Patrick Bremer

Researching into new artists in order to find and create a list of inspirational individuals whos art I like and want to steal from and use elements within my own pieces, I discovered Patrick Bremer through the website  Pinterest. He was born 1982 in Brighton and studyed at Wimbledon College of Art in London. The reason I enjoy this artists work is due to his ability to make something that could of been a standard portrait into something so colourful and diverse. He uses a range of newspaper and magazine scrap to create some magnificent pieces, although he does paint and draw too but I find his collage pieces are his forté. I tried to find who was the inspiration for some of Patrick Bremers art yet this information is unobtainable. What I did find is several websites that Patrick Bremer is mentioned on which are very good websites for finding inspiration such as Pintrest, Theinsperationgrid and Artistaday; I think I will use these for definate in the future!

Here are a few of Patrick Bremer’s works that I personally enjoyed the most;

Patrick Bremer

Siren of Titan

Patrick Bremer Maria

Maria Bonita

The images I have taken can be located on his webpage and I really think you should all check him out as he is an incredible artist. I hope you enjoy him as much as I have!




CATS Log Book Post 7/8

ththOur 7 and 8 CAT session were based
on the introduction to critical perspectives. In order to gain a critical
perspective, we must first apply it to the subject matter which was technology.
We asked ourselves a range of questions such as how exactly do we use technology?
How do we interact with it? Physically? Mentally? And how does it affect us as
a subject?



Well, we use technology in numerous ways such as through
ecommerce in order to shop online, and through using the internet which is
actually just a library of information just waiting to be explored. This is
something we do on a daily basis, and have grown a comfort to due to the ease
and simplicity of it all. We are able to interact with technology through
numerous ways such as 3D shopping and recommendations which allow us to become
immersed in our shopping experiences. Websites such as Matalan allow us to
digitally try on outfits on a model to see the outfit all together in a 3d
perspective before buying the product. This means that we no longer have to
leave the house to try on an outfit before we buy it, as it is becoming more
popular to now do this over the internet. Recommendations allow us to shop with
ease over the internet for things that have been chosen for us through related
searches or previous purchases to find things we may like. This is a comfort as
it saves wasted hours trying to find that pair of shoes you like in a shop,
only to discover to your dismay that they have sold out. We are physically able
to browse items using our mouse to plunge ourselves within the experience but
also mentally we are able to grow involved as we are set out searching for a
particular product. In the TED talk by Sherry Turkle, we learn that she feels
as if we are too reliant on technology and that it is redefining the human
connection. She is offering a critical perspective on her view of social media
and technology.



Critical perspectives allow us to look back at history and
allow us to have a critical view on it which we can use theory to gain an
understanding and to think critically about cultural production and what it
contains and its meaning. By learning to use critical perspectives effectively
will allow us to gain a better understanding of a wider range of things. Two
key areas in critical theory are psychoanalysis and feminism and during the
lesson we worked in groups to think of ideas linked to the image we were given.
My group was given Lara croft in which we discussed feminism and how she had
been displayed over the years within the industry, we considered the view point
that she had been made a sex symbol but also the point that she was a strong
beautiful iconic figure.



Using critical perspectives will help us in the analysis of
most cultural artefacts such as the two video games that had been discussed
within the lesson.  This a range of
things we should consider when being critical of an artefact:



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After this, we were introduced to a key figure named Sigmund Freud who was an Austrian
psychiatrist who created the idea of psychoanalysis until he was forced to flee
his homeland and moved to London in 1938 due to the Nazis. Psychoanalysis is
explained as the idea that we have been programmed to be something else then
what we actually are due to discipline such as the rules of society. This is
drilled so far in that we can never truly know who we really are as we are
subconsciously restricted. Psychoanalysis is defined as;



‘Psychoanalysis is a
theory of the human mind, a therapy for mental distress, an instrument of
research and a profession. A complex intellectual, medical and sociological



Ivan Ward and Oscar Zarate, Introducing Psychoanalysis, 2000



After this, we discussed feminism.
Feminism is seen as the woman’s fight for equality in order to create an
equilibrium between both sexes. Feminist argue that we as a gender have been
written out of cultural history and that this needs to be altered for the
better. This can be done for example by highlighting key female artist who may
have once been ignored in history. There has been several waves of feminism,
the first occurring in the 19
th and 20th century, the
second appearing in the late 20
th century and the third wave
appearing from the 80s onwards. Feminist are constantly trying to create their
place in many sectors including the game industry and slowly the percentage of
woman in the games industry is increasing.



