Saturday, 31 October 2015

Star Wars, The Official Magazine, No: 15 (1998)

HEARN, Marcus, et al ,1998, Star Wars: The Official Magazine, Edition Number 15, London, Titan Magazines



I found this magazine in Poverty Aid UK. The issue was released just before Star Wars the Phantom Menace, which is rather handy in relation to my essay topic.

There are many enclosed advertisements and reviews for the merchandise available at the time, as well as official articles related to the Phantom Menace.

The magazine also coincided with the first licensing deal between Lego and Lucasfilm:

'The alliance with Lucas Licensing Ltd represents a major step for the Lego group worldwide, bringing together two very powerful brands that will entertain and inspire children around the globe'
- KIRK, Kjeld


The magazine is packed with imagery ripe for manipulation and study, I will certainly photocopy some amount of it for sketchbook investigations.

There is also an interview with Drew Struzan, who had been responsible for painting hundreds of film posters, including Star Wars. 

Struzan describes the compositional process

'First it's a selection of stills, objects, characters, the faces of the actors. Then it's how they're lit and coloured. What kinds of composition do you use? Is it relaxed? Is it nervous? Adventurous? All those things begin to convey the soul of the film the emotion of it, the colouration of it. I believe in truth in advertising, so I paint what's really in the film'
- STRUZEN, Drew



I particularly like the page advertising buying back issues, the 'SOLD OUT' text on the recognisable Star Wars characters is heavy with implicit meanings, and could easily be subverted for illustrative purposes.


The magazine is certainly a valuable resource, and I will make some reference to it during the written part of the module, the imagery is just as useful, and I will use it for reference and potential subversion.

Saturday, 17 October 2015

Context of Practice 3: Progress Tutorial [1]


I arrived to the tutorial somewhat confident of my structure, I my estimations in terms of word count are pretty flexible, but I think the majority of the dissertation will focus on the historical narrative. Richard was pleased with the title 'How Star Wars Became the Merchandising Paradigm', his early concerns are that I must not forgot to angle the study with a social and cultural lens, rather than writing 9000 words ranting about how great Star Wars is.

Friday, 9 October 2015

Context of Practice 3: Initial Presentation

I created this document in order to explain my dissertation project to a small group.
The consensus from the group seemed positive, and they understood the questions and topics involved.
The tutor, Richard mentioned that I should seek out books on the topics of popular culture and consumption, and that it was the social and anthropological angle that made the topic interesting. 

Monday, 28 September 2015

Context of Practice 3: Visual Response

After an afternoon of studying the face of George Lucas, I created this compostition. The composition istelf was not too considered, and is evidently heavily inspired by my recent 'Made You Look' poster. The image represents a concept I have been toying with, involving a short graphic novel about the history of Star Wars merchandisng. I would certainly like to persue this method of woking further, even if it is heavily digital. Perhaps I could colour the imagery manually with crayons to avoid the flat textures.


Monday, 21 September 2015

Star Wars: The Action Figure Archive (1999)


SANSWEET, Stephen, et al. 1999, Star Wars: The Action Figure Archive, London, Virgin Publishing Ltd

This book was originally of Japanese origin, it fastidiously catalogues the history of Star Wars action figures and related vehicles and accessories. Catalogue books and visual dictionaries are very common Star Wars products, I own several that detail the fictional histories behind props and characters (much of which is now no-longer canonical since the Great Disney Canon Reboot of 2015).

In terms of context, this book was red-edited into English before the release of Star Wars: The Phantom Menace. The book certainly comes across as a nostalgic recollection to prepare fans for the new

From the introduction -

'Because of the incredible merchandising success of the original Star Wars films in the late 1970s and early 1980s, many people associate the collectables - especially the ubiquitous Kenner 3 3/4-inch action figures with the films. In-fact, Eimei and I, who started our friendship by trading the toys, are firmly convinced that kids playing with some of the quarter billion action figures that were produced over eight years are one of the reasons for the continued strength of the Star Wars phenomenon.'

.The first portion of the book concerns with the new wave of products that coincide the digital re-releases of the films. Interestingly, some of the inconsequential background characters that were added to the digital edits also appear as toys in the new wave.

.The second portion of the book concerns with the original toy-lines released subsequently to the films between 1978-1989, 1980-1982 and 1983 - 1984.

'In 1977, movies weren't considered candidates for a successful toy license, and most companies weren't interested in taking on Star Wars in advance, Kenner Products took a gamble, but except for some puzzles and board games it was able to rush into production, there weren't any toys ready for Christmas 1977. Instead, against the advice of most marketers, Kenner sold and 'empty box,' an Early Bird Certificate Package that contained, among other things, a certificate to send away for the first four action figures that would ship in the first few weeks of 1978.'

. First 4 figures were Luke, Leia, Chewbacca and R2D2
. Leia was the only major female role in the 1977 film, and thus the only female out of a 93 character toy-line

. In 1985, two years after Return of the Jedi, the popularity seemingly began to fade and Kenner released a new range of action figures

. During 1985 two animated series including 'Droids' screened, and these spawned further action figure tie-ins.

.The final portion of the book studies the 1999 action figures, which include figures from the comic books and video games
__________________________________________________________

In terms of usefulness, the book contains many interesting facts in regards to the evolution of Star Wars action figures, however I will likely make greater use of the photographic documentation.

Monday, 14 September 2015

Retromania; Pop Culture's Addiction to its own Past [Notes]

REYNOLDS, Simon, 2011, Retromania; Pop Culture's Addiction to its own Past, London, Faber and Faber

All quotes are from the aforementioned source, unless other wise stated.

'the avant-garde is now the arriƩre-garde'

'not only has their never before been a society so obsessed with its immediate past, but there has never before been a society that is able to access this immediate past so easily and copiously'

The increasing meticulous documentation of events through online platforms make digital 'time travel' a likely tool of the near future, there are examples of this already happening such as the ability to view old caches of websites using the Internet Archive or the Google Earth feature that allows users to view historical versions of the street view. I would suggest systems could be put in place to allow future users to experience past 'digital events' in real time… for example if they wish to browse the internet as though it were 2012 and watch social media react to the Olympics.

'Nostalgia as both word and concept was invented in the seventeenth century by physician Johannes Hofer to describe a condition afflicting Swiss mercenaries on long tours of military duty. Nostalgia was literally homesickness, a debilitating melancholy, anorexia, even suicide.'

