Showing posts with label Postmodernism. Show all posts
Showing posts with label Postmodernism. Show all posts

Friday, 11 November 2016

Westworld is a cautionary tale about photorealism and video game murder

A theme park without consequences isn’t so farfetched
by Nick Statt@nickstatt Nov 3, 2016 via The Verge


But it seems Sizemore is on the losing side of this argument. Why stand in the way of technological progress when it could mean truly sentient androids, lacking basic human rights, and controllable by code that allows humans to play god?
Like many of Westworld’s early themes and motifs, this debate has its parallel in the video game industry. Sizemore’s argument against realism is increasingly unpopular in gaming circles, as the steady march toward graphical fidelity and artificial intelligence lets us interact with lifelike virtual representations of people - mostly in violent ways. Sizemore wonders whether the park is trying too hard to offer a perfect simulation of reality, instead of an escape from it. Similarly, game critics and other industry figures are wondering whether we truly need to feel like we’re hurting or killing real people in games - and if so, why.

In Westworld, guests are invited to indulge in violent and sexual fantasies, using the regressive frontier backdrop to explore their wildest, darkest desires. William, a character introduced in episode two, chooses to see the park and its robots as an opportunity to show his moral fibre. Others, like William’s companion Logan and the mythic Man in Black, see Westworld as an invitation to be vile and malicious. Those men exercise the freedom of a world without consequences to test the limits of depravity.

That’s true in games, too. If we know something is fake — just a game, so to speak - we can act out without feeling any of the shame or guilt we’d typically associate with morally reprehensible activities. It’s why we can go on murdering sprees in careful re-creations of American cities in Grand Theft Auto without feeling like something is wrong with us. Those people on the screen are just pixels. They’re poor simulations of the real thing, guided by intricate physics systems and complex code, but lacking the realism required to provoke empathy. And because it’s an open world with no consequences, our actions don’t necessarily reflect our capacity for violence - or our desire for it.

That situation may be temporary. As games continue to approach photorealism, and as higher-quality virtual reality and sophisticated artificial intelligence become more common, the debate will only get murkier. The “It’s just a game!” defence won’t hold as much water when digital characters look and feel so lifelike that it’s impossible to tell them from the real thing, just as it’s impossible to know who on Westworld may secretly be an android. In a VR world, when you actually pull a trigger or swing a weapon, the feeling of harming real, human victims may only intensify.
HBO

Arguing against these advancements feels like an uphill battle
HBO
Rarely do games try to definitively stand for something


In the debut episode of HBO’s Westworld, narrative director Lee Sizemore makes a case that the futuristic theme park’s team should stop working toward increasingly lifelike androids. “Does anyone truly want that?” he asks. “Do you really want to think that your husband is fucking that beautiful girl? Or that you really just shot someone? This place works because the guests know the hosts aren’t real.”
Games let us act without consequences

Violence and photorealism are hallmarks of the industry. And still, for any given half-dozen forgettable shooter titles, there’s one rare gem that uses technical advancements to craft a real masterpiece. But it’s still worth asking what viewers, consumers, and players prefer. How many people actually want an 8K television in their home, or are willing to pay $25 to see a film in 120 fps? On the more extreme ends of the spectrum, who would actually buy a VR serial-killer simulator, or a game with photorealistic torture, or one featuring an interactive version of the kind of sexual violence highbrow television like Game of Thrones is currently peddling?

As far as we can tell, there is no ceiling on a game’s graphical fidelity. Years from now, we will undoubtedly have experiences, both on TV screens and likely in VR, that may look and feel no different from the real world. Sophisticated AI could ensure that, like Westworld’s bots, these characters speak, react, and act out scenarios just as humans would, down to the tiniest details.

