ADAD1002 - Assessment 3: The Hairy Chicken
By: Joanna Tran, Fei Gao & Sandra Wu

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TMBGareOK. The Official They Might Be Giants tumblr
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ADAD1002 - Assessment 3: The Hairy Chicken
By: Joanna Tran, Fei Gao & Sandra Wu
Great piece on mashing up historical and real world events into comfortable, contemporary scenes, which greatly inspires our work on contrasting different states of time and place.
Formed in Sydney in 2002, Soda_Jerk is a 2-person art collective that works with sampled material.
Great examples of remixing pre-existing cinema to create or diverge to a new story/concept.
Anna Utopia Giordano | Venus
Move over Mona, you have competition in the parody parade. Duchamp may have been the first, but certainly not the last. Marcel Duc...
Information about British News publications.
“In England, news began to be circulated in print early in the 16th century in publications referred to as ‘Relations’. The earliest surviving example of these forerunners of the English newspaper is an account of the Battle of Flodden in 1513, published as a small pamphlet under the title Hereafter Ensue the Trewe Encountre or Batayle lately Don betwene Englande and Scotlande. Some years later, in 1542, another small pamphlet gave Hevy Newes of an Horryble Earthquake near Florence, Italy. A Copye of a Letter Contayning Certayne Newes, & the Articles or Requestes of the Devonshyre & Cornyshe Rebelles, published as a quite substantial pamphlet in 1549, is often cited as the first English newsletter. These, and others like them, appeared occasionally and in increasing numbers during the late 1500s. News did not begin to be printed more regularly and within periodical publications in England until the early 17th century.”
The Official Epic Rap Battles of History web site.
Assessment 3 Research: Epic Rap Battles of History
The artist behind this series (Peter Shutoff and Lloyd Ahlqvist) create rap battle videos with historical figures (or characters) pitted against each other. His use of a popular medium combined with historical context allows for an interesting fusion, parodying past events with a current form of media.
Some of his most relevant videos:
Collage we did for experiment
Assessment 3 Edits
1. Chinese arranged marriage as the Bachelorette
2. John Cena if he were Hercules
3. The Bachelorette as on a Chinese newspaper for single people
Week 10 exercise 1. Draw a portrait of people on the left. (Two required) 2. Write on the portrait 3. Draw 13 triangles 4. Make triangles come alive 5. Place the paper on the window to trance another layer out of it 6. Draw a cube with a horse inside. 7. Color each two line between 8. Write random sentences using different font
ADAD1002 - Assessment 2 Concept Statement
My work reflects the concept of representation in video games through customisation binaries. Video game character customisations are constantly evolving in order to diversify a players' freedom of choice on who they'd like to represent. Throughout the years games have been introducing new and increasing ways to customise details on characters as a means for the playable characters to be more individualised and personalised. Despite this, a separate community dedicated to 'modding' has formed and developed in order to make up for the lack of certain options players are presented with. Modding communities are non-for-profit and take initiative in their spare time to creatively modify and introduce specific additions into game directories, enabling the game to have new or improved features at their personal leisure. The modding community is a varied demographic with specific niches catering to specific interests, such as graphics rendering, gameplay interface, cheat codes/shortcuts, etc.
My work reflects the algorithm of randomisation inside three particular games, all with varying degrees of personalised customisation. Sims 3 and Saints Row IV are definitely provided with more options as compared to Dragon Age 2, however each customisation offers their own levels of customisation. Through making a set of 8-10 randomised characters based on the games preset algorithm, I was able to compare these generated designs to that of my own character, whom I designed to reflect my own appearance as close as possible.
My work explores the binaries of representation on the female spectrum, challenging notions of masculinity and femininity and how video games offer that choice of range for how a character identified as female would look like and what options there are to reflect varying degrees of masculinity/femininity. The Saints Row video game series offers the most range in terms of randomised character design from different face structures, hair types and make-up options, creating designs that are starkly contrasting amongst each other. The Sims also offers different designs when randomly generated, however definitely leaning towards more feminine characteristics e.g long hair and complimentary make-up. Dragon age offered the least amount of diversity in regards to options, only providing diversity in hairstyles and skin tones. The base face structure is hardly altered through the randomised algorithms, suggesting a prerequisite idea on the female gender.
My own personal character is meant to convey the extent to the games character customisation, which was an attempt to explore the parameters of the customisation in order to create a female Asian with pink hair. The dragon age offered the least options to achieve the race, with Saints Rows and Sims just barely deviating from the western standard of the female gender such as deep set eyes and pointed, long noses. Granted, with restrictions to such options as a player of the games, my design as the centre piece is meant to highlight the limitation current games customisation offer.
With my design centered amongst the rotating randomized designs, it intentionally places the idea of the player at the front and center of customizing character design, with the rotating designs being the computer generated to what my character could potentially look like in regards to being a female. The binaries that limit the parameters of customization reveal similarities and subtle differences to what constitutes as a female character design. The Saints Row IV had a predominantly western facial base, consisting of deep-set eyes and pointed noses, whilst the Sims 3 provided more racial diversity albeit more feminine qualities. The rotating aspect of my work was meant to create a dizzying effect, where the randomized designs would eventually seem to morph into one another through sheer circular movement if a person were to observe it for an extended duration. The circular motion was to enforce the idea that there are infinite designs and probable combinations, with the endless loop of my work reinforcing that notion of binaries not limiting freedom of expression but rather the options available.
Final Assessment 2 Work
Saints Row IV - Randomisation Experiment
Specific design to reflect own appearance:
Saints Row IV - Randomisation Experiment
Specific Design to reflect own appearance:
Assessment 2 - Sims 3 Randomisation experiment
Specific Design to reflect my own appearance:
Sims 3 Modding Community
http://modthesims.info/browse.php?f=145&showType=1&gs=2
https://www.thesimsresource.com/downloads/browse/category/sims3-mods
Collection of sims created by a modding community interested in recreating specific character looks e.g celebrities, fictitious characters.
ADAD1102 - Poster Statement
My artwork was inspired by the idea of gender fluidity and the nature of the human body. I deconstructed the idea of binaries and produced a poster that captures a biological depiction of human anatomy. When thinking of gender binaries there is always a confrontation of male or female and girl or boy, however throughout my research it is evident that the human body is inherently the same with little to no difference.
My research revealed that due to social constructs of gender that was introduced post World War II, there has been underlying oppressive tones to society’s treatment towards groups that don’t conform into the unspoken binaries. My poster visually alludes to the idea of the Ying and Yang symbol where polar opposites work to balance each other out, however by placing two skulls in a similar manner, it is implied that they are inherently different despite looking identical.
The skull reflects how all humans follow an anatomical structure no matter what orientation or self-identity they adapt. By visually showing that humans are structurally the same while implying that they can also be different on a genetic DNA level demonstrates fluidity in the human nature, especially in terms of gender and how masculinity and femininity could be deconstructed to its core. Stripping away the human genetic makeup of a person would reveal the same underlying bone structure evident within most humans, this representation speaks volumes about identity and how the binaries that bind gender can be given more thought on an anatomical scale. Since heteronormative conforms in society dictate two genders at opposite ends of a spectrum where fluidity is present, my poster would challenge that binary and propose a perspective that doesn’t enforce such strict bindings.
ADAD1002 - Poster Submission