Feminist theory allows us to look
at stereotypes closely, which has drawn our attention to how we really
represent gender in many different things such as packaging or character
design. For example we have always stereotyped that the female character must
be pink shade in order for the character to be a true representation of a
female. Female character design has also been effected by stereotype, if you
look at most female characters they typically have jewellery or a large bow to
indicate that they are female. One of the main quotes I really liked from the
presentation was;



Casell and Jenkins (1998)
/ Kafai et al (2008):



‘Despite the increase
of female players and women entering the industry, the stereotypes and the
industry itself still need major renovations.’



I decided to look into feminist within the Game industry and discovered Anita
Sarkeesian who is the creator for feminist frequency, and after watching a few
of her videos it showed me the way females are still stereotyped within the
game industry. Due to me being
a female myself, I couldn’t agree with this quote more as game characters are still
being designed in a stereotyped way although this is slowly changing within the



Virtual Revolution: The birth of the internet



The first key issue mentioned within this video was that we
as people are constantly handing out information freely across the web in return
for ‘free’ services such as web space.&nbsp;
The repercussion of this is that we are unable to control the
information once it is distributed and also that it can be used by marketing
companies to display particular ads which they believe are relevant to
you.&nbsp; During the video it was said that
‘Free is an illusion’, which is true because we are paying with something that
could be said to have more value than money, our personal identities, by using
the internet as a platform to trade this information.

Google used this effectively by creating an algorithm which
allowed people to find web pages more effectively on the web in exchange for
their personal information being used to pin point particular ads to that
individual. The algorithm allows pages with enough hits to be the first to
appear in their search engines, which was an effective way to separate good
webpages from the bad ones. Google knew that they could use their search engine
to revolutionise advertising which in turn changed our relationship with the
web.&nbsp; We freely gave information on our
interests and desires which allowed them to tailor ads to suit our ‘needs’ so
that we would purchase a particular product that Google thought we may want.
Google saw the effectiveness of this, so allowed businesses to pay for their
spot on their search engine and determined which pages would appear where due
to the relevancy and quality of the information but also how much they were
willing to pay.

Another service that Google provided was its Gmail service,
which is a free service used to send emails daily. The amazing thing about
Gmail is that it would scan your emails for keywords in order to display ads on
the right hand side of the screen. This was an issue as people believed it was
invading personal privacy yet is still a feature which remains in its service

Behavioural targeting was another point mentioned within
this video, which was where advertisements were being predicted on what you did
over the internet. This had both a positive and negative effect as consumers
were becoming the consumed by the internet and its marketing ideals. Our
information was being watched and traded, and major companies such as Netflix
were using this to their advantage in order to predict what films you may wish
to purchase next depending on what you previously looked at or purchased. This
filtering was deliberate in order to get you to purchase something you may find

A key issue mention in the video was in relation to AOL and
how it gave our personal information to the public without mentioning names but
gave ID numbers for that particular search. This backfired when a woman’s
identity was disclosed by simply using the information provided by AOL and a
phone book. This made headlines and showed just how much information we are
giving out about ourselves without realising.&nbsp;
There is no clear cost for the average person when people give out their
information until it is too late, which relates closely with social media.
People who use Facebook, in particular young people, will post their mistakes
such as drunken nights out on social media without considering the
consequences. Once that information is on the internet it will always be accessible
and will possibly affect future jobs as your future employer can easily gain
access to that information.

CATS Log post 6

I was unable to attend this lesson as I had a visit to
platform festival which had relevance for my games design course but I
downloaded the presentation in order to compile this log book post. This lesson
plan was to look at the future of the virtual revolution, and we were to look
at three separate key themes which were cyberculture, gamification and social

Webopedia has
defined cyberculture as ‘a slang term used
to describe the emerging culture of those who are networked in cyberspace. It
is a society of people who use computer networks for communication
looking at the presentation for the lessons definition of cyberculture it
states ‘the culture that has emerged from technology’. Combining the two
explanations after research I have come to define cyberculture as a culture
which is based within cyberspace and accessible through technology as a means
of communication. Cyberculture has effected everybody since the creation of the
internet people have become immersed in a life online using things from real
time games such as MMORPGs to Social media like Facebook. This has taken its
toll on real life cultures due to people not communicating face to face but rather
through a computer screen, and the scary reality is that this is becoming a
normal way of life.

Cyberculture is also the representation of human, technology
and future. If we look at the film Terminator 2, 1992, we can see the
terminators hand which was robotic which showed a futuristic idea that this is
where humans can go with technology if explored and developed enough.
Interestingly enough, Performance artist Stelarc used a similar technology in
the 90’s to expand what the human body could be capable of. I find this
particularly interesting as this idea is still being worked on today within Anthropomorphic robots, in particular TOPIO
the ping pong playing robot which uses features similar to the hand within the
terminator film. This is interesting as it shows how life-like robots are
becoming, and how in the future they will be able to fully function of their
own accord using advanced AI’s. This is both a good and bad thought because
although we can see the advancement of technology, if we look at fictional AI
characters such as Hal 900 from the film 2001 A Space Odyssey it can become
terrifying how AI’s may develop.

