Friday, May 30, 2008

Amy Kooiman

University of Wisconsin Green Bay

4/25/08


Lady's Liberty


The legal, ethnic, medical, and social issues of a woman's reproductive rights have influenced many laws, social lives, and even the American history. Whether the woman chooses to repel against getting pregnant, decide options in her pregnancy or intimate life, or giving birth, many justified cases and arguments on these subjects have been made across America. Because of the many views on reproductive rights, many lose focus on what rights women really have.

The first priority issue, according to the Center For Reproductive Rights ( Center of Reproductive Rights, 1999), focuses on abortion. Under the Right to Privacy Law, which protects against governmental interference, is backed up by the ground breaking Roe v. Wade case which entirely legalized abortion for any reason until the fetus is capable of living outside the mother's womb at about 24-28 weeks into a woman's pregnancy. After her third trimester, reasons to abort is to protect her from poor health, whether it be physical or mental. Popular cases that might affect the woman's health might include physically, in which she is at risk of death because of complications, or mentally if she had been raped and could not cope with giving birth to a rapist's child. If not the woman's health, the baby itself might be physically or mentally handicapped. Any health case would have to be excusable by two or more doctors (United States. Cong. Senate, 1973).

Secondly, contraception is a way in which a woman would be free from having to make a decision on abortion at all. It also allows her to decide the number and spacing of her children. It is the Government's duty do give the freedom of Family Planning. The dominating factor on contraception includes the World Health Organization which ensures that governments do not violate the right to conception and emergency contraception. Such cases might include religious and conservative organizations that work to stop or limit the right to emergency contraception by inaccurately characterizing this method as abortion; however, the World Health Organization ensures that this method is save and legitimate. Additionally, the Eisenstadt v. Baird case resulted in the freedom to obtain birth control ( United States. Cong. Senate, 1973). Such methods have dramatically decreased the the number of unwanted pregnancies as well as the number of illegal and unsafe abortion practices in America. In fact, governments are now improving access for information, services, and various methods of contraception to men and women.

The International Human Rights Framework, according to the Center For Reproductive Rights includes several other reproductive rights. The basics also include the right to marry and have a family, freedom of gender discrimination, sexual assault, torture or degrading treatment, privacy, and to support the scientific exploration on reproductive health. Every freedom and method to enhance the reproductive health moves society toward a more safe lifestyle. If the right to legal methods, especially contraception and abortion, people would be using unsafe methods, “do it yourself” techniques, or even receiving methods by non-professionals. These reproductive rights ensure the safety of every citizen. Because they have given positive results in freedom and safety, several activists work to secure these rights through legislation and political activism, according to authors from the Center of Reproductive Rights (Center of Reproductive Rights, 1999). By educating her audiences, Anika Rahman developed policies in which several different countries would have to monitor protection to promote these rights. The development includes a roundtable for different countries which would ensure rights, educate, promote, and promote good health to several citizens.











Bibliography


United States. Cong. Senate. ROE V. WADE, 410 U.S. 113 (1973). 22 Jan. 1973. 20 Apr. 2008 .


"Reproductive Rights." Reproductive Rights. 27 Apr. 2008 .


Rahman, Anika, and Barbara Klugman. "Roundtable Report From IPPF: "Reproductive Rights and Implementing Sexual and Reproductive Health Programme, Including Women's Empowerment, Male Involvement and Human Rights"" Center for the Reproductive Rights (1999). Lexis Nexis. 27 Apr. 2008.

Amy Kooiman

University of Wisconsin Green Bay

4/30/08

Pain in Beauty


The beauty industry affects people's thoughts about each other and themselves through ways women are expected to look. These influences cause women to think negatively of their bodies for the sake of wanting to look like their flawless idols. Because of these pressures the entertainment and beauty industry brings, everyone's freedom has been forgotten.

A congratulations card at baby showers are the first time one is expected to look a certain way. If one is expecting a female, the card will not only be typically pink, but will also have feminine items on the card, such as clothes or female accessories. A study by Grand Rapids Community College's Dr. Frank Connor shows that people only understand the sex of the baby by the colors they wear, such as pink (representing females) and blue (representing males). The pink baby would be caressed and held gently, whereas those with the blue baby waited longer to soothe a crying baby. Moreover, yellow babies confused people in which way they should behave for these children (Dr. Frank Connor, 2006 ).

As children age, they are to understand certain ways in which they are expected to behave. Disney emphasizes throughout its movies these right and wrong ways to behave. For example, in The Little Mermaid, Pocahontas, Beauty and the Beast, and Aladdin, women always have big breasts, big and long hair, tiny waists, and the seductress attitude which is used to manipulate and distract men. These girls have a set role in which they must obey authority, unlike men, who are to save the women and even disobey the rules and are rewarded. Every one of these movies shows the woman getting in trouble and the male has to save her.

Fashion magazines, such as Vogue and Seventeen show on covers how to get the perfect tiny stomach, influencing excessive exercising, and acceptable behaviors. These magazines give models the flawless look using airbrushes, computer retouches, and heavy make up that give the girls the idea that perfection is beauty.