Nostalgia is associated with both conservatism and radicalism.

Restorative nostalgia involves a displeasure with the new and unfamiliar, with a wish to restore things to an older form (ranging from protest to actual violent action). The sentiment is generally brewed in a crowd or community.

Reflective nostalgia is more personal, and is often expressed through art, music or other creative enterprises. Reflective nostalgia understands that the past cannot be regained, and is content with misty-eyed remembrances. 

'The last few years of the 2000s witnessed a spasm of hipster-hate, with a spate of magazine critiques of hipsterdom as pseudo-bohemia. These articles were then followed by meta-critques examining the phenomenon of hipster-phobia itself, invariably pointing out that nobody would ever voluntarily describe themselves as a hipster, and that hipster-haters themselves usually fit the profile of the hipster very closely.'

.Reynolds compares nostalgia to 'Chris Farley syndrome', referring to a sketch in which Farley conducts an embarrassing interview with Paul McCartney asking questions such as 'D'ya remember Beatlemania? Because that was awesome.'
.Reynolds makes draws a comparison to the 'I Love the [Decade]' TV programs, which involve commentators, guests etc 'parroting' the actual content mindlessly.
.Reynolds also makes the conclusion that the chaotic community of Youtube is similar.

Distance and delay have eroded… users may instantly access a huge variety of movies, songs and other media.

.High-street stores are pressured to sell old stock at lower prices, to make room for new items
- online alternatives have no such pressure and can sell older products at a consistent price indefinitely. 
.(conversely, in a digital realm there are no 'rare items' that attain a greater value over time)

'Attention deficit is the name of this condition, but like so many dysfunctions under late capitalism, the source of the disorder is not internal to the sufferer, not his or her fault; it's caused by the environment, in this case the datascape. Our attention is dispersed, tantalised, teased.'


Monday, 7 September 2015

Context of Practice 3: Force Friday

Now with Disney at the helm, Star Wars is flexing it's merchandise muscles in anticipation of Star Wars VII: The Force Awakens.
This effort parallels previous ventures for during the releases of the prequel films, when merchandise was released prior to the 'anchor' product.
Now with a more coherent coordinated strategy, Disney has invented a brand new consumer holiday event for Star Wars fanatics to attend called 'Force Friday'.
The global launch event involved many stores opening at midnight, enabling fans to be some of the first to buy merchandise for a film that they will not see for another three months.

Photograph: Ken Cheung/AP


This effort has involved celebrity endorsement from the stars of the film, who help promote events using their personal social media platforms (which may be censored if they break their NDAs etc). Thus, the actors become another promotional vehicle

Despite some issues with under-stocking during Force Friday, the event is likely to secure Star Wars toy sales at the top this holiday.


Context of Practice 3: The Disneyization of Society Notes [2]

BRYMAN, Alan, 2004, ‘The Disneyization of Society’, London, SAGE Publications

(All quotes are from Alan Bryman, unless otherwise marked)

The Disney theme park is significant in the contextualisation of merchandise; the consumer has already paid a large amount of money to enter, and upon entry they are greeted with innumerable opportunities to purchase products that would unlikely be bought at such prices in any other context...

. The environment of the park 'enables' or 'rationalises' the purchase of plastic trinkets
. Parks encourage association with their location, for example Disneyland Paris sells products that adorn popular culture imagery that is associated with Frane (i.e Mickey wearing a beret)
.Parks are constructed in a similar fashion to maps in FPS, there are large open areas to encourage the illusion of free movement followed by narrow 'choke points' that slow movement (for example Main Street) to encourage visitors to file off into shops.

THE EISNER TEAM
.Disney Stores are opened in 1987 (the merchandising of a theme park without the fun/expense of actually being a theme park).
.There was a return to animation being central in Disney's activities post 1987...

'A successful Disney animated feature, they felt, led to success in other spheres of the company's portfolio of activities. Nowhere was this clearer than with merchandising, since animated characters are extremely adaptable and amenable to being transformed into merchandise' - p86

.Full studio control + lack of live actors who can demand a percentage = A lot of money
.Early instances of merchandise being totally sold out due to surprising sales (Buzz Lightyear)

'For the first Toy Story, $125 million was spent on... tie-ins by firms such as Burger King, Nestle, Frito-Lay, Minute Maid, and Payless ShoeSource'

'synergistic system' (all-encompassing product range)

More money can be made from merchandising etc than the actual feature film's box office returns (Star Wars, Jurassic Park etc)

... Star Wars has the uncanny ability to endure and remain relevant though merchandising alone even with a vacuum of films as seen between 1983 - 1999 and 2005 - 2015.

Merchandising is obviously more successful when the 'anchor product' (feature film) appeals to children.

'It was calculated in 2003 that Harry Potter Merchandise was bringing in revenue of £1 Billion a year and that J.K. Rowling would earn £10 million from quidditch turning into a computer game'
BOZTAS, Senay, 2003, Sunday Times Rich List 2003, The Sunday Times (?)

THE PHANTOM MENACE

Months before the release a over ambitious range of merchandise was released in anticipation of a similar demand that accompanied the original trilogy.

.The Character Group share price slumped from 440p to 62.5p due to the failure of The Phantom Menace Merchandising
.Dorling Kindersley lost £25 Million, the resignation of the chief executive and the loss of 140 jobs

.TV programmes directed at children seemingly have the intention to push toylines on child viewers for example Thomas the Tank Engine, Bob the Builder... (which out performed Harry Potter merchandise in the UK)
.Oddities such as South Park... directed at those older than 18, merchandising launches the show into something more... a 'brand', and has a great success in the selling of merchandise and apparel to younger consumers who are generally too immature to view the show (a more modern example would be Family Guy).

Older characters can be rejuvenated to appeal to modern consumers... and create the opportunity for rehashed lazy merchandising.




.Darth Vader has existed in popular culture for 37 years. You do not know the power of merchandising.
.Potentially, the excess of merchandising can create dissatisfaction with the consumer...
(Hercules 1997?)  Minions...
.Does merchandising exploit children?
.Merchandising can be a great gamble, established imagery will not always ensure a profit and may even prove detrimental (Phantom Menace).
.Merchandising is heavily focussed at children, however cautious parents recognise that some products have a relative short 

Wednesday, 26 August 2015

Context of Practice 3: Star Wars Land

Several weeks ago Disney unveiled it's plans to construct a fully armed and operational Star Wars themed land, as part of it's Disney Land parks.

