Ruixiao Zhang
Unit-1 Critical reflection
Key words: AI, high-tech, post-humanistic gamification
Since the Industrial Revolution, human society has ushered in an era of technological take-off. Over the past 100 years, mankind has moved rapidly from the age of steam to the age of information technology. Verne could not have imagined that it would be a reality in the near future when he writed 20,000 miles under the sea. This is the power of technology to make the impossible possible. It is also the direct reason why works on science and technology have been so attractive over the past hundred years. For me, creating a fantasy world view based on a realistic background has always been my favorite form of work expression. Technology has given me the inspiration to create a world view.
Today, AI technology and digital technology have become synonymous with high technology. The development of these technologies will profoundly affect the social structure and form of human society, and thus directly affect the daily life of ordinary people. The consequences caused by such influence have its positive side, but also have many negative hidden dangers, the slightest mistake may lead to unimaginable disastrous consequences. However, in the face of the irreversible trend of scientific and technological development, there is always only one choice for human beings, that is, to accept the new technology, eliminate many difficulties, and make every effort to own their own place in the new world. That's what I try to say when I create my work
1.AI and humans
The relationship between AI technology and human beings is a central factor in the future of technology-induced social change, and has long been discussed as a major issue by many scientists, historians and science fiction writers. The most interesting part of this question is what is the difference between highly intelligent AI and humans. This problem raises more social ethical questions. How humans treat AI, which is not much different from themselves, and how they can not be replaced in their interactions with AI. I want to express my thinking about this problem through my works. I was inspired by a book called Will AI Replace Us. The book defines AI as an artificial computer program designed to mimic the human mind. And emphasized that highly intelligent AI is probably not fundamentally different from humans. He highlighted the AI manipulation in the U.S. presidential election as an example to warn people that the abuse of AI could lead to extremely serious consequences. It reminds me of science fiction: a setting in a sand dune. Human abuse of AI causes the AI to become self-aware and eventually turn against humans. So I tried to paint bloody fighting scenes where it wasn't clear who was right and who was wrong. To get people thinking about the relationship between humans and AI.
2. Gamification
Video games are evolving with the development of computer technology. It can be said that games and information technology are inseparable. With the continuous development and popularization of information technology, gamification thinking has increasingly penetrated into People's Daily life. Judging from the results, there must be the possibility of gamification in the development of AI technology.
My thinking on this question comes from my own work, AI Apocalypse 2100. I made this work into a card game. In the process, I found an interesting phenomenon, that is, the rules of the game led my thinking mode. And this phenomenon is becoming more and more common in the society. So I came up with an idea of world view setting based on gamification thinking. I drew on the work of lan cheng, an artist who gamified his work to express the resilience of human beings in the face of severe challenges, which is exactly what I want to express.
3. Post-humanism
Post-humanism can be seen as a unified discussion about the future of technology and social change. Post-humanism attempts to reshape the self-definition of humanity itself. The idea is to merge with high-tech machines, computer programs and so on to become the "new human." I first learned about this topic through the tutorial with Jo. Jo recommended a book called Alien chic to me, which made me fully understand the essence of post-humanism and fascinated by it. I think there is a future in which AI and humans coexist, and there is a great possibility of gamification. I think the combination of post-humanism and the former two opens up endless new possibilities.
To explore the theme, I used a lot of digital drawing methods. But in hindsight, as paul said to me, I should have experimented with different media. And in each form, it is possible to add more eye-catching elements. This is very much felt when I screen print. I also need to keep experimenting with new mediums and discovering new possibilities.
Artist
IAN CHENG
Ian cheng is an artist who specializes in using gamified forms for artistic creation. He specializes in creating through digital media, animation, game engines, modeling, and more. The work of Ian cheng is of decisive reference significance to me. His idea of exploring human beings' ability to cope with the changing environment through gamified artistic expression forms is decisive. It's very similar to the approach and the idea that I'm trying to use. It makes me more clearly understand the possibilities of the combination of gamification and art. These works culminate in the Messenger trilogy. His story expression of the narrative theme of the work - messenger also helped me shape the story of my personal work.
LORENZO MATTOTTI
Italian illustrator lorenzo mattotti has an amazing control over color and composition. Every one of his works is full of magic, looking at his works seems to enter another fantasy world. His work inspired me to create a new world view and gave me a lot of inspiration. At the same time, I borrowed a lot from his use of color, which helped me establish my basic style.
REBECCA ALLEN
Rebecca Allen is an internationally recognised artist inspired by the aesthetics of motion, the study of perception and behaviour and the potential of advanced technology. From the mid 1970’s, Allen was a rare female artist working in the early stages of computer art and digital technology. Her pioneering artwork, which spans over four decades and takes the form of experimental video, large-scale performances, live simulations and virtual and augmented reality art installations, addresses the future of gender, identity, nature, and what it means to be human as technology redefines our sense of reality.
Her works help me in two aspects. On the first hand, her exploration of the meaning and future of human beings has given me a lot of creative inspiration and methodology. Secondly, her application of digital media and computer technology in art enables me to find new media that may combine with my interests in the future.
STUART DAVIES
Stuart davies is an oil painting artist specializing in landscape painting. But unlike others, his works are full of fantasy and unknown possibilities. It's like there's a story behind every picture. At the same time, he has amazing control over the big scenes, especially the relationship between the sky and the ground.
His work have helped me to shape the overall atmosphere of the picture.
DAVID BLANDY
David Blandy (1976, Lives & works in Brighton) makes work that slips between performance and video, digital and analogue, investigating the stories and cultural forces that inform and influence our lives. Collaboration is central to his practice, examining communal and personal heritage and interdependence. With research spanning multiple forms of archive, from historic texts to academic archives, archaeology and ecological theory, twitch streams and film archives, Blandy weaves poetic works that explore the complexities of the contemporary subject.
Blandy’s projects involve complex installations, performance, writing, gaming and sound.
From the creation form to the creation content, his works have given me a lot of personal references and let me know a lot about the content of digital media art.
VLADIMIR MANYUKHIN
Russian artist Vladimir manyukhin is an artist who uses digital painting to create. Most of his works are grand narratives against the backdrop of an aerial world view depicted by realistic techniques.
His work incorporates almost all of my personal interests: science fiction, fantasy, games as well as big scenes, new worldviews. To see his works is a spiritual enjoyment for me. At the same time, he has superb control of grand scenes and excellent picture narrative. Learning from his works has greatly helped me to broaden my artistic horizon and further stimulate my imagination.