La representación de la tecnología imaginada a través del dibujo y sus técnicas
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2015
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La representación de la tecnología imaginada a través del dibujo y sus técnicas Actualmente, son numerosos los mecanismos que operan en la recogida de datos sobre aquellos aspectos proféticos desarrollados en la literatura y la filmografía que se cumplen en el mundo actual. Documentan el paradero de tanta predicción y adivinan el devenir de la sociedad hacia realidades tecnológicamente complejas.
El dibujo, como técnica artística fundamental del cómic, los videojuegos y la animación, los convierte en géneros que deben presentar lo impresentable. Se declara entonces como herramienta de pensamiento imprescindible. Desde la exageración y la fantasía, la imagen dibujada y la ilusión de movimiento alcanzan significados que la imagen real, demasiado veraz a veces, no consigue ofrecer. La transferencia bidireccional de datos y técnicas gráficas del cómic a la animación puede producir recreaciones de mundos ficticios, altamente tecnológicos, en los que coexisten campos aparentemente contrarios e irreconciliables. El trabajo a base de líneas, puntos, paralelas, etc. es un proceso generativo. Espacios, culturas y sociedades increíbles surgen a partir del papel en blanco, lo que abre la puerta a la innovación.
Nowadays, there are numerous mechanisms that document those advanced prophetic aspects, developed in literature and films, that have become reality in the present. They somehow show the whereabouts of such prediction and let us guess how the evolution of society towards technologically complex realities will be like. Drawing, as a fundamental artistic technique for creating comics, videogames and animation, may transform them into specific creative disciplines that have the ability to present the unpresentable. It can be considered and valued as an essential tool for thinking. The drawn image, enriched by the illusion of movement, provides credibility through exaggeration and fantasy and can add more meanings to the real image. It also gives new possibilities of seeing. Through the bidirectional transfer of data and techniques from comics to animation, recreations of highly technological worlds can be built up, in which apparently contrary and irreconcilable fields coexist. The graphic work with lines, dots, hatchings, etc. becomes a generative process. Incredible spaces and societies can be drawn out from a blank sheet, opening a window to invention and innovation.
Nowadays, there are numerous mechanisms that document those advanced prophetic aspects, developed in literature and films, that have become reality in the present. They somehow show the whereabouts of such prediction and let us guess how the evolution of society towards technologically complex realities will be like. Drawing, as a fundamental artistic technique for creating comics, videogames and animation, may transform them into specific creative disciplines that have the ability to present the unpresentable. It can be considered and valued as an essential tool for thinking. The drawn image, enriched by the illusion of movement, provides credibility through exaggeration and fantasy and can add more meanings to the real image. It also gives new possibilities of seeing. Through the bidirectional transfer of data and techniques from comics to animation, recreations of highly technological worlds can be built up, in which apparently contrary and irreconcilable fields coexist. The graphic work with lines, dots, hatchings, etc. becomes a generative process. Incredible spaces and societies can be drawn out from a blank sheet, opening a window to invention and innovation.