Features include:
. Star Wars land will be based on a new 'gateway' planet within the Star Wars universe (they are crafting the new cannon for commercial purposes)
. Plenty of merchandising opportunities
. Every store and restaurant will be occupied by Star Wars aliens and characters (performative labour)
. 'Season of the Force'; a commercial celebration all about Star Wars
. Some level of immersion will be involved, by including some kind of narrative that will contextualise the park (apparently a sort of staged 'new era battle'/stunt show)
. Blue Milk as a product


The early concept art is ridiculously ambitious seeming, featuring large-scale buildings with plenty vehicles and droids.


This reveal was not particularly surprising, considering the success of similar projects such as the Wizarding World of Harry Potter etc. Disney is keen to build the momentum of Star Wars, and it will be interesting to experience how they avoid dangerous saturation levels.


Monday, 27 July 2015

Context of Practice 3: Research Proposal [Revised]


SUBJECTS OF CONTEXTUAL RESEARCH ALREADY UNDERTAKEN

Level 4: Semantic Analysis of James Bond Posters

Level 5: Has home video rendered the cinema obsolete?

AIM AND/OR OBJECTIVE OF YOUR PROPOSED C.O.P.3 PROJECT
The relationship of merchandising and illustration (needs a catchier title)

What research needs to be undertaken into the general and specific contexts of your practice?

.Historical context of merchandising - franchising - polymorphous branding
.The use of illustration to improve the marketability of low quality wares - ethics - (First Things First)
.Focus on a specific brand - Disney / Star Wars
.Nostalgic illustration as a cynical tool
.’Product and Range’ - Asset appropriation
.Merchandise in the age of digital reproduction (Skylanders/Disney Infinity/Team Fortress 2 etc)

What approach(es) will you take and what processes, methods, materials and tools are to be involved in research into your practice?

.Employ industry techniques… (Create humorous/subversive merchandise-tie-ins?)
.Later designs are likely to be largely digital
.Digital designs can be applied onto a range of contexts/merchandise
.Avoid overworking digital designs as usual
.Document primary research of merchandising and point-of-sale displays etc

What preparation or investigations do you need to undertake for your creative practice to take place? 

.Find relevant books on the subject - talk to staff etc
.Engage in primary research of inshore and online merchandising
.Look closer into production methods
.Investigate the factory conditions for workers producing the merchandise - ETHICS
.Investigate how merchandise has become a primary product and the ‘art’ and after thought… (Forbidden Planet)

What research do you need to undertake regarding who your creativity is for?

.Again, is this about the ethics of an illustrator? As designers, we are exploiting familiar imagery as a way of selling products that people cannot generally afford or need
.Anti consumerism? Comes back to last years initial CoP concept… apathetic product design that inevitably becomes landfill… environmentalism
.Gender/demographic studies… the marketing of identical products to different audiences through packaging
.Collectors… the value of merchandise dramatically increasing as they become ‘antique’

Primary Sources of Information

Description: Point of Sale/Packaging
Location: Toy stores/Online retailers/fast food restaurants… anywhere merchandise it visible

Description: Commercials/Promotional Material
Location: Television/Web banners/Leaflets etc

Secondary Sources of Information 

MILLER, Daniel, 2008, ‘The Comfort of Things’, Polity Press, Caimbridge

BOYLE, David, 2004, ‘Authenticity’, Harper Perennial, London

SLADE, GIles, 2006, ‘Made to Break’, Cambridge, Massachusetts, Harvard University Press

BRYMAN, Alan, 2004, ‘The Disneyization of Society’, Sage Publishers, London

JACKSON, Peter, LOWE, Michelle, MILLER, Daniel, MORT, Frank, 2000, ‘Commercial Cultures’, Berg, Oxford

Perceived problems or difficulties: 

I have not yet formed a conclusive opinion on the matter… which will develop during research
.The question needs to be specified further

Saturday, 25 July 2015

Context of Practice 3: More Contextual Reference



Dear Jim, can you use Paint to show us a scene from a not too distant future in which those fucking Minion things have finally taken over completely? - Kevin Weaver

It has been perhaps somewhat difficult to find examples of illustration that subvert and comment on merchandising, however this is an ample amount of imagery related to consumer culture as a whole. The above image from Jim is perhaps the closest example of the sort of thing I would like to product, albeit more considered.


Follow Adam's board CONSUME on Pinterest.

Context of Practice 3: Contextual Reference

Ralph Steadman's Disneyland Drawings

Steadman's work is clearly some of the more important contributions to illustration, or to art in general. His Disneyland studies seem to convey the passive consumer slavery. The imagery is paired with some amount of gonzo writings, and to some effect it is similar to Fear and Loathing. Again, the artist is dealing with a simulacra, faced with the absurdity of their own situation in an environment built to entertain and sell.

The artwork is vividly haunting. Disneyland seems to Steadman a traumatic prisoner camp full of 'screaming children'. I really enjoy the subversion of a place of self-proclaimed happiness as a something much darker, to the extent that I would like to employ something similar in my own work.



I would suggest however that I might go further, and employ colouration to exaggerate further that core subversion, for example using the bright saturated colours associated with brands and merchandise.

Friday, 24 July 2015

Context of Practice 3: Nostalgia & Merchandise

I recently had a chat with Andy from Colours May Vary on the subject of nostalgia. I had recalled that Andy had been writing an essay on the subject, and I approached him as I felt it has a lot of bearing on my own subject of focus.

Some of the interesting points we discussed were:

. Nostalgia can be attributed as a psychological coping measure, and that during economic/future uncertainty individuals may fixate with what they remember as being secure, i.e the past

. Nostalgia is used as a marketing tool, for both mature consumers and young children (a parent may purchase a toy for their child as they had a personal connection to the same product as a child)

. Nostalgia has been used as a therapeutic relief for dementia patients. For example, a house can be refurbished to appear as it once did in the 40s or 50s, thus being comfortably familiar to the individual

. The past is fixed and therefore 'safe'. Individuals also often filter out the negative connotations of time periods... for example Victorian-age obsessives often neglect to recall how the Empire was built on slavery and war.

.Nostalgia as a key theme within merchandise. It is worth mentioning that rare and preserved merchandise have become a new form of luxury ware. Star Wars toys from the 80s may now sell for several thousand dollars.

