TEACHING

 

Crowdsourcing/Tele/En/Interactive 

Students create a work of art that incorporates some form of interaction, telepresence, or/and crowdsourcing. They approach this from two angles: 1.) Create an art “tool” or other interface or system or platforms that you, the artist, interacts or communicates with during a live performance–online or in the meatspace, or 2.) Create an art “tool” or other interface/system/platforms that the audience can interact with or contribute to. In this project, students explore and examine the concept of digital performance, performer, and audience. They consider the ways by which the physical and online audience can interact with or contribute to the piece. How can they break that habit and get the audience involved or do them even give the audience a choice (think of surveillance cameras in a hallway that the people have to pass through; or the content they willingly and publicly post online). 

This was an experiment done to test the validity of what is “real time” as well as how effective technology really is. I volunteered myself to walk all over Deep Ellum with a huge sign and a lime green makeshift diamond to simulate the SIM culture a…

This was an experiment done to test the validity of what is “real time” as well as how effective technology really is. I volunteered myself to walk all over Deep Ellum with a huge sign and a lime green makeshift diamond to simulate the SIM culture and reanact a real life SIM character and made the virtual surreality a reality... I would solely rely on the direction given to me by Twitter and anyone who saw the #RLSimGirlDeepEllum. I also provided a real time feed via Ustream, linked on RLSimGirl’s Twitter page, as well as a Facebook event and identity to try to promote this event as much as possible. All in all it turned out that there was a decent amount of participation with a total of 42 facebook friends, 14 Twitter followers as well as a total of 59 viewers who actually tuned into the live Ustream feed! Even since, these numbers seem to be on an upward trends of views. 

 

Whatever happened to the sleepguy? – http://thesleepguy.wordpress.com

I realize now why online video culture is so pervasive. I sort of get why it is so important to people. The thing is, video culture is a self-perpetuating cycle. Producers feed viewers with interesting (pervasive) material, who in turn feed the producers with views and the illusion of loyalty/connection/interest, prompting the producers to continue what they are doing. Having experienced the psychological effect of having your material viewed by a large number of people, more people than one will ever meet in your real life, I can say with certainty that viewing someone’s work, even anonymously, has a significant effect on them. It builds the ego, or creates in the mind of the producer that people care about their work. 

http://facesofdebt.netThe concept of our project revolves around rising college debt totals. We are creating a website that will invite an audience to engage with it directly. The website is called http://www.facesofdebt.net. At the website, the aud…

http://facesofdebt.net

The concept of our project revolves around rising college debt totals. We are creating a website that will invite an audience to engage with it directly. The website is called http://www.facesofdebt.net. At the website, the audience will be instructed to upload an image of themselves as well as enter in their estimated college debt total upon their college graduation. We will create an upload form via WordPress that will effectively create a debt total “watermark” on any images uploaded. This is how their debt will be displayed on the faces in the photos they upload. This will create a collage expressing the faces of debt today.