Make Me Beautiful and other like reality shows simply play the role of the fairy godmother though plastic surgery. America's Next Top Model discards the loser as soon as possible, showing that nobody except the winner is pretty enough. This pressures women to believe that if they are not as pretty as the runner-up, they require a lot of work (Walter, 2006).

Although aware, advertisers continue making women feel terrible about themselves for the benefit of convincing them that through the many things wrong with them, they can create a need for women to change their appearance. Advertisers then become the saviors by providing these needs. This million dollar industry is best described by Noam Chomsky's Manufacturing Consent. He describes the media's function is convincing people of the correct values, beliefs, and codes of behavior. Women's pressures include that as beauty changes, women's bodies must too. Keeping up with the styles is difficult to achieve and unnatural, giving results of the inevitable failure to be beautiful. Women diet to look like their favorite celebrities, such as Twiggy and Mischa Barton. Insecurities even cause women to rid their “disease” by plastic surgery or experience physical costs of pain for beauty, like high-heeled shoes or tight jeans (Saltzberg, Chrisler, 1995). Tattooing and ear piercing could lead to infections and poisoning by toxic chemicals. The need for perfect bodies pressures them into unhealthy diets or eating disorders like anorexia and bulimia. Such unhappiness and insecurities feeds into beliefs that with the perfect bodies comes the perfect lives. Unfortunately, this notion that rewards only come to the beautiful is more than an idea; in fact, television news person Christine Craft was fired from her job for being unattractive (Saltzberg, Chrisler, 1995).

Pressuring ideals that perfection only comes with thousands of dollars for beauty is the direction America is taking each generation of women. These industries psychologically and physically control women for the sake of financial gain for themselves. Only until society acknowledges women for their talents can women be free.





Biography

Saltzberg, Elayne A., and Joan C. Chrisler. "Beauty is the Beast: Psychological Effects of the Pursuit of the Perfect Female Body." Women: a Feminist Perspective (1995). 2 May 2008.


Walter, Natasha. "REALITY TELEVISION (90%); TELEVISION INDUSTRY (90%); ENTERTAINMENT & ARTS (89%); WOMEN's MARKET (76%); PARENTING (72%)." The Guardian 30 Nov. 2006. 2 May 2008.


Women's History Month. Dr. Frank Connor. Grand Rapids Community College, 2006.


Sunday, December 9, 2007

Kooiman 1

Amy Kooiman


Professor Gillard


Introduction to Literature


November 28, 2007


The Sound of a Voice: Admirer or Assassin?



The Sound of a Voice by David Henry Hwang depicts an emotional journey between two secluded strangers who had discovered a deeper meaning of company. A Japanese warrior travels to the home of a woman that lives mysteriously in the heart of the untraveled woods. Unsure of the man's intentions of his visitation, the woman tends to him in return for his company. During the man's week-long visitation, both the man and the woman interact as though they long for, yet repel against the final possibilities to experience love. Along with hiding their true feelings, the Man and Woman experience differing sociological views which motivate their actions throughout the play. Such motivations to bury their feelings could be understood using knowledge of mythic symbolisms of Japanese culture.

Symbolism is a strong writing device used by writers to verbally express their imagination using objects or living beings to creatively convey ideas about their subjects and to push the story along with meaning. The use of symbolism in writing was very important to author David Henry Hwang; in fact, he claims that the use of Symbolism in The Sound of a Voice was an experimental process of writing, according to the Literature: An Introduction to Fiction, Poetry, Drama, and Writing. (Kennedy, Gioia, 2007) Furthermore, the biography of Hwang quotes, “...he creates a placeless scene in which two characters named Man and Woman act out a story reminiscent of a fold legend or a traditional Japanese Noh drama.” (Kennedy, Gioia, 2007). The reader must use key evidence to understand that The Sound of a Voice was written as a Japanese Noh drama, or a retelling of a popular Japanese folk tale. Because many folktales are built upon the sociological background Kooiman 2

of a society, the motives of each character can be easily understood when put into the Japanese folk tale context.

The first obvious question many readers wonder is the question of the characters' names. If

not awarding the characters with defining names was Hwang's intention, a possible conclusion on that matter could include the idea that the characters are as much of strangers to each other as they are to the audience, or the reader. On the sociological criticism, the Japanese culture uses names in

ways of showing respect or superiority to another. For example, according to the Japanese Names: How to Read Them, members of the Japanese culture either address each other by their last name in a sign of respect or by their first name to express closeness. In addition to using first or last names, many would use a certain title. Depending on gender and social position you are addressing, some would address a person using titles such as san, which is used in most situations except formal; in addition, chan is used to address very close friends or family members. Finally, sensei is used for addressing teachers, doctors, or others of a higher service status than yourself. In the play, neither the Man nor Woman uses the acceptable title in addressing each other; instead, the Man refuses to reveal his name with the appropriate title, “If I gave you a name, it would only be made-up. Why should I deceive you?” (1978) Perhaps the man refused to reveal his title because it would be under an important one, such as sensei, as warriors and such law enforcement titles are of superiority. If the woman knew that he was an important citizen, she would suspect his motive for traveling out to the woods as an assignment to kill the wicked witch of the woods as many fear for their safety from the Woman. Under the influence that the Woman has a history of trapping men as hostage, the Man strays away from any hint of closeness he may express with the woman and even may have remembered his assignment to assassin her and to not get trapped under her love spell. Unknowingly about the man's motive to save Japan, the Woman shocks him when revealing her name as Yokiko.

