and the qualities of each art form. Modern artist would focus on the structure of the work, creating art that was self reflexive rather than trying to represent a superficial outside reality or emotion.
Both concepts were also influenced by the philosophers of their times. Idealism was emphasised by thinkers like Immanuel Kant and Friedrich Schelling. They focused attention on the power of imagination and the belief that art could tell some truths about reality. Modernism figures like Friedrich Nietzsche think that art should focus and confront the realities of the world instead of escaping and turning it into a vision of greatness.
Both concepts contradict each other. Gesamtkunstwerk refers to the total work of art that integrates more than one art form to create the ultimate immersive experience. Media specificity suggests that each art form should emphasize its distinctive unique qualities.
In a way, modernism is a direct reaction against romanticism. When romance embraces nature and emotion, modernism embraces abstraction and exploration of form. Modernists view Gesamtkunstwerk as overly sentimental and out of touch with life’s complications, therefore seeking purity and clarity.
sources:
Habib, M.A.R. (n.d.). Introduction to Romanticism | M.A.R. Habib | Rutgers University. [online] habib.camden.rutgers.edu. Available at: https://habib.camden.rutgers.edu/introductions/romanticism/.
Oup.com. (2024). Available at: https://academic.oup.com/edited-volume/28344/chapter-abstract/215164526?redirectedFrom=fulltext.
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The Gesamtkunstwerk theory nowadays
Gesamtkunstwerk is the idea of combining various different media to create one "total work of art". In other words, one project could cover every aspect of creation. Wagner inspired many artists to create beautiful works of art, to go beyond the disciplines to achieve a total work of art. His beliefs intrigued me because I realized I agreed with them. I find myself the happiest when I am watching a theatrical piece. I love being immersed in the piece. Learning about Wagner made me realize I love the combination of the different arts of makeup, music, singing, and acting (and more). the combination of all these media creates an escape. It creates a more profound connection between the audience and the artwork.
It could be said Gesamtkunstwerk has evolved with the years, even in today's digital age. The use of multimedia and virtual realities allows surreal levels of interactions and immersion in movies, art installations, and contemporary art.
However, I think some obstacles the Gesamtkunstwerk concept might face include losing the essence of each art form, and commercialization.
Especially in today's common culture of specializing in specific disciplines (visual arts, music, animation, etc), This specialization can make it tough to accomplish true integration, since artists may lack knowledge of other mediums. Regarding collaborations, they demand time and investment from each collaborator. Moreover, miscommunication may lead to conflict.
In addition, nowadays artists can be heavily influenced by the idea that their work can be commercialized. Financial demands and marketing pressure can lead to a final product that doesn't feel authentic to the artist's original intentions. This resonates with Rosaland Krauss's theory. She focuses on art for the essence of art itself, rather than commercialisation.
And of course today's biggest subject of debate: the use of technology and new media. I tried doing research on Lev Manovich and from what I understood, he examines the relationship between new media and traditional art forms, arguing that although they are comparable, new media adds special qualities like variety and interactivity. But I don't think he believes we don't need traditional art anymore. He says that the two can co-exist, and influence each other and that new media can help expand the possibilities rather than replace traditional art. It's not a replacement but an evolution.
I agree with his theory. However, nowadays I don't believe anything made with AI is real art. It could be used as a tool for inspiration but no more than that. If someone uses a prompt to create "art" I wouldn't consider them an artist. They could be a creator, as they create an idea for AI to generate an image, but the product isn't art. and the creator isn't an artist. AI certainly isn't an artist, it doesn't put any emotion into the piece. AI could be told to regenerate an image 10 times and still not well portray someone's true intentions.
Technology is a great tool for creating and going beyond the limitations of traditional art.
Sources:
Lockspeiser, E. (2018). Claude Debussy | Biography, Music, & Facts. In: Encyclopædia Britannica. [online] Available at: https://www.britannica.com/biography/Claude-Debussy.
Martin, N. (2020). Gesamtkunstwerk, the Total Work of Art through the ages. [online] Artland Magazine. Available at: https://magazine.artland.com/gesamtkunstwerk-the-total-work-of-art-through-the-ages/.
RIPPEY, THEODORE F. “Quiet Audience, Roaring Crowd: The Aesthetics of Sound and the Traces of Bayreuth in Kuhle Wampe and Triumph of the Will.” The Total Work of Art: Foundations, Articulations, Inspirations, edited by DAVID IMHOOF et al., 1st ed., vol. 12, Berghahn Books, 2016, pp. 183–205. JSTOR, https://doi.org/10.2307/j.ctvr6955g.15.
Wolfman, U.R. (2013). Richard Wagner’s Concept of the ‘Gesamtkunstwerk’. [online] Interlude. Available at: https://interlude.hk/richard-wagners-concept-of-the-gesamtkunstwerk/.
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