GIVE YOUR
MISTAKES A HUG
Encouraging and
enhancing explorative mistakes in a multimedia practice.
ABSTRACT
I
am influenced by artists and popular culture that have
an anthropomorphic, humorous and wonky aesthetic. I want to explore
the relationship between the elements of error, chance, anthropomorphism and
humour in my own practice considering how the connections and relationships
between these elements can be enhanced? Traditionally, errors are
discarded or covered up but I intend to challenge this aesthetic by highlight
them through humour and inturn, make audiences (and myself) more comfortable
with them. In my practice aim to make odd elements work together, be
graphically striking and mix high and low cultural influences and in doing so,
I hope to understand how animation can enhance anthropomorphic qualities and
visual impact. Through an examination of the occurrence and ‘use’ of mistakes,
chance and improvisation within my constructed props used in my
animated films, I question, is such a spontaneous,
improvised and serendipitous process translatable into a highly
scripted and time-consuming process such as animation? Can the uptake
of the unexpected be better facilitated through digital animation and video
processes?
Definitions:
Anthropomorphism
is commonly defined as attributing human characteristics to an animal or
object.
By this definition anthropomorphism has been commonly
applied to non-human characters in diverse media, but whether the extent of
anthropomorphism in art influences its critical reception and empathetic
response by audiences has not been widely discussed. The study of this has
obvious implications for understanding the ways in which artists can exploit
aspects of anthropomorphism to obtain particular audience responses.
Robotics researchers such as Brian Duffy and Masahiro Mori discuss
artificial humans and our critical response to varying degrees of human
characteristics. Mori’s notion of Uncanny Valley forwards that when a character
gets so human-like we no longer see the human similarities and and instead
focus on the faults that make it less than human.[1]
In response, Duffy lists a series of social and anthropomorphic traits that
that can be designed into characters in order for audiences to invest empathy
in them.[2]
Curator Kirsten Anderson suggests that our human need to relate to others is so
strong that, like our ancestors, we are able to visually grasp and empathies
with a character represented in a simplistic manner.[3]
The first beings that
children learn to understand something of are human beings, and especially
their own selves; and the first explanation of all events will be the human
explanation, as though chairs and sticks and wooden horses were actuated by the
same sort of personal will as nurses and children and kittens.[4]
In this extract from Tylor’s Primitive Culture he discusses how from an early age it would seem
that seeing anthropomorphic characteristics within inanimate
objects is instinctual. Tylor also discusses
how ancient ‘primitive’ cultures went beyond the personification of
an inanimate object to projecting spiritual, animistic qualities upon them. ‘ ..What we call inanimate objects rivers,
stones, trees, weapons, and so for they are treated as living intelligent
beings, talked to, propitiated, punished for the harm they do.’[5]
Tylor suggests that Animisim is the the groundwork of the Philosophy of
Religion[6]
suggesting perhaps that the power of anthropomorphism can be traced back to
spiritual, primitive origins.
If
an object can display anthropomorphic qualities then it can
also be argued that an object can seem humorous, as humour is also
one of many human characteristics. Bergson writes, ‘The first point to which attention should be called is that the comic
does not exist outside the pale of what is strictly human. A landscape may be
beautiful, charming and sublime, or insignificant and ugly; it will never be
laughable. You may laugh at an animal, but only because you have detected in it
some human attitude or expression.’[7]
Freud described jokes as: ‘a contrast of ideas’, ‘sense in nonsense’, ‘bewilderment and
illumination’.[8]
Traditionally humour and high art are not regarded as allies.
This changed with the
first act of the Dada group in Zurich at the Cabaret Voltaire,
an outlet from which to criticize the war culture.[9]
The alienation the Dadaists felt from the horrors of the war manifested as an
absurdist type of humour. From there, as Higgie states, humour has been
central to the cultural politics of movements such as Dada, Surrealism,
Situations, Fluxus, Performance and Feminism, and of course
much more recent art practice that’s defies categorization. Indeed,
if humour has a common characteristic, it is to thumb its nose at
pigeonholes.[10]
Mistake is defined as an act or judgement that is misguided or wrong.
Within the craft of using different materials (from
ceramics to animation), there are certain techniques that are taught and
adhered to. I would like to challenge some of these techniques to produce work
that could be seen as traditionally or technically ‘wrong’ or as a mistake.
These will be nurtured and highlighted as a way to challenge stereotypes and
introduce any humour within the media used.
Crude is defined as a
natural or raw state that is unrefined. It can refer to something constructed
in a rudimentary or makeshift way and can sometimes be seen as offensive,
coarse or rude.
The nature of the media being
used will be respectful of its natural state so as not to over complicate the
work on a visual context. This is not to say that the thought process is simple
but has a complex thoughtfulness behind it. A basic, almost instinctual process
of construction will be encouraged.
METHODOLOGY/ RESEARCH
TASKS
I have a background in Industrial Design, Fine Art and Multimedia but the common thread with all my work has been the influence of anthropomorphism and experimentation with various media. This diversity will be reflected in the work I plan to produce, ranging from jewellery, illustration, sculpture, ceramic, video and animation.
I have a background in Industrial Design, Fine Art and Multimedia but the common thread with all my work has been the influence of anthropomorphism and experimentation with various media. This diversity will be reflected in the work I plan to produce, ranging from jewellery, illustration, sculpture, ceramic, video and animation.
I expect theory regarding the answers to these multiple
questions to emerge from research. The animations will have varying degrees of
narrative, so that aspects of anthropomorphism may emerge. It is anticipated
that making of the artwork and the production of the animations will be the main
tasks to be accomplished in undertaking the project.
In conclusion this project will be useful in redefining the capabilities of different media and establishing anthropomorphic appeal. It will also discover and make use of spontaneous and less time consuming animation processes and techniques.
In conclusion this project will be useful in redefining the capabilities of different media and establishing anthropomorphic appeal. It will also discover and make use of spontaneous and less time consuming animation processes and techniques.
[1] Mori, Masahiro (1970). Bukimi no tani
The uncanny valley (K. F. MacDorman & T. Minato, Trans.). Energy, 7(4),
33–35
[2] Duffy BR,
Anthropomorphism and The Social Robot, Media Lab Europe, Dublin 8, Ireland,
2003
[3] Anderson K, ' Not Just a Contemporary Phenomenon', ibid. pp.111.
[4] Tylor, Edward B. Primitive Culture: Researches Into The Development Of Mythology,
Philosophy, Religion, Art and Customs, pp. 285 Vols. I and II, New York:
Gordon Press (1871 and 1974).
[5] Tylor, Edward B. ibid pp. 477
[6] Tylor, Edward B. ibid pp. 426
[7]
Henri B, ‘Laughter: An
Essay on the Meaning of the Comic ', in The Artists Joke
Edited by Jennifer Higgie, Documents of Contemporary Art, pp. 22, The MIT
Press, Cambridge, 2007.
[8] Freud S, ‘Jokes and Their Relation to the Unconscious', in The Artists Joke Edited by Jennifer Higgie, Documents of Contemporary
Art, pp. 26,7, The MIT Press, Cambridge, 2007
[9]
Kuenzli R, Dada, pp 16, Phaidon Press
Limited, London, UK 2006
[10] Higgie J, ‘The Artists Joke Edited by Jennifer Higgie, Documents of Contemporary
Art, pp. 12, The MIT Press, Cambridge, 2007
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