The use of a single name is a display of the Woman expressing her closeness to the Man. With some Kooiman 3

persuasion, the Man gets taken under her love spell and continues his stay with her rather than to keep traveling or to assassinate her.

Another element of the story which uses symbolism to convey the Man's vulnerability to be captured under the Woman's spell is his loneliness. According to Folktales From Around the World, a typical warrior who had been hired to protect the city will not often experience a wife with a stable home environment; instead, he will spend his days traveling by himself for many days at a time, keeping a close eye on the city or person. (Shannon, 35) Much related to many folktales of the legends of warriors, the Man could begin to be expressing a great deal of loneliness for family or love as the Woman brings him into the realization of what it is like to spend a night with company. For example, hearing any kind of sound for the man is both rejuvenating and eye opening as he rarely associates with people on his long travels. At the beginning of the play, the Man suggests that the graceful sound of the Woman pouring the tea is a very soothing sound. Furthermore, the Woman expresses her admiration of sounds when she says, “I will enjoy hearing. It's not even the words. It's the sound of a voice, the way it moves through the air.” ( 1977) After they both agree on enjoying the company of sounds to fill their quiet lives, they begin to appreciate each other's sounds as they go to sleep, such as breathing. In the third scene, the simple sounds have begun to give excitement as the Man discovers his stomach as a musical instrument and uses it as entertainment and joy. In this scene, the Man and Woman have their first feeling of a fulfilled emptiness, and finally, life has filled their bodies. It is not until scene four, however, when the Woman has entirely captured the Man under her spell by neglecting him of sound. He wakes in the middle of the night to silence in desperation for her company. The Man has just begun to fall into defeat as the beginning of falling in love with her: a danger that he had been warned of by his fellow Japanese civilians. With the way the Woman is imprisoning him with her love, it will lead to him falling under her spell and be a

defeated warrior.

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The third symbolic item Hwang uses to understand the motive of the Man's travels is flowers. For many years, flowers were used to display hidden messages. For example, the popular chorale song which says, “My love's like a red, red rose” was written by a man to his wife to display his affection using the color red, or the color of desire or romance. The subtle and secret messages that can be seen in flowers was also a popular Turkish secret language during the 18th Century.

According to New-Age, sending a coded bouquet of flowers would reveal your true feelings for another person. In addition to the Turkish secret language, the Victorians engaged in the communication system when the society discouraged courtship or displays of affection before marriage.

Based on the accepted sociological views of societies and folklore, the play offers a chance to explore the different kinds of love the Woman had experienced and the Man's interest in the flowers. During the first scene, the Man takes awe of the brightly colored flowers that previous travelers had given to the Woman. The Woman analyzed the flowers as a way of the men to communicate their love for her, just as the Victorians did. Because the flowers are in a variety of colors and types, the Woman may have believed to have had experienced several kinds of love such as everlasting, rememberence, constancy, true love, and so on. When the Woman is not aware, the Man steals a flower from the vase and hides it in his clothes. The flowers symbolized not only different kinds of love, but also the men that gave the Woman the flowers as stated in scene seven when the Man explains, “Sometimes-when I look into the flowers, I think I hear a voice—from inside-a voice beneath the petals. A human voice.” At this point, the reader would believe that this was symbolized as a point where the man understood his mission to save the men that have fallen under her spell as well as the men in the future; however, a few lines later, the man explains what the voices say, “It hums with the peacefulness of one who is completely imprisoned.” This was a turning point which

gives the reader a chance to understand that the Man has accepted that the other men had willingly Kooiman 5 gone under her spell in exchange for eternal happiness with the Woman's love. It is not until the next scene where the Man actively shows his defeat as he decides to pick flowers with the Woman. After the Man's week-long visit has been completed, he realizes his failure as a warrior and a sensei as he has fallen under the Woman's spell.

During the concluding scene, the major symbolisms discussed have wrapped up the story in a meaningful finale. The Man rejects his feelings of love for the Woman. Not long after, she finally hangs herself with nothing to be heard except the unbearable silence. Silence is read as the emptiness the Man feels, unable to feel alive with the Woman, although he tries but fails to make noise with a musical instrument. The once beautiful flowers that the Woman cared for finally took their last form in a dramatic explosion of petals. The scene of a blizzard of petals is much like the Sakura Tree, or Cherry Blossoms. After the tree's full life of beautiful bloom, it ends on a popular holiday where everyone watches the petals fall off of the Sakura Tree. In the Japanese culture, the scene may not only represent a symbol of feminine beauty, love, the gift of life (because of their short blooming times), but also metaphors for the fallen warriors who had bravely died in battle, according to The Meaning of Trees. Hwang's symbolic method gave understanding to the conclusion of the play. Using the idea that the Sakura Tree is a symbolism of a brave fallen warrior, it depicts the brave act of the Man that had given up his one last chance for love and joy to save the men that would become prisoner of the Woman's spell.