Andy has since emailed me book recommendations, which will appear in a future post.

Monday, 13 July 2015

Context of Practice 3: The Disneyization of Society Notes [1]


BRYMAN, Alan, 2004, ‘The Disneyization of Society’, London, SAGE Publications

I referred to this book during level the 5 project; it describes and analyses how businesses have appropriated characteristics of Disneyland theme parks to influence buying habits and control the consumer experience.

There is a whole chapter on merchandising; I will document my notes and quotations below:

(All quotes are from Alan Bryman, unless otherwise marked)

'Merchandising is a form of franchising, in the sense that it is a mechanism for leveraging additional uses and value out of existing well-known images.' - p79

- Recognisable designs are appropriated and reproduced into other contexts... this is what we do as illustrators to create more products that appeal to a wider range of individuals.

- Product innovation is simply discovering new ways to sell the same assets in a new format

- We should interrogate the buzz around using new technologies to sell... for example the use of VR or augmented reality applications are a simple exploitation of 'the new'

'Merchandising has strong affinities with hybrid consumption' - p79

- Hybrid consumption in the context of Star Wars: Films -> novelisations/merchandise/video games/clothing/

- The films have become promotional material for the greater range of products

'It is no longer sufficient merely to turn out a hit movie, television show, magazine or book, because in many cases these products cannot be profitable on their own'
- WOLF,  M.J (1999), The Entertainment Economy: How Mega-Media Forces are Transforming our Lives, New York, Times Books

'Merchandising can be hugely profitable, it means that items that cost very little to make can be sold for substantial amounts by simply adding a logo or image to them or by manufacturing a doll or soft toy into a well-known and immediately recognisable form, such as Mickey Mouse or Darth Vader'  -p80

- Cheap popular regurgitation. Value is based on familiarity... culture
- Merchandising = commodity fetishism + culture + packaging
- Merchandise sold through partnerships with fast foods... cereals etc.
- Immediacy of product access, acts as an advertisment for the greater franchise, and thus all other products

Example:
 .Essentially the same product marketed to different audiences through packaging
.Frozen Princess Cereal appeals to girls because there is a picture of the Frozen princesses on it
.Olaf Cereal appeals more so to younger children because there is a picture of Olaf on it
.Darth Vader/R2D2 Cereal appeals to boys because there is a picture of Darth Vader on it

Isn't it hellish?

'Creating merchandise with the appeal and recognisability of Disney Logos and characters or the first raft of Star Wars images is a kind of holy grail which few companies can attain but increasingly has become a goal that is potentially highly profitable.' p81

There are of course exceptions...

Merchandising has it's origins in Disney, one of the precursors to Mickey Mouse was Oswald the Lucky Rabbit. Several popular animated shorts were made in 1927, Disney had failed to realise that he had not retained rights to the name of the character, or indeed merchandising. After deals with the distributors, it became paramount to safeguard licensing and all relevant rights pertaining to every single character created in the studio.

- Mickey Mouse watch

- Disneys 'crusade' for increasingly higher quality animation was expensive. It has been suggested that around half of Disneys profits during the late 20s and into the 30s were from merchandising.

- The design of characters becomes highly influenced by the potential for merchandise-based manufacture as well as on-screen appearance.

- It is ensured that characters are 'cute' even when also grotesque (Goofy)

- Mickey develops from having the features of a rodent, into become something cute and childlike

- Walt on Jungle Book 'it has a little boy in it, Mowgli and lots of animals and both are great for merchandising'

Context of Practice 3: Idea 5 - Merchandising

I have struggled settling on a topic for my dissertation. Perhaps it is the finality of the project that worries me. I decided not to focus on historical topics such as the Old West or Space Race, as they are such vast areas of study. It is through contextualisation that the writer/artist may narrow the topic and lead to synthesis with illustration and drawing.

I have enjoyed studying the historical development of products and how modern tech has either threatened design or forced them to evolve...

One of the topics I have wanted to study is the merchandising of large franchises such as Star Wars or Disney.

Now that Disney owns Star Wars, it is interesting to view the transition of attitudes.

The older attitude was prone to exploiting nostalgia to the extent that even the most obscure characters were adapted into products:

Medical droid, on screen for a few seconds as Luke recovers from a Wampa attack


I reckon this subject completely plays into my hand, as I have an obsessive knowledge of Star Wars.

A few potential questions that come to mind are:


How has Star Wars merchandising endured in the increasingly digital entertainment-based industry?

How has nostalgia influenced Star Wars merchandising?

Collectors... hoarding mentality?


Visual work could catalogue the change over time/archive products?
Illustrated archive[?]

Tuesday, 2 June 2015

Context of Practice 3: Idea 4

SIMULACRUM












The synthetic environment as a tool of consumerism.

Quotes
.'A paradisiac and inward-looking illusion' - Jean Baudrillard
.'Disneyization is about consumption. Consumption and, in particularly increasing the inclination to consume.' Alan Bryman
.'Hybrid consumption environments themselves frequently take on the characteristics of the spectacular because of the sheer variety of consumption opportunities they offer and especially when accompanied by theming.' Alan Bryman
.'...millions of individuals who visit the theme parks each year as undiscerning, passive, and undifferentiated masses. They can only be the victims of commodification and hegemony, their experiences handed to them from on high' - Caroline Loy

Places
Disneyland
McDonalds
Any theme park




Monday, 1 June 2015

Context of Practice 3: Idea 3

Hackers



Quotes
'Garbage can provide important details for hackers: names, telephone numbers, a company's internal jargon.' - Kevin Mitnick
'Hackers are seen as shadowy figures with superhuman powers that threaten civilisation' - Mitch Kapor
'But we are hackers, and hackers have black terminals with green font colours!' - John Nunemaker
'We are legion. We do not forgive. We do not forget. Expect us' - anon
'Boot up or shut up' Tagline for 'Hackers' 1995

Places
. Bletchly Park - The orignal decryption establishment, modern computing began here with the Colossus
. CERN - The birthplace of the world wide web
. Data centres - the most physically impressive the internet can get
. Hacker's den / setup

Links
What is a hacker?
Sony Pictures Entertainment Notice Letter -  In regards to the hack
Sony politely asks the press to desist it's reportage of the hack
Hackers demand the cancellation of 'The Interview'
'North Korean hackers can destroy cities' (apparently)