“This place works because the guests know the hosts aren’t real,” Sizemore says. But what happens to us morally when we don’t know that? It’s one of Westworld’s more profound questions, and co-creator Jonathan Nolan has revealed in the past that his show has no intentions of answering it, at least not in full. “I don’t think the show is really teaching anything,” Nolan said at a press roundtable prior to the premiere. Instead, he and fellow showrunner Lisa Joy want to shed light on issues in gaming and provoke their audience as much as possible.
In that, we have yet another game industry parallel. Rarely do video games try to definitively stand for something, to convey a message that players are too vile, violent, or capable of evil. Yet in games, shallow violence is how we most often interact with our virtual counterparts, whether they’re humans across the country, or AI guided by code. It’s the medium’s single biggest source of contradiction. Unlike Westworld, violent games rarely, if ever, help us “live without limits” or “discover who we really are.” They mostly just redefine what can be considered fun - shooting people in the face, hitting pedestrians with cars - and how we spend our time.

Perhaps as games look and feel more real, and their inhabitants become more lifelike, technology can expand the horizons of what games can communicate and convey. There will always be murder simulators, war games, and the zombie apocalypse. But perhaps violence won’t entirely define games as an art form in the future.

Because if Westworld succeeds at anything right now, it’s as a cautionary tale. “How different are we really from these theme-park guests?” it asks. Right now, not very much at all.


Tuesday, 25 February 2014

An Artist Made A Bunch Of Hilarious Fake Posters That Advertise Photoshop As Though It Were A Beauty Product



posted on 



“For that poreless android look you’ll never achieve in real life.”


These posters were put together by artist Anna Hill.

These posters were put together by artist Anna Hill .

Hill told BuzzFeed that she wanted to lampoon the unrealistic standards beauty ads have been following over the years:


The inspiration was from noticing beauty ads over the years looking unrealistically perfect, and thinking that they may as well be advertising Photoshop than what they sell. I just decided to make a fun, exaggerated parody of the ads and turn them around to make Photoshop the beauty product, instead.

She says that, for the most, part people have thought the ads were pretty funny.

She says that, for the most, part people have thought the ads were pretty funny.

Though there have been a few people who thought that maybe the project had more to do with her own insecurities:


Most people have been awesome and supportive. I have seen plenty of negative comments, saying that I’m trying to make myself feel better by saying all models are ugly, which obviously was not the point. Most people have seen pictures of celebrities without makeup, with cellulite, and so on.

More than anything, Hill just wanted to point out that no one can live up to the unrealistic standard of photoshopped images.

More than anything, Hill just wanted to point out that no one can live up to the unrealistic standard of photoshopped images.

Photoshop Commercial


Tuesday, 26 April 2011

Hyperreality and the New Statue of Liberty Stamp

from Sociological Images by Gwen Sharp

Postmodernist theory is Jean Baudrillard’s arguments about hyperreality. Without getting into the details of semiotics or postmodernism, hyperreality refers to a situation where the signs (particularly media images) used to represent reality become more real to us than the original reality they were supposed to represent. I don’t know if Baudrillard discussed Las Vegas — Disneyland and L.A. were his favorite examples, from what I can tell — but you could certainly teach an entire class on hyperreality using Vegas as your case study. Baudrillard came to mind when we read a BoingBoing article about a mistake from the U.S. Postal Service. The USPS recently released this stamp:

So, a stamp feature the Statue of Liberty. Nothing shocking there. Except…it turns out the image on the stamp isn’t based on the actual Statue of Liberty. A perceptive stamp collector realized that the image is actually of the replica of the Statue of Liberty that stands outside the New York-New York casino:


[Image by Michael and Malin Börjesso.]

Close-ups reveal distinct differences between the original and the replica; for instance, the facial features are more defined on the replica (on the left below), and the hair, the proportions of the arm, and folds of the clothing are different:


[Via Linn's Stamp News.]

The U.S. Postal Service produced the stamp and released it along with information about the history of the actual Statue of Liberty. And thus we have a representation (the stamp) of a representation (the photo that served as the model for the stamp) of a representation (the replica statue in Las Vegas) of the original thing the Postal Service intended to portray…and no one there caught the slippage between the intended reality and the representation at any point in the production process.

I think Baudrillard would get a kick out of this.

For more on hyperreality, see Baudrillard’s book Simulacra and Simulation.

(View original at http://thesocietypages.org/socimages)