The question of whether or not the Man is the Woman's admirer or assassin is a debatable process, however, when analyzing the Man's motives and actions throughout the play, he became both. Such symbolisms such as his important title reveals his beginning motive as a working samurai, saving Japan from the Woman's wicked ways. It is agreeable, however, that the Man falls in love with the Woman, which is considered falling under her spell. His happiness and love is shown

Kooiman 6

through the way he regained life through music, color, and flowers. It is not until the final scene that Hwang reveals to the audience that the Man regains his motive to assassinate the Woman to achieve his goal to save Japan in battle, even if it meant eternal loneliness for himself.






































Bibliography


"http://www.new-age.co.uk/flower-language.htm." New-Age.


Hageneder, Fred. The Meaning of Trees. 2005.


Kennedy, X.j., and Dana Gioia. Literature: an Introduction to Fiction, Poetry, Drama, and Writing. Pearson Longman, 2007.


Koop, Albert J., and Inada Hogitarō. Japanese Names: How to Read Them. 1995.


Shannon, George. Folk Tales From Around the World.








Philosophy of Video Games”


Amy Kooiman


PHI 253


Fall 2007














Kooiman 1

In May of 2005, hundreds of video game fans celebrated their interest in the art of games at a popular gaming festival known as E3, while the Illinois Legislation oppressed it. In fact, Illinois State Senator Deanna Demuzio supported a bill that would regulate restrictions on selling video games to minors. On The Press Buttons, she quotes, "Video games are not art or media. They are simulations, not all that different from the simulations used by the U.S. military in preparation for war." Upon the subject of the restrictions, fans at E3 continued to defend video games against the bill and harsh judgment. In addition to Demuzio's claim, Jack Kroll from Newsweek claims, “Games can be fun and rewarding in many ways, but they can't transmit the emotional complexity that is the root of art.” Kroll had received hundreds of letters from fans claiming that he has very little gaming background and therefore does not know the limits of the emotional intensity in entertainment. Although video games are heavily based on technology, it also includes the same elements any art form would. Using knowledge of aesthetics in art and a background of video games, there is no doubt that video games are an art form.

In order to define art, one must have a good understanding and background of the disciplines. According to Britannica, art is defined as the use of skill and imagination in the creation of aesthetic objects, environments, or experiences that can be shared with others. Music, paintings, or any legitimate art may include formalism, the rhythm, contrast, or structure of the piece, as well as representation on a subject, and may even express emotion through the piece. Using Britannica's definition and focus on two specific video games that have been highly rated by audiences will reveal the art in games: The Legend of Zelda: Ocarina of Time and Hotel Dusk: Room 215.

The Legend of Zelda: Ocarina of Time has included several different art forms for the audience to enjoy. The game focuses around the protagonist, Link, citizen in the land of Hyrule, who sets out to save Princess Zelda from Ganondorf by earning the triforce pieces, a magical object that grants wishes to whoever touches it. Link uses an Ocarina to control time and the Master Sword to switch between

Kooiman 2

adulthood and childhood. Not only is the Ocarina and Master Sword is representational in sending Link through time, but the Master Sword is also representational in displaying him as a hero in his hometown village. The story is displayed with a very specific storyline to invite the audience through a fictional story, just as any novel would.

Along with its critical acclaim as the best game by many surveys, The Legend of Zelda: Ocarina of Time for the Nintendo 64 also excites the viewers through classical music. Hundreds of of orchestras and symphonies, including Video Games Live, have been known to celebrate the game's music. Koji Kondo and opera composer, Phillip Glass, composed the music for Ocarina of Time to create the closest form of classical music that its technology would allow while managing to satisfy music critics and enhance the emotional complexity in the game. Much like any orchestra of classical music, The Legend of Zelda uses melancholic guitar picks, ambient noises to represent emotions, subtle water in a river, howling wind, thunder, bird calls, and even enemy noises to evoke fear and excitement in the player to enhance game play. The only difference between video game music and musical representations in a symphonic orchestra is that within the gaming process, the way the music is interpreted, such as the swish of a sword, or the speed of Link's footsteps, are completely in control of the player, making it much more interactive than a piece of classical music. While representing emotions or subjects, the music also includes theme songs within different territories of the game which offers an acceptable piece of music used by classical musicians. For example, the final song in The Legend of Zelda begins with the different repeated ocarina melodies heard throughout the game to give each territory a representational feature. Each part of the song is backed up by violins and wind instruments in various octaves to give the piece a full sound as well as using the same rules of rhythm and and repetition as any classical piece would.