Sunday, 31 May 2015

Context of Practice 3: Idea 2

Space Race



Quotes
.'beep... beep... beep' - Sputnik 1, 1957
.'We choose to go to the Moon in this decade and do the other things, not because they are easy, but because they are hard' - John F. Kennedy, 1962
.'One small step for [a] man, one giant leap for mankind' - Neil Armstrong, 1969
.'I have learned to use the word 'impossible' with the greatest caution' - Wernher von Braun
.'The dream of yesterday is the hope of today and the reality of tomorrow' - Robert Goddard

Places
. Mare Tranquillitatis, the Moon (Apollo 11 landing site)
. Cape Kennedy, Florida USA (Apollo 11 launch site)
. Baikonur Cosmodrone (Vostok 3KA-3 launch site)
. SPACE
. The Pacific Ocean (The splashdown site where Apollo returned to Earth)

Links
NASA
Russian Federal Space Agency
Cosmonauts, How Russia won the Space Race
The Cold War (It has it's own museum in Virginia, obviously)
National Space Centre (England)






Context of Practice 3: Idea 1

The Romanticism of the Old West



Places
.Monument Valley (Synonymous with the mythic West)
.Valley of the Gods (As above)
.AlmerĆ­a, Spain (Associated with the filming of Spaghetti Westerns)
.Tombstone, Arizona (Location of the Gunifhgt at the O.K. Corral)
.Little Bighorn, Eastern Montana Territory (Battle of Little Bighorn)

Quotes
.'Perhaps I may die yet with my boots on' - Wild Bill Hickok
.'Get three coffins ready' - Clint Eastwood as the Man with No Name in, 'A Fistful of Dollars'
.'You see, in this world there's two kinds of people, my friend: Those with loaded guns and those who dig. You dig.' - Clint Eastwood as the Man with No Name in, 'The Good, the Bad and the Ugly"
.'Baby sister, I was born game and I intend to go out that way.' John Wayne as 'Rooster Cogburn' in 'True Grit'
.'To hell with them fellas. Buzzards gotta eat, same as worms.' - Clint Eastwood as Josey Wales in 'Outlaw Josey Wales'

Links
Rich Hall - Inventing the Indian - Fantastic documentary regarding the portrayal of Native Americans in cinema
American West - Documentary regarding 'Manifest Destiny'
Old West Myths
More on the Accuracy of Westerns
Gunslinger Myth


Monday, 27 April 2015

Context of Practice 2: Module Evaluation

This module has involved a close integration of written and visual responses. This synthesis, in theory should better inform the work produced. I have found that my interest in technical drawings have indeed been facilitated by the focus of mechanical advances in the home media industry within my research. My original area of study was based around product obsolescence, I felt that this was far too vast a theme to tackle in 3000 words. I refined my topic to one example of apparent obsolescence, being cinema and home media. I immediately found that this specificity enabled me to produce more satisfactory drawings, and find more relevant books on the topic to fuel my essay research.
The vast majority of the work produced in the module has existed as analogue drawings, with the finalised imagery made in photoshop. I have not experienced any particular problems during production thanks to the foresight to print my final imagery a week before the deadline.

I have improved greatly in my use of digital-based line work. Following on from my developments within the responsive module, I continued to refine my application of the pen tool and customised photoshop brushes resulting in work that can be produced quicker, and with a greater consistency of line quality and quicker production time. Although I have produced less visual journal work in comparison to previous examples, I have found the process less laborious. The journal has been the format through which I have developed the synthesis between theory and practice, by exploring ideas and concepts. Similarly to my previous essay, I found that the research topic was highly invigorating and was a great incentive to spur on the developments.  I also improved upon the proper use of academic sources, rather than a plethora of websites. While last year's essay contained minimal use of such sources, the essay for this module had a much stronger bibliography sourcing books that I found highly enjoyable.

My prime regret for this module is not producing my finalised imagery through analogue practice. As I have aforementioned, I continued my investigations into digital due to the successes in other modules. Perhaps the digital process was more appropriate due to the topic, but I would have liked to make use of the analogue developments present in my journal. I initially set out to write an essay that was not too preoccupied with historical trivia, however I feel as though this was often present within the writing. This historical distraction meant that I was unable to explore some more in-depth theories in regards to the simulacrum of cinema, or hybrid franchises. I would have liked to touch upon the topic of nostalgia, and the role it had upon various technological revivals, but perhaps I was right to refrain from too much topical deviation.

If I had the opportunity to revisit the module I would ensure that my essay and visual responses had a greater integration, perhaps to the extent that the two could be produced as a singular publication. I feel as though the illustrations I produced would have benefitted from being printed on a larger scale. My decision to produce hot-dog books reduced the over-all size I could print. The format of the book would also have allowed for the printing of a large design on the back, which I refrained from doing.
I would suggest that my project would have been improved if I added more informative text to the booklet. Again, the format of the hot-dog book prevented this, however a traditional bound booklet would have allowed for spreads of illustration and text, similarly to the book Aircraft of WW1 discussed in a previous blog post. I would suggest there was potential for producing moving image, considering the focus on cinema throughout the module. One of my earlier concepts involved appropriating waste materials, while to some extent I have touched upon this with the found VHS tapes, I would have liked extend this further.

To conclude, I am more or less pleased with what I have produced during the module. My time planning has meant that I have not rushed any particular part of production, and the imagery is satisfactorily finalised. While other modules have been prioritised during the length of CoP, I have ensured to habitually produce work within the visual journal. This consistency has led to an improved synthesis when writing the essay portion of the module, to the extent that I would draw in the journal when breaking from the essay.

Context of Practice 2: Final Product


Context of Practice 2: Essay Response

Has home video rendered the cinema obsolete?

The following discourse aims to focus on three technological developments in the history of home video. By applying Marxist methodologies, with particular reference to Walter Benjamin the discourse will examine to what extent home video has rendered cinema technically and socially obsolete. Cinemas offer an artificial environment that influences the viewer’s perception of the screened film. To elaborate; cinemas invite viewers to not only personally consider the film, but to compare and respond to the perceptions of every individual in the theatre. Home video liberates the viewer from being tied to an exterior simulacrum, allowing them to choose the manner in which they view films. The home video initially entered the mass consumer base in the late 1970s with the introduction of VHS and Betamax. Since the cassette, home video has expanded into the Internet, where casual piracy has continued to threaten the wider industry.

