Shaun Rance, an MFA Design + Technology student at Parsons School of Design in NYC.

Parsons MFADT : Shaun Rance

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Digital Motion 2 - final project

March 30th, 2006 by shaun

I had been excited about using Paul Pope’s Batman: Year 100 graphic novel as the basis for my digital motion final project but I was never able to successfully communicate with him about securing the rights to do use his artwork. After a short foray into the idea of a more socially conscious topic I returned to my idea of animating a graphic novel. As this project will be submitted to Adobe’s 2006 Design Achievement Awards (deadline April 28), and possibly Stash DVD’s 2006 Global Student Animation Awards (deadline June 1) and Resfest (deadline May 12) my goal was to find a graphic novel licensed under Creative Commons. After some searching I came across NYC 2123, a futuristic, post-apocalyptic, noirish, science fiction “graphic novel for the PSP” that is equal parts William Gibson’s Neuromancer and Neal Stephenson’ Snow Crash. Better yet, I was able to get in touch with the creators who encourage derivative works and they’re looking forward to what I come up with.

http://www.nyc2123.com

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Budapest

March 28th, 2006 by shaun

Over spring break I was invited to travel with Performance Lab 115 to Budapest. Last summer I acted as production designer for their performance of Ashlin Halfnight’s God’s Waiting Room presented as part of the New York International Fringe Festival and which went on to win the Overall Excellence Award For Best Play. Their international tour of God’s Waiting Room to Budapest was accompanied by another new work from Ashlin Halfnight titled A Hush Hush Hidden Thing for which I also acted as production designer. The trip was a success for the company and my first work-related international travel. In the coming weeks I will be creating a short video for the company to send to its donors and sponsors.

Archives Posts

Major Studio 2 - week 6 dose

March 13th, 2006 by shaun

Reading 24

Fiona Raby “Project #26765: Flirt”

http://a.parsons.edu/~srance/fall05/major_studio1/readings/flirt.pdf

This article

Reading 33

Matt Locke “Being here – some moving stories about mobile technology” (Receiver Issue 05)

http://www.receiver.vodafone.com/05/articles/inner03a.html

In this article Matt Locke addresses the changing notion of location and how mobile technologies affect our idea of space. While our present state of always connectedness makes place less significant there is still an importance placed on location and how it relates to our “signal strength” or connection to the omnipresent “network”. Locke also gives two examples of mobile projects; one which attempts to change the user’s location by adding a fictional hazard to their physical location as seen by the network, the other rewards users for maintaining a constant daily routine with consequences for deviation.

I find the idea of eddies and shadows of information and signal and how they relate to physical architecture very interesting. This unseen data stream, influenced like the flow of water or air, creates a new topography defined by the information which keeps us connected and lifts the physical barriers of location. It sounds like a great mapping project to visualize the information as it travels around us.

Reading 34

Mizuko Ito “Mobiles and the appropriation of space,” (Receiver Issue 08)

http://www.receiver.vodafone.com/08/articles/index07.html

In this essay Mizuko Ito examines the way in which the mobile phone has changed the methods of communication between Japanese youth in co-presence, or “flesh meet” / “meet space” interactions. She and her researchers examine how the events prior to, during, and following a physical meeting are affected by the new modes of communication offered by the cell phone. The main differences that she identifies are how physical meetings are made more fluid and are subject to less rigid times and locations of meeting, enable for extended social interactions by including friends that are separated by space, and allow for more immediate access to information pertinent to the meeting and quicker post-meeting follow up. It is this immediacy and casualness that are facilitated by the use of the cell phone as a mobile communication device, always keeping the user up to date and constantly adjusting to new circumstances.

While her essay focuses on the habits of Japanese youth, I think that many of the same conclusions and methods of communication are true of many younger generation cell phone users. One of the most interesting things for me is that in this always-on/connected youth culture there seems to be a desire to eradicate any sort of downtime and instead fill it with short messages or seemingly frivolous communication. I also believe that the internet and its constantly updating and responding to changing information has largely shaped this sort of communication while MTV and videogames have furthered this short attention span wielding user that craves constant entertainment or other mediated engagement. Personally I like to turn my phone off every once and awhile and become unreachable.