Not only do the fiction elements and music create an artistic experience for the viewers, but also the animation. Just like movies, video game animation derives from pencil sketches which is then

Kooiman 3

transferred into technology. The only difference between movie and video game animation is that

game animation is meant to interact rather than to be viewed. Animating for video games involves a

more difficult task as the 3D environments must allow the player to interact in any angle and area in the visual field, whereas movies have control of their focus. Therefore, working with a 360-degree level, the animation elements in gaming typically requires much more effort in understanding the formal elements of angles in drawing. For example, a scene where a door is open and the viewer can see on the other side of the door, a movie or painting can create an imaginary area past that door; however, in a video game, the animator must create the freedom for the player to interact through the door into the next environment in order to create a believable environment. Not only does the visual art depend on interactivity of the animation, but it also focuses on the general three levels of model detail. According to Animating for Video Games vs. Animating for Movies, the three model details for typical video games include the lowest-detailed, which are typically the cell-shaded and over-toonified, intricate, normal-sized, but low quality used in combat scenes, and finally the most detailed, smooth models used in cut scenes in the non-interactive scene. Because video games is such a new art form, many animators cannot use the most detailed model for the interactive game play, for many systems do not have capable engines to handle the render time needed. For example, The Legend of Zelda uses both the inticrate-normal sized and the most detailed model in the gaming. Although most of the art is focused on imitation of castles, trees, rivers, and climates in its atmosphere, it still presents a unique way of looking at the detail through the interactivity in its game play.

The second video game focused on is Hotel Dusk: Room 215 for the Nintendo DS. According to MyGamer, it is a “real page turner”, more of an interactive novel than a game. Taking place in the 1970's, you play as the protagonist, Kyle Hyde, an ex-detective who now makes a living as a door-to-door salesman that stays at Hotel Dusk, only to find many clues of betrayal of the apparent survival of his ex-partner, who he had shot. As a mystery interactive novel, the player also holds the DS vertically

Kooiman 4

to give a feeling of holding a book to read and help in the investigation in viewing Hyde's perspective

while using the touch pad to click on items to view more closely. The game is filled with more dialogue than most games as well as a deep plot in solving a mystery.

Not only does Hotel Dusk offer a puzzle to solve within the interactive novel, but the artistic style uses music which enhances the emotional intensity of the story while imitating the sound of a pencil sketching, a phone ringing, footsteps, and other subtle reminders of the atmosphere in the hotel which also creates suspense in many scenes, much like a movie would. Within the dialogue, the game acts as a novel by working through Hyde's head as he detects motives of other characters, where the reader must pay close attention to every detail of each character Hyde meets. The visual art is a reminiscent of the 1985 video, “Take on Me”, by the A-ha's, using sketches, rather than the inticretely detailed or the smoothly detailed figures. Through the pencil sketches, each character is given emotions with intense detail which is worthy to any pencil sketch artist. Although the pencil sketches strive for realism and detail, the imagery of the rooms and the atmosphere is given a detailed, yet not so realistic look to give the feeling of an old novel. The camera is more closely related to movies, where the boundary ends at the door you exit through as the cameras are very specific and is not very player-interactive, however, give the maximum dramatic effect.

In understanding the art in The Legend of Zelda: Ocarina of Time and Hotel Dusk: Room 215, one must understand that the art in video gaming is a combination of the elements of fiction, movies, music, and moving images, more closely related to digital animation. However, with the knowledge of the artistic elements combined, there continue to be debates on the art in video gaming. For example, Philosopher Collingwood criticizes video games as being non-creative,
"The audience is not collaborating, it is only overhearing. The same thing happens in the cinema where collaboration as between author and producer is intense, but as between this unit and the audience nonexistent.”

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In response to Collingwood, Noel Carroll argues in A Philosophy of Mass Art that Collingwood sees mass art, with video games under the category, as a limitation of expressive potential of art produced

through technology. More specifically, he criticizes that mechanical creations, much like video games, lack the opportunity to adjust the audience during the experience because the programmer is not working in person with the audience; moreover, although films might be unable to directly address the audience, video game artists continue to experiment with ways to make an interactive movie where the audience pay easily participate in the first con creative mass art. For example, in Hotel Dusk, the player has options in decisions throughout the game. In a particular scene, Kyle Hyde had an option to befriend a little girl in the hotel who is looking for her mother, who happens to be a major witness to the Bradley case; however, if the player chose not to befriend the girl, he would have to take a much more harsh route in questioning the major witness, which would lead to suspicion of his past.

With an understanding that video games are a mechanical art which is an interactive, or con creative art, one must understand the overall art in gaming using Britannica's definition of art. Using the idea that movies are a form of art, video games can also be compared to movies as an art form. In the last decade of the history of movies, there has been a lot of influence between movies and video games as we see movies based off of games and games based off of movies. During the process of comparing movies to games, many game designers attempt to tie the influence by including cut scenes to imitate a cinematic event in a movie. The Legend of Zelda: Ocarina of Time is filled with video sequences, especially during the boss scenes or while Zelda is getting captured by Gannondorf. The cinematic experience is used as a technique in displaying important events as a memorable and to display the importance of the event in the game. Not only are the cut scenes used to display closeness in the art of movies, but designers use traditional aesthetic considerations used by animators, writers, and set designers for film and theatre. In game development, creating maps, lighting, detail in setting, and complexity in texture is used just as a novelist or set designer might give a visual idea of a room

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through props and scenery. All animators carefully construct the characters' movement.

