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Authors: |
Kusahara, Machiko. | |
Title: |
Your Next Life Might Be a Dog - or a Robot? - Japanese Perspective in Digital Media | |
Keywords: |
sense of relativity, virtual creatures, vision change | |
Abstract: |
When Japanese officials made their
first tour to Europe in prior to opening its border, they were surprised by realistic
European paintings. They had never thought that paintings could be so real. In 19th
century, Europeans were facinated by ombre chinoise while Japanese were enchanted by
perspective drawings brought from Europe. Some painters learned perspective drawing as a
new technique as well as shading. Now it is difficult to imagine that our ancestors did
not even think of drawing realistic images with correct perspective and shading. Our
vision changes. Yet the essence of the traditional system because it is closely related to
the basic elements of the culture. Japanese games and animation character design is an
example. Flat color and deformed face is what we already had nearly thousands years ago -
only the direction of deformation is reversed. When a virtual girl friend smiles to her
male user, her big eyes that occupy one third of her face might be effective. However, the deformed face means more than that. When Japanese Ukiyo-e artists introduced perspective drawing, they often had more than two vanishing points on a single image. Of course it does not make sense. But froating gaze without an absolute viewpoint is another Japanese tradition. What lies behind is sense of relativity. This also relates to the absense of critical distinction between human beings and other animal. Until recently old people believed that one might be re-born as a dog in his/her next life (or even as a robot, in future? )This explains why Japan produces many games featuring virtual creatures. In this paper, analysis on traditional way of thinking embedded in Japanese digital art and entertainment will be discussed. Japanese vision and notion of life reflected onto digital media will be the main issue. They might be already influencing young generation in other countries that grew up with different cultural background. Conflict between parallel cultures might |
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| Kusahara, Machiko.
kusahara@po.ntticc.or.jp Kobe University Graduate School of Science and Technology Machiko
Kusahara has been curating and writing in the field of digital art since 1984. With a
background in both science and art as well as in the history of science, her research
focuses on the crossing point of art, culture, and technology. What digital technology
such as computer graphics, multimedia, virtual reality, and telecommunication has brought
to the society and what is the relationship between these technology and the traditional
culture, is her major theme of research. Her recent research includes a sttudy of the
notion of life and body in cyberspace in relation to Japanese culture. Kusahara has been
working with artists and researchers in and out of Japan.She has been an active user and
organizer of network projects since 1984. Machiko Kusahara is an Associate Professor of
Media Study at the Graduate School of Science and Technology of Kobe University, Japan.
She is also a program committee member of NTT/ICC (InterCommunication Center) in Tokyo,
Digital Image Artist Group, Virtual Reality Society of Japan, a collection committee
member of Tokyo Metropolitan Museum of Photography, and other associations in media art
and theory. She was a jury member of Interactive Media Festival (94 and 95), Ars
Electronica (97 and 98), and many other quality exhibitions while serving as an
international committee member for SIGGRAPH, ISEA and other festivals. Her works have been
exhibited worldwide, including Osaka Prefectural Gallery of Contemporary Art(Japan), Alvar
Aalto Museum(Finland), SIGGRAPH98(Orlando, FL) and others. Kusahara has published numerous
writings and antholgies including "Computer Graphics Anthology" (compilation of
early computer graphics animation in 10 laserdiscs with a book, Bunkensha Publishing 89),
"Computer Graphics Access" (ibid, with 7 discs, 92), as well as essays inluded
in art@science (Springer, 97), cyberarts97(Springer 97), Fleshfactor(Springer 97). |
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