When Walter Benjamin (1936) celebrated the transitional characteristics of film, the medium was in its primal stages of development. Benjamin compared the experience of film to the ‘increased threat to his life which modern man has to face… the film corresponds to profound changes in the appreciative apparatus’. To him, film represented a microcosm of the greater mechanisation of art. Benjamin described ‘Aura’ as the intangible value attached to original artworks and their inherent sensual labour. Mechanical reproduction therefore was a process that diminished ‘aura’ by removing it from the art gallery and placing it in the hands of the viewer. Benjamin hailed cinema as a liberating medium, one that came and ‘burst this prison-world [of modernity] asunder by the dynamite of the tenth of a second.’ To Benjamin, the birth of cinema was a symbolic victory against established metropolitan environments, however the following discourse would suggest that film in the modern cinematic environment also exerts a form of aura and thus a form of control. The constructed environment of the modern cinema may be compared to that of the art gallery, where the viewing space has been devised to amplify the effect of crowd perception. This simulacrum, or simulated environment may be considered as the postmodern successor of aura or that what intangibly communicates the ‘domain of tradition’. The simulacrum of the cinema is constructed from omnipresent CCTV surveillance, lifts, ticket-checkpoints and various rules all of which restrict freedom of movement and action. The effect of the simulacrum is to influence the audience to think, act and respond emotionally through environmental conditioning.


The videocassette recorder or VCR was the first product that enabled the viewer to capture television at their convenience. Fig 1 demonstrates the primary selling point marketers focussed on; the ability for viewers to miss live television content, with the security of being able to watch it at a later time. This changed the incorporeal nature of film viewing into a format of entertainment that could be saved on tape, then hoarded, shared or sold, just as mechanised reprographics had done so with the work of art. The VCR hindered the ability of television and cinema to confine viewers to one place at a set time. The consumer was also enabled actively avoid advertisements by fast-forwarding their prerecording. As Beller (2006) explains, screen based media primarily capitalises on ‘value-producing human attention’. Thus, the consumer was now at liberty to chose the time in which they gave their attention, rather than complacently obeying the schedule of television and cinema. Initial resentment amongst film corporations climaxed in the US Supreme Court case Sony Corp. of America v. Universal City Studios 464 U.S. 417 (1984), in which companies attempted to sue Sony, arguing that the Betamax VCR could be used for copyright infringement. The court ruled in favour of Sony adding that ‘time-shifting merely enables a viewer to see such a work which he had been invited to witness in its entirety free of charge’. With the Supreme Court siding with Sony, the viewer has since enjoyed the liberty to record any footage broadcast on television. This freedom to consume films for free is a large contributory reason why modern viewers maintain an attitude of entitlement; they expect instant gratification and are unlikely to shy away from piracy to obtain the entertainment they want.

The market was initially polarised into two main competitors with their own unique formats, JVC’s VHS and Sony’s Betamax. Although each product initially offered essentially the same service, the Betamax differed in its ability to capture sixty minutes of slightly higher quality video, while the VHS could capture up to two hours of average quality. JVC licensed their technology to a multitude of electronics manufacturers, thus increasing internal competition and lowering prices. The longer duration and cheaper production value allowed the VHS format to dominate the film rental market and render the Betamax obsolete. Sony had failed to appreciate that the audience as Neil Fiske (2003) described; was a ‘sophisticated and discerning consumer with high aspirations and substantial buying power and clout’. Consumers found that home entertainment was a more affordable and flexible alternative to habitual trips to the cinema. Visual quality was an acceptable trade-off for instant gratification, much like modern consumers frequently stream films at low quality rather than paying for a cinema admission price or purchase a download. The video rental industry extended the decline of cinema attendance, which had long been driven into the ground since the introduction of television. According to the Cinema Exhibitors’ Association (2015), the nadir of cinema attendance occurred in 1984, at which point it was figured that there were less than 60 million admissions to movie theatres in the UK compared to a peak of 1.64 billion admissions in 1946.

In 1995, a consortium of seventeen electronics manufacturers gathered to decide upon a standard digital format in anticipation of another costly format war as experienced with the previous decade’s VHS and Betamax conflict. The primary contestants were again divided in two, with Philips and Sony’s multimedia compact disc or MMCD competing against the Super Density Disc, supported by a plethora of companies such as Toshiba, Time-Warner and JVC. After the intervention of third parties such as IBM’s president Lou Gerstner, the competitors united under one combined format, the Digital Versatile Disc or DVD. DVD players were marketed to the international mainstream audience in the late 1990s. Region locking had been explored in video game consoles in the previous decade and had enabled manufacturers to extend control over international releases. The manufacturers applied region locking by encoding DVDs into six regions, allowing for studios to precisely time global releases and prevent unregulated trading. In hindsight, DVDs were mired with technical flaws. While the VHS tape was somewhat durable even when devoid of case, the DVD is quite fragile and susceptible to dust, stains and scratches capable of ruining the content. The overall proportions of the DVD case were a direct reference to the VHS, a comforting visual reference for consumers as well as an opportunity for manufacturers to reuse existing artwork. The disproportionately larger packaging also made DVDs distinct from CDs and thus made them seem more valuable.

During the late 1990s, PC ownership and access to the Internet rose sharply as prices lowered significantly. A cycle of product obsolescence caused an exponential advance in processing power and Internet speeds. A combination of marketing and social pressures ensured that consumers recognised the advantages of faster and marginally improved machines and persuaded them to spend accordingly. Apple’s introduction of the general user interface made computers easier to use for a wider casual market, where earlier DOS-based systems had initially put them off. In 1997 the first online video hosting website shareyourworld.com was introduced, it endured for four years before closing but paved the way for future video hosting sites. Later sites such as The Pirate Bay specialised in the indexing of torrent files. To elaborate on the process; BitTorrent is particularly efficient at distributing large files. Rather than relying on a single source, the downloader joins a collective swarm of users, both uploading and downloading from each other simultaneously. Sites that share and archive torrents are enabling the process of illegal file sharing, rather than being the active party who hosts the files. In this sense, the notion of illegal file sharing is abstracted and more difficult to prosecute. According to Envisional, (2011), a group formed by NBC Universal, eDonkey, a peer-to-peer service was compromised of 98.8% copyrighted material. Computer savvy consumers recognised the widely unregulated Internet as an opportunity to download films for free, view them on their computer, or even burn them onto a disc for further circulation.