Throughout the many vastly growing schools to learn video game design as well as museums,

the institutions draw in a crowd that wishes to understand the technological development to the digital arts included in video games such as MIT, NYU, CalArts, and other programs focus on the graphic attributes in game design. According to the University of California at Irvine information of the program, the school is developing a MFA program for game design. Many exhibits, such as E3, and several video game competitions are held by major developers to get reviews of the game play and aesthetics of the final product. Just like any program or institution focuses, game design is closely related to film production as it is a collaborative project in which several groups within the production team pursue the aesthetic goals. As movies were developed out of photography, video games are now being developed out of movies as video games are also growing out of digital animation.

Many claims as to video games being violent, therefore not art, have been made. It is true that there are many violent games, such as Resident Evil, or Half Life, where the player carries around a gun in self defense. The games are typically relateable to the literature of horror novelists which appeal to the young. However, it is art because of the thematic events and the similarities between the literature, movies, and video gaming. Although many continue to claim whether or not survival games are good art, it still continues to inherit the rules of art as it arouses emotions through interactivity as any horror film would. As the survivor defeats its enemy, the game then becomes about victory as it puts the players in the position to make the decisions in battle, a more personal goal than novels or movies.

Through the many explorations of comparisons between video games, movies, novels, and theatre, video games are, in fact, art. The continuities tie between each other as games share similar expressiveness between other art forms. Many institutions have focused on the legitimacy of video games with a background of photography and cinematics. Although games may be considered good or bad art, games such as The Legend of Zelda: Ocarina of Time and Hotel Dusk: Room 215 have been

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included as two of some of the most innovative games in history.























































Bibliography


Carroll, Noel. Philosophy of Mass Art. 1998.


G, Matthew. "Illinois Legislator Claims Video Games are Not Art." The Press Buttons. 3 Dec. 2007 <"Video games are not art or media," she said. "They are simulations, not all that different from the simulations used by the U.S. military in preparation for war.">.


Jack Kroll, Newsweek, March 6, 2000.


Hatcher, Britannica Online, 1999


Sanders, Adrien-Luc. "Animating for Video Games Vs. Animating for Movies." About. 8 Dec. 2007 .


Smith, Kieth C. "Staying the Night." MyGamer (2007). 8 Dec. 2007 .


University of California, Irvine. Irvine: UCI, 2007.

phi paper






Philosophy of Video Games”


Amy Kooiman


PHI 253


Fall 2007














Kooiman 1

In May of 2005, hundreds of video game fans celebrated their interest in the art of games at a popular gaming festival known as E3, while the Illinois Legislation oppressed it. In fact, Illinois State Senator Deanna Demuzio supported a bill that would regulate restrictions on selling video games to minors. On The Press Buttons, she quotes, "Video games are not art or media. They are simulations, not all that different from the simulations used by the U.S. military in preparation for war." Upon the subject of the restrictions, fans at E3 continued to defend video games against the bill and harsh judgment. In addition to Demuzio's claim, Jack Kroll from Newsweek claims, “Games can be fun and rewarding in many ways, but they can't transmit the emotional complexity that is the root of art.” Kroll had received hundreds of letters from fans claiming that he has very little gaming background and therefore does not know the limits of the emotional intensity in entertainment. Although video games are heavily based on technology, it also includes the same elements any art form would. Using knowledge of aesthetics in art and a background of video games, there is no doubt that video games are an art form.

In order to define art, one must have a good understanding and background of the disciplines. According to Britannica, art is defined as the use of skill and imagination in the creation of aesthetic objects, environments, or experiences that can be shared with others. Music, paintings, or any legitimate art may include formalism, the rhythm, contrast, or structure of the piece, as well as representation on a subject, and may even express emotion through the piece. Using Britannica's definition and focus on two specific video games that have been highly rated by audiences will reveal the art in games: The Legend of Zelda: Ocarina of Time and Hotel Dusk: Room 215.

The Legend of Zelda: Ocarina of Time has included several different art forms for the audience to enjoy. The game focuses around the protagonist, Link, citizen in the land of Hyrule, who sets out to save Princess Zelda from Ganondorf by earning the triforce pieces, a magical object that grants wishes to whoever touches it. Link uses an Ocarina to control time and the Master Sword to switch between

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adulthood and childhood. Not only is the Ocarina and Master Sword is representational in sending Link through time, but the Master Sword is also representational in displaying him as a hero in his hometown village. The story is displayed with a very specific storyline to invite the audience through a fictional story, just as any novel would.

Along with its critical acclaim as the best game by many surveys, The Legend of Zelda: Ocarina of Time for the Nintendo 64 also excites the viewers through classical music. Hundreds of of orchestras and symphonies, including Video Games Live, have been known to celebrate the game's music. Koji Kondo and opera composer, Phillip Glass, composed the music for Ocarina of Time to create the closest form of classical music that its technology would allow while managing to satisfy music critics and enhance the emotional complexity in the game. Much like any orchestra of classical music, The Legend of Zelda uses melanchoic guitar picks, ambiant noises to represent emotions, subtle water in a river, howling wind, thunder, bird calls, and even enemy noises to evoke fear and excitement in the player to enhance game play. The only difference between video game music and musical representations in a symphonic orchestra is that within the gaming process, the way the music is interpreted, such as the swish of a sword, or the speed of Link's footsteps, are completely in control of the player, making it much more interactive than a piece of classical music. While representing emotions or subjects, the music also includes theme songs within different territories of the game which offers an acceptable piece of music used by classical musicians. For example, the final song in The Legend of Zelda begins with the different repeated ocarina melodies heard throughout the game to give each territory a representational feature. Each part of the song is backed up by violins and wind instruments in various octaves to give the piece a full sound as well as using the same rules of rhythm and and repetition as any classical piece would.

