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Space Odyssey and Siri

  Following the in-class screening of Stanley Kubrick’s 2001 Space Odyssey, I found that the   Following the in-class screening of Stanley Kubrick’s 2001 Space Odyssey, I found that the growing advances in artificial intelligence and the dangers that come along with these become increasingly more apparent and crucial. When I decided to partake in the experiment involving my interview with Siri, I did my best to aim my questions at human experiences and aspects of our emotional outlooks that an artificial intelligence would have difficulty resonating with or responding to. I chose this direction because it was my hope that I could better understand how Siri would combat its lack of knowledge in experiences it cannot partake in. My first question to Siri was “Have you ever been in love? What does it feel like?”. Its response was “Nope.” and “Interesting Question.”. Within this first interaction, it became very apparent its lack of response indicated a lack of knowledge and/or a programme

5th Element/Fashion Show

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  presentation link: https://docs.google.com/presentation/d/1a_UToHV8FvfWgfWjjor8wnjTlWlIQVHaFrC8etOhpI8/edit?usp=sharing 

TRON Legacy Text and Poster

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  Abstract: Tron: Legacy, a Sci-Fi film released in 2010, portrays the story of Sam, the son of the infamous video game designer Kevin Flynn, who has spent his entire life consumed with the disappearance of his father. A strange calling (message from an old pager)  leads Sam to his father’s old arcade where he uncovers the cyberworld his father created. Sam is pulled into “The Grid” through TRON, where his father has been trapped for the past 20 years. Alongside Quorra, the last known IOS alive, Flynn and Sam work together to escape a universe far more advanced and dangerous than ever imaginable.  Cyberworlds are informational spaces in social online settings that immensely change the way people communicate and access information globally. Tron: Legacy dives further into the exploration of the features of cyberspace serving its purpose as a repository for what is considered the “mythical unconscious” and its effect on sparking the imagination while experiencing a boundless universe (Ef

AI and Pinocchio Connections and Comparison

  Following the viewing and analysis of both the film,   AI,  and the original story,   Pinocchio,  one can connect the two plots by reevaluating their connection to the overall discussion of advancing technology and its display through the creation of a fictional “enchanted” or “robotic” boy. Through both narratives, the viewer follows as a “created” boy undergoes an extensive journey defining the aspects of their identity that bring them closer to the reality of being human. With the rapid evolution of advancing technology within our world, now, more than ever, one must begin to evaluate the dangers and impact any form of artificial intelligence could present to our species. These two media displays allow audiences to ponder these possibilities and more seriously contemplate the negative or positive repercussions of this exploration. The Adventures of Pinocchio , written in 1881by Carlo Collodi, tells the story of a poor carpenter longing to create a marionette so that he may live hi

The Matrix:Red Pill and Blue Pill

  Pro Blue Pill: -to live in a state of fear or feel like you are a member of the losing side does not help an individual achieve a fulfilling life  -I don’t believe the blue bill represents the ignorance of all just ignorance of some  -when unplugged you see every lie and every truth -in real life, you don’t know everything or nothing -people in this state of ignorance can still, have power (old money, those in line for the throne, trust fund babies, etc.) -if you don’t know about a problem who cares about solving it   -Rene Descartes              - Cartesian Method             1. Intro             2. Thesis = Blue Pill             3. Antithesis = Red Pill             4. Synthesis (+/-)             5. Conclusion  The Matrix introduces a new world exploring the ways in which an individual's environment and the knowledge of their surroundings affects their human experience.

Ready Player 1: Analysis and Presentation

link to presentation: https://docs.google.com/presentation/d/1iLjrddcu6weniy0eQOADJaGjrzESvlqwrsJ3_C2-Gyo/edit?usp=sharing    I found that by thinking of video games in a more generalized sense and identifying how we as a species have altered the way we develop connections and communicate with each other we can see how this will affect our future.   While in past generations adolescents would form bonds and friendships through outdoor activities and in person conversations. Today most kids choose to spend their free time playing videogames or through some form of virtual entertainment. This speaks to the way our world is progressively changing through the ways in which technology is changing with us.         I connected the virtual character to my real self by identifying the possible freedoms we each have in altering our appearance in some way. While this only goes so far, I found it interesting to think about the ways in which we choose to express ourselves in reality and an anonymou

Star Trek Analysis and Presentation

 https://docs.google.com/presentation/d/1S58J8VpjjxdDbuGvbMgo9VmojcetZcKmAXgdmLi00tM/edit?usp=sharing  Presentation script   When analyzing Star Trek and its importance and influence I first found it crucial to examine the franchise, as a whole. With the initial release of Star Trek: The Original Series on NBC in  September 1966, the franchise has continued with around 13 movies, 7 spin-off series, and 3 animated series. Marketed by Paramount, the franchise has made billions following the marketing of countless toys, clothes, games, etc. advertising the current as well as the original shows and films.    When looking at the Creator of Star Trek…  Gene Roddenberry, the creator of the original series, was a former World War II bomber pilot, airline pilot, police officer, and television writer who focused heavily on an idealized better future and centered the original series around a meritocracy where individuals were judged for their abilities and skills rather than their appearance or s