Fig 2 is a screenshot taken from the relatively short information film, ‘The Pirates are Out to Get You, 2002’ This segment was inserted into the majority of rental and retail VHS tapes. The film makes some rather sensational claims including; ‘piracy funds terrorism.’ The latter quote has a particular weight considering the near-memory of the terrorist attacks on the World Trade Centre, less than a year before. The portrayal of the pirate as a bald, sweating and obese man conjures connotations of greed and disease. The red hues, open fires and abundant smoke and steam seem to convey images of hell and damnation. Certainly, the advert is painting piracy as a threat to humanity, rather than simply an affront to manufacturer’s profits, which is openly suggested by the voiceover who grimly warns that piracy will ‘will destroy our development and your future enjoyment’.

. Fig 3 shows two screenshots of the public information film ‘Piracy it’s a crime, 2004’. In this film composed of relentlessly jerky fast cuts and a thrashing metal beat, the Motion Picture Association reminds the viewer that they are unlikely to engage in the theft of cars, handbags or televisions, reasoning that therefore the viewer should refrain from engaging in illegal downloads. The short fifty second film was added to the majority of commercially available DVDs, whilst encoding prevent users from skipping the film. To the surprise of one viewer, the Dutch musician Melchior Reitveldt, the thrashing music in the film was oddly familiar. In-fact Reitveldt had written the song for an anti piracy advert with the expressed intention to be played at a singular film festival. Rather as Kruszelnicki (2013) reported, the song ‘had been illegally used on dozens of movie DVDs’, all while the musician received no royalties. It wasn’t until 2012 after a plethora of bureaucratic procrastination that the artist received the royalties owed to him.
Piracy therefore is a direct threat to both home media and cinema industries, however piracy must be recognised as a form through which viewers can enjoy home entertainment. Piracy is enabled by users being technically informed, rather than relying on the transaction of wealth. A distant example of rampant piracy exists in Spain, where according to Llwellyn (2010), La Coalition found that 83.7% of movies downloaded in 2009 were done so illegally.

Netflix was conceived as an online DVD rental service in 1999, the introduction of a monthly subscription fee eliminated the need for individual shipping costs and late return payments. This holistic business model was unique, in that it could be equally applied to the users of the streaming service introduced years later. Netflix also ushered in an era of on-demand services, as Sandvine (2013) detailed, peer-to-peer downloads fell to less than 10% of the total bandwidth share, while they had enjoyed a 60% share a decade earlier. The consumer has turned to the instantly gratifying services such as Netflix, rather than waiting hours for a torrent. According to the aforementioned source, Netflix accounts for a 20% share of downstream Internet traffic in the UK. Netflix presents the consumer with the option to pay a periodic membership fee in order to watch a limited library of licensed films from the comfort of their own home on a variety of devices, including games consoles, PCs, and unsurprisingly tablet devices. As Anthony Oliver Scott remarked, ‘it is now possible to imagine – to expect – that before too long the entire surviving history of movies will be open for browsing and sampling at the click of a mouse for a few Paypall dollars.’ Though we have not reached this climax of an all encompassing digital library, the Internet certainly offers a more expansive medium for viewers to habitually and instantly consume videos. In addition, the Internet enables content creators, artists and directors to distribute videos to an international audience without the need of third party publishing or physical reproduction. In this sense, cinema seems obsolete; offering relatively sparse opportunities for independent filmmakers.
The superficially utopian image of an open internet with assured fame and wealth for all contributors contrasts with the modern cinema.

Conversely to the previous point, the Internet is not a utopia. An effect of a levelled entry point for content creators is an overall saturation. Independent filmmakers are lost to what Ken Garland (1964) and his collaborators once referred to as the ‘high pitched scream of consumer selling’. In the noise, consumers gravitate to the familiar, evidenced by the lack of originality witnessed by many modern releases. The box office successes generally involve a familiar brand, logo or franchise. Even as a concept is seemingly exploited in full, producers do not shy from total reboots, as seen recently with Star Trek (2009), The Amazing Spider Man (2012), or the upcoming Star Wars: The Force Awakens (2015). Cinema is on average a conveyer-belt of the same products periodically regurgitated with aesthetic, social and cultural updates. In this way, cinema primarily commodifies familiar visual culture. Independent content producers are also less equipped to prosecute piracy compared to larger corporations. In addition, those that rely on advertising revenue when hosting on sites such as Youtube are vulnerable to users applying advertising blocking plugins.

The cinema’s simulacrum is at times a caricature of western society. The standard VUE cinema involves binary viewer class system, those attempting to save money being ‘standard’, and those who wish for marginally more comfortable seating at the additional cost of £1.50. The latter individuals with apparent greater aspirations of seating are referred to as ‘VIPs’, insinuating that anyone not willing to purchase the right to seat themselves in bigger chairs are not important. VUE forbids the consumption of hot food bought outside the premises, whilst offering it’s own range of hot foods at inflated prices. Behaviour deemed antisocial is responded to with forced expulsion and possible prohibition from all future screenings. Bryman (2004) referred to this commercialist simulacrum as ‘Disneyization’, which in effect ‘exchanges the mundane blandness of homogenised consumption experiences with frequently spectacle experiences’. In short, the environment conditions the consumer to spend more, and have fun whilst they are doing it. Cinemas have applied theming, which involves association with an unrelated exterior culture or environment. An example of this would be modern cinemas that have been refurbished to appear more archaic, to inspire notions of nostalgia and old Hollywood. All of the aforementioned elements of the average big brand cinema would seem to have a negative effect on public perception. Cinema attendance has continued to diminish, according to the Hollywood Reporter (2014) 1.26 Billion consumers attended the cinema in the USA and Canada, the lowest numbers since 1995. The rising ticket prices and drastically higher prices for 3D performances have discouraged the consumers from venturing forth to the cinema aisles. Self-proclaimed industry changing epics such as AVATAR (2009) seems to have done little to sway public opinion.

An example of simulated environment would be ‘Secret Cinema’ (see fig 4) which attracts a cult following by situating screenings in locations related to the screened film. The events require viewers to attend in a prescribed dress code, also related to the film. These screenings involve performative labour; the use of paid actors to play roles and wander amongst the viewers, much as performers impersonate Disney characters and inhabit the Disney theme parks. Secret Cinema capitalises on the audiences’ palette for total immersion, only partially offered by the gleaming illusions of 3D technology and the escapism of video games.