Not only do the fiction elements and music create an artistic experience for the viewers, but also the animation. Just like movies, video game animation derives from pencil sketches which is then

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transferred into technology. The only difference between movie and video game animation is that

game animation is meant to interact rather than to be viewed. Animating for video games involves a

more difficult task as the 3D environments must allow the player to interact in any angle and area in the visual field, whereas movies have control of their focus. Therefore, working with a 360-degree level, the animation elements in gaming typically requires much more effort in understanding the formal elements of angles in drawing. For example, a scene where a door is open and the viewer can see on the other side of the door, a movie or painting can create an imaginary area past that door; however, in a video game, the animator must create the freedom for the player to interact through the door into the next environment in order to create a believable environment. Not only does the visual art depend on interactivity of the animation, but it also focuses on the general three levels of model detail. According to Animating for Video Games vs. Animating for Movies, the three model details for typical video games include the lowest-detailed, which are typically the cell-shaded and over-toonified, inticrite, normal-sized, but low quality used in combat scenes, and finally the most detailed, smooth models used in cut scenes in the non-interactive scene. Because video games is such a new art form, many animators cannot use the most detailed model for the interactive game play, for many systems do not have capable engines to handle the render time needed. For example, The Legend of Zelda uses both the inticrate-normal sized and the most detailed model in the gaming. Although most of the art is focused on imitation of castles, trees, rivers, and climates in its atmosphere, it still presents a unique way of looking at the detail through the interactivity in its game play.

The second video game focused on is Hotel Dusk: Room 215 for the Nintendo DS. According to MyGamer, it is a “real page turner”, more of an interactive novel than a game. Taking place in the 1970's, you play as the protagonist, Kyle Hyde, an ex-detective who now makes a living as a door-to-door salesman that stays at Hotel Dusk, only to find many clues of betrayal of the apparent survival of his ex-partner, who he had shot. As a mystery interactive novel, the player also holds the DS vertically

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to give a feeling of holding a book to read and help in the investigation in viewing Hyde's perspective

while using the touch pad to click on items to view more closely. The game is filled with more dialogue than most games as well as a deep plot in solving a mystery.

Not only does Hotel Dusk offer a puzzle to solve within the interactive novel, but the artistic style uses music which enhances the emotional intensity of the story while imitating the sound of a pencil sketching, a phone ringing, footsteps, and other subtle reminders of the atmosphere in the hotel which also creates suspense in many scenes, much like a movie would. Within the dialogue, the game acts as a novel by working through Hyde's head as he detects motives of other characters, where the reader must pay close attention to every detail of each character Hyde meets. The visual art is a reminiscent of the 1985 video, “Take on Me”, by the A-ha's, using sketches, rather than the inticrately detailed or the smoothely detailed figures. Through the pencil sketches, each character is given emotions with intense detail which is worthy to any pencil sketch artist. Although the pencil sketches strive for realism and detail, the imagery of the rooms and the atmosphere is given a detailed, yet not so realistic look to give the feeling of an old novel. The camera is more closely related to movies, where the boundary ends at the door you exit through as the cameras are very specific and is not very player-interactive, however, give the maximum dramatic effect.

In understanding the art in The Legend of Zelda: Ocarina of Time and Hotel Dusk: Room 215, one must understand that the art in video gaming is a combination of the elements of fiction, movies, music, and moving images, more closely related to digital animation. However, with the knowledge of the artistic elements combined, there continue to be debates on the art in video gaming. For example, Philosopher Collingwood criticizes video games as being non-creative,
"The audience is not collaborating, it is only overhearing. The same thing happens in the cinema where collaboration as between author and producer is intense, but as between this unit and the audience nonexistent.”

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In response to Collingwood, Noel Carroll argues in A Philosophy of Mass Art that Collingwood sees mass art, with video games under the category, as a limitation of expressive potential of art produced

through technology. More specifically, he criticizes that mechanical creations, much like video games, lack the opportunity to adjust the audience during the experience because the programmer is not working in person with the audience; moreover, although films might be unable to directly address the audience, video game artists continue to experiement with ways to make an interactive movie where the audience pay easily participate in the first concreative mass art. For example, in Hotel Dusk, the player has options in decisions throughout the game. In a particular scene, Kyle Hyde had an option to befriend a little girl in the hotel who is looking for her mother, who happens to be a major witness to the Bradley case; however, if the player chose not to befriend the girl, he would have to take a much more harsh route in questioning the major witness, which would lead to suspision of his past.