Gamification allows
us to use game techniques, styles and mechanics within a wider context to allow
us to apply the general style of ‘gaming’ to everyday tasks. For example in the
book Gamification by Design written by Gabe Zichermann and Christopher
, they described gamification as ‘gamification brings together all the disparate threads that have been
advanced in games for non-gaming contexts’
and gives the example of playing
‘aeroplanes’ with a child in order to get them to eat their vegetables at
dinner time. By using gamification we can make something which may have been
considered boring into something more enjoyable. We can create objectives,
rewards and competition in order to heighten the ‘players’ experience with
everyday tasks such as completing coursework which would encourage the
individual to be successful. Epic Win, which is a task management app, allows
you to apply gamification to everyday tasks such as going to the gym. With each
task complete, you will level up and gain experience. This is a great way to
turn a boring chore into something which you will be rewarded from making you
do a better job of the task at hand.

The rise of social
media has caused ethical implications, it has effected how we interact and it
is still uncertain how it will shape the future. Looking at Facebook, the
security of its data and information isn’t as all its thought to be as an
article on Neowin explains that there was a master password which could access
any account which was used by the original engineers of Facebook, making
personal information accessible to certain Facebook employees. There has been
several instances where memorial pages for individuals who have died has been
abused over Facebook which has caused emotional distress by internet ‘trolls’
who typically have no link with the victim yet choose to post abuse and cause
distress through fake accounts. Modern technology has also caused a negative
impact for youth culture by the events of the riots across the UK during 2011
which social platforms were used to arrange planned attacks.

CATS log post 5

This lecture was the second instalment of the
Contextualising Digital Culture lectures. Within this session we looked at the
introduction of new media, we watched ‘The Virtual Revolution: The Birth of the
internet’ and we looked at a range of post modernism artists.

Post modernism describes the changes from the 1960’s in
regards to western culture. To simply put it, post modernism was just a
reaction to modernism and artists were trying to break free of the constraints
of modernism. Some of the art works created during this period could be
considered confrontational and forced art to look at itself in order to make
change. It is said that two of post modernisms main factors were complexity and

During the lesson we looked at the introduction of digital
art, and looked at artists such as Michael Noll who experimented with digital
art in order to create a new platform and look for art. Media such as
photography, video and film have always used manipulation but using digital
technologies a tool for art has allowed old art forms to have a digitalized
approach and has led to us being able to reinvent new meanings for old art. It
has also transformed and heightened the possibilities of where art can now be

Further into the lesson we began to deter away from the talk
of post modernism into the discussion of new media and what that was. New media
is defined as on demand access using new media such as internet and computer
games, consisting or have the possibility of enabling digital interactivity. &nbsp;Some examples of digital tools which have
allowed us to manipulate graphics include Adobe Photoshop and desktop
publishing tools. It has been said that new media has been linked into the
shift of modernism and post modernism and changes caused by globalisation such
as we are now able to produce a larger amount of games and ship them all over
the world. Globalisation has also allowed people to express themselves through
the internet using blogs and photographs.

We discussed that new media has produced many things such

New textual experiences – for example games and
special effects used in cinema, this is great because it has allowed us to give
more to art

New ways of representing the world – for example
virtual words and environments as well as screen based interactive
multi-media.&nbsp; We can show the world in
many variations then previously before using new media as a tool.

New relationships between subjects – such as the
relationships between gamers and social media, for example Facebook has allowed
us to communicate.

New experiences of identity and community – for
example online networks and avatars have allowed people to decide who they want
to be over the internet. &nbsp;For example the
game second life allowed people to create their own virtual worlds and be who
they choose to be.

New relationships between the body and
technology – for example the social conditions effected by the use of the
computer as a form of communication.

New patterns of organisation and production

After this, we looked at the digital revolution
and what played part in its process. At first it was the internet developing
during the 1960’s which was commissioned by the US Government, then
implementing networking during the 80’s and expanding on that during the
1990’s. We saw how VHS gave away to DVD and Blue-ray, we watched as we swapped
from Vinyl records to CD’s and MP3’s. We saw the advancement of mobile
technologies for example Motorola creating the first mobile phone in 1983. The
internet became offered to the public during the 1990’s and proved a major hit
with businesses straight away creating advertisements to be used online. 1990’s
also saw the release of the highly popular Photoshop which gave people the
ability to alter images and create digital art which is still popular today and
is used to create concept art