To conclude, cinema and home media are competing forces that capitalise on mental activity rather than traditional labour. Consumers of film willingly subject themselves to emotional manipulation. The implicit value of this experience is realised in the price of an admission ticket, the cost of a DVD or the subscription fee of Netflix. The rise of home media formats has pushed emphasis onto material organisation; that is to say the access to an Internet connection, or enough disposable income to invest in relevant technologies. The cinema offers a simulacrum, a manufactured atmosphere in which the consumer is invited to spend, sit and enjoy. The simulacrum has evolved from advances pioneered in Disneyland, introducing notions of theming, hybrid consumption, merchandising and performative labour. This immersion would seem to be the last device cinema may offer that home video cannot. Screenings by organisations such as Secret Cinema are unique, and cannot be digitally reproduced with any modern technology as of yet.
Perhaps the recent developments in the virtual reality industry, with the introduction of accessible products such as the Oculus Rift are a foreboding signifier of what is yet to come. Home video offers only the familiar environment; the enabling of the consumer to exert minimal effort to enjoy visual sensuality. Home video liberates viewers from the requirement to subject themselves to synthesised environmental control, and perhaps it is that choice that matters. Benjamin’s original vision of a social emancipation born from collective cinematic viewing has evolved into a consumer paradise of polymorphous franchises that extend their reach from the cinema into an innumerable amount of contexts such as television, streaming, social media, video games and merchandise.
Home video has not rendered the cinema experience obsolete, it has simply been absorbed into a larger multitudinous form of commercial symbiosis.

Bibliography
BELLER, Jonathan, 2006, ‘The Cinematic Mode of Production’ Lebanon, New Hampshire, USA, University Press of New England

BENJAMIN, Walter, 2008 (1936) ‘The Work of Art in the Age of Mechanical Reproduction’, London, Penguin UK

BRYMAN, Alan, 2004, ‘The Disneyization of Society’, London, SAGE Publications

Cinema Exhibitors Association Limited, (2015)
http://www.cinemauk.org.uk/facts-and-figures/admissions/annual-uk-cinema-admissions-1935-2013/

Envisional, (2011)
http://documents.envisional.com/docs/Envisional-Internet_Usage-Jan2011.pdf

FISKE, Neil, 2003 (2008 Paperback Edition), ‘Trading Up’, London, Penguin Books Ltd

GARLAND, Ken, 1964, ‘First Things First Manifesto’, London, Goodwin Press Ltd

KRUSZELNICKI, Karl S, 29th of January 2013, ‘Anti-pirating music stolen’, ABC,
http://www.abc.net.au/science/articles/2013/01/29/3678851.htm

KATZ, James, 2006, ‘Machines that Become Us’, New Jersey, USA, Transaction Publishers

LLEWELLYN, Howell, 10th of Jun, 2010, Billboard, http://www.billboard.com/biz/articles/news/1205759/spanish-online-piracy-rate-nears-96

MCCLINTOCK, Pamela, 31st of December, 2014, Hollywood Reporter
http://www.hollywoodreporter.com/news/box-office-2014-moviegoing-hits-760766?

Sandvine (2013), Waterloo, Ontario, Canada
https://www.sandvine.com/pr/2013/11/11/sandvine-report-netflix-and-youtube-account-for-50-of-all-north-american-fixed-network-data.html

SCOTT, Anthony Oliver, 2007, ‘The Shape of Cinema, Transformed at the Click of a Mouse’, New York, New York Times

SHAVIRO, Steven, 2009, ‘Post Cinematic Affect’, UK, Anthony Rowe
HAKE, Sabine, 1993, ‘The Cinema’s Third Machine’, Lincoln, University of Nebraska Press

SLADE, GIles, 2006, ‘Made to Break’, Cambridge, Massachusetts, Harvard University Press

Sony Corp. of America v. Universal City Studios 464 U.S. 417 (1984)





Fig 1, JVC, 1978 an advertisement for the JCV Home System,

Fig 2, F.A.C.T. -Federation Against Copyright Theft, 2002, ‘The Pirates Are Out to Get You’ public information film, found at the beginning of most retail and rental VHS tapes in the UK

Fig 3, Motion Picture Association, 2004, ‘Piracy it’s a Crime’ PSA

Fig 4, Secret Cinema, 2011, A promotional image taken at a screening of ‘The Battle of Algiers’ (no photographer credit given), London  

Context of Practice 2: Final VHS Cover

As stated in a previous post, I discovered these VHS cases in a hipster clothing boutique. I deliberately took the most sticker-clad case as it suggested the item had a long history of ownership, eventually ending up as a mock-up tool for this project.

I also took a relatively unmarked case for presentational purposes, although it required some cleaning to remove dust.




In relation to my essay, I find that the discarded valueless VHS tapes are illustrative of the face-paced development of home media. The cycle of technological obsolescence has rendered a medium that was once the revered as an alternative to cinema may now be found as cheap window dressings.

I would suggest that a sort of nostalgic revival is already underway, with various collectors searching for the huge catalogue of titles that never transcended to DVD or Digital Download. 

Thursday, 23 April 2015

Context of Practice 2: VHS Cover

To present the book I have appropriated a VHS case as packaging. This gives me the opportunity to create an original cover design.

It was surprisingly difficult to find VHS cases. It seems that every charity shop in Leeds has sent their VHS cassettes to recycling firms. Thankfully I remembered that a hipster clothing boutique uses cases as fashionable prop. Upon enquiry the shop owner let me take a bunch of cases free of charge.

Using archaic 90s cover design as reference I produced the following sleeve:


I have tested the sleeve and found that the titles is miss-aligned, I will obviously attempt to resolve the issue.

Context Of Practice 2: Booklet Covers





Wednesday, 22 April 2015

Context of Practice: VHS Cover Contextual Reference

To inform the aesthetic decisions involved in producing the VHS cover I have referred to several examples of contextual design.

I have focussed on the imagery used for blank recording tapes, as my essay analysed more of the technical characteristics of home media, rather than mentioning specific content. Thus, I would suggest that it would be wrong to design a cover based on any particular film franchise etc.

Context of Practice 2: Texture

Although my final resolved imagery has not made use of textures, I have nevertheless found it pleasing to produce several pages of textures based on VCR static. The resolved imagery is monochromatic and made over a long period of concentrated drawing, the textures were a sort of antidote to such an involved project.


I hope to make use of textures such as these in a later project.