With an understanding that video games are a mechanical art which is an interactive, or concreative art, one must understand the overall art in gaming using Britannica's definition of art. Using the idea that movies are a form of art, video games can also be compared to movies as an art form. In the last decade of the history of movies, there has been a lot of influence between movies and video games as we see movies based off of games and games based off of movies. During the process of comparing movies to games, many game designers attempt to tie the influence by including cut scenes to imitate a cinematic event in a movie. The Legend of Zelda: Ocarina of Time is filled with video sequences, especially during the boss scenes or while Zelda is getting captured by Gannondorf. The cinematic experience is used as a technique in displaying important events as a memorable and to display the importance of the event in the game. Not only are the cut scenes used to display closeness in the art of movies, but designers use traditional aesthetic considerations used by animators, writers, and set designers for film and theatre. In game development, creating maps, lighting, detail in setting, and complexity in texture is used just as a novelist or set designer might give a visual idea of a room

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through props and scenery. All animators carefully construct the characters' movement.

Throughout the many vastly growing schools to learn video game design as well as museums,

the institutions draw in a crowd that wishes to understand the technological development to the digital arts included in video games such as MIT, NYU, CalArts, and other programs focus on the graphic attributes in game design. According to the University of California at Irvine information of the program, the school is developing a MFA program for game design. Many exhibits, such as E3, and several video game competitions are held by major developers to get reviews of the game play and aesthetics of the final product. Just like any program or institution focuses, game design is closely related to film production as it is a collaborative project in which several groups within the production team pursue the aesthetic goals. As movies were developed out of photography, video games are now being developed out of movies as video games are also growing out of digital animation.

Many claims as to video games being violent, therefore not art, have been made. It is true that there are many violent games, such as Resident Evil, or Half Life, where the player carries around a gun in self defense. The games are typically relateable to the literature of horror novelists which appeal to the young. However, it is art because of the thematic events and the simularities between the literature, movies, and video gaming. Although many continue to claim whether or not survival games are good art, it still continues to inheret the rules of art as it arouses emotions through interactivity as any horror film would. As the survivor defeats its enemy, the game then becomes about victory as it puts the players in the position to make the decisions in battle, a more personal goal than novels or movies.

Through the many explorations of comparisons between video games, movies, novels, and theatre, video games are, in fact, art. The continuities tie between each other as games share similar expressiveness between other art forms. Many institutions have focused on the legitimacy of video games with a background of photography and cinematics. Although games may be considered good or bad art, games such as The Legend of Zelda: Ocarina of Time and Hotel Dusk: Room 215 have been

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included as two of some of the most innovative games in history.























































Bibliography


Carroll, Noel. Philosophy of Mass Art. 1998.


G, Matthew. "Illinois Legislator Claims Video Games are Not Art." The Press Buttons. 3 Dec. 2007 <"Video games are not art or media," she said. "They are simulations, not all that different from the simulations used by the U.S. military in preparation for war.">.


Jack Kroll, Newsweek, March 6, 2000.


Hatcher, Britannica Online, 1999


Sanders, Adrien-Luc. "Animating for Video Games Vs. Animating for Movies." About. 8 Dec. 2007 .


Smith, Kieth C. "Staying the Night." MyGamer (2007). 8 Dec. 2007 .


University of California, Irvine. Irvine: UCI, 2007.

Monday, October 8, 2007

Intro to Literature

Poetry


Point of View: Perspective which story is told.


Tone: Attitude toward subject.


Rhyme Scheme: Pattern of rhyme with individual poem or fixed pattern. (abab)


Meter: Regular, rhythmatic pattern in verse. Involve stressed syllabols.


Iambic Pentameter: a common meter in poetry consisting of an unrhymed line with five feet or accents, each foot containing an unaccented syllable and an accented syllable


Iambic tetrameter-4 iambs


Iambic trimeter-3 iambs


Iambic Dimeter- 2 iambs


Monometer- 1 iamb


Hexameter- 6


Heptometer- 7


Octometer- 8


Nonameter- 9


Decameter- 10


Ex: Trochiac Octameter:


Once Upon a Midnight Dreary while I pondered weak and weary.

8 Feet


Figure of Speech: What it might mean, not the literal meaning.


Metaphor: Comparing without using like or as. Any broad comparison.


Simile: Comparing using like or as.


Ballad Meter: p. 770, my life had stood a loaded gun (8, 6, 8,6), written as a song.


Sonnet: 14 lines, sometimes in iambic pentameter, ababcdcdefefgg, couplet, quatrains.

Shall I compare thee to a summer's day? “But thy eternal summer shall not fade.”


Couplet: 2 stanzas long.


Quatrains: 4 line unit


Anapest: Two unstressed followed by a stressed syllabol. On a boat, in a slump.


Dactyl: one stressed syllable is followed by two unstressed. Battery, wonderful.


Stanza: reocurring pattern of two or more lines of verse


Irony: Writer says one thing, means the opposite.


Blank Verse: Unrhymed iambic pentameter.


Shakespearen Sonnet: Iambic rhyme scheme (p.857) sonnet, 3 quatrains, abab, couplet, conclusion at the end.

Petrarchan (Italian) Sonnet: 1 octave, 1 seset, transition in shift in poem.


Symbol: Something concrete that stands for something abstract.


Allegory: