Taught by Yale professor Craig Wright, this course, Listening to Music, operates on the assumption that listening to music is “not simply a passive activity one can use to relax, but rather, an active and rewarding process.” When we understand the basic elements of Western music (e.g., rhythm, melody, and form), we can appreciate music in entirely new ways. That includes everything from classical music, rock and techno, to Gregorian chant and the blues.
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An artist just starting out might first imitate the styles of others, and if all goes well, the process of learning those styles will lead them to a style of their own. But how does one learn something like an artistic style in a way that isn’t simply imitative? Artificial intelligence, and especially the current developments in making computers not just think but learn, will certainly shed some light in the process — and produce, along the way, such fascinating projects as the video above, a re-envisioning of Disney’s Alice in Wonderland in the styles of famous artists: Pablo Picasso, Georgia O’Keeffe, Katsushika Hokusai, Frida Kahlo, Vincent van Gogh and others.
The idea behind this technological process, known as “style transfer,” is “to take two images, say, a photo of a person and a painting, and use these to create a third image that combines the content of the former with the style of the later,” says an explanatory post at the Paperspace Blog.
“The central problem of style transfer revolves around our ability to come up with a clear way of computing the ‘content’ of an image as distinct from computing the ‘style’ of an image. Before deep learning arrived at the scene, researchers had been handcrafting methods to extract the content and texture of images, merge them and see if the results were interesting or garbage.”
Deep learning, the family of methods that enable computers to teach themselves, involves providing an artificial intelligence system called a “neural network” with huge amounts of data and letting it draw inferences. In experiments like these, the systems take in visual data and make inferences about how one set of data, like the content of frames of Alice in Wonderland, might look when rendered in the colors and contours of another, such as some of the most famous paintings in all of art history. (Others have tried it, as we’ve previously featured, with 2001: A Space Odyssey and Blade Runner.) If the technology at work here piques your curiosity, have a look at Google’s free online course on deep learning or this new set of courses from Coursera— it probably won’t improve your art skills, but it will certainly increase your understanding of a development that will play an ever larger role in the culture and economy ahead.
Here’s a full list of painters used in the neural networked version of Alice:
Pablo Picasso
Georgia O’Keeffe
S.H. Raza
Hokusai
Frida Kahlo
Vincent van Gogh
Tarsila
Saloua Raouda Choucair
Lee Krasner
Sol Lewitt
Wu Guanzhong
Elaine de Kooning
Ibrahim el-Salahi
Minnie Pwerle
Jean-Michel Basquiat
Edvard Munch
Natalia Goncharova
When an artist becomes an adjective—think Orwellian, Kafkaesque, or Joycean—one of two things can happen: their work can be superficially appropriated, reduced to a collection of obvious gestures clumsily combined in bad pastiche. Or their distinctive style can inspire artists with more skill and depth to make original creations that may themselves become touchstones for the future. What might distinguish one from the other is the degree to which we understand not only the work of Orwell, Kafka, or Joyce, but also the work that influenced them.
When it comes to David Lynch, there’s no doubt that the “Lynchian” stands as a model for so much contemporary film and television. But while some directors make excellent use of Lynch’s influence, others strive for Lynchian atmosphere only to reach a kind of uninspired, unintentional parody. The sublime balance of humor and horror Lynch has achieved over the course of his extraordinary career seems like the kind of thing one shouldn’t attempt without serious study and preparation.
Without Lynch’s surrealist vision, oddball characterization and dialogue fall flat—as in Twin Peaks’ second season, which Lynch himself says “sucked.” So what defines the Lynchian? A very distinctive use of music, for one thing. And as the video essay above by Menno Kooistra demonstrates, the significant influence of painting. Lynch himself began painting and drawing at a young age and studied art at the School of the Museum of Fine Arts in Boston in the sixties. While he found his calling in film, his art education prepared him to dream up the unforgettable compositions of the Lynchian world.
Rene Magritte, Edward Hopper,Arnold Böcklin, and the master of psychological horror, Francis Bacon—all of these painters have directly informed Lynch’s nightmarish mise-en-scène. As you’ll see in Kooistra’s video, in side by side comparisons, Lynch adapts the work of his favorite artists for his own purposes. In an interview clip, he says he discovered Bacon at a gallery in 1966 and found the experience “thrilling”—later using the painter’s work as inspiration for The Elephant Man and Twin Peak’s disorienting Red Room.
We see Lynch’s homage to his favorite painters in Eraserhead and Blue Velvet, as well as the current, third season of Twin Peaks, over which he has (as he well should) complete creative control. You may not find Francis Bacon’s disturbing portraits quite as thrilling as Lynch does, or draw on Edward Hopper for a warped version of 1950’s Americana. These are Lynch’s references; they resonate on his particular frequency, and hence provide him with visual frames for his own personal dream logic.
But what we might take away from “The Art of David Lynch” is that the Lynchian is necessarily tied to a painterly sensibility, and that without the influence of fine art on composition, color, and framing, a Lynchian production may be in danger of looking—as he says of that disappointing Twin Peaks’ second season—“stupid and goofy.”
David Lynch’s Dune, the $40 million cinematic spectacle based on Frank Herbert’s science-fiction epic, faced more than its fair share of challenges: Lynch’s lack of artistic control, elaborate but not quite successful special effects, source material so unsuited to feature-film adaptation that audiences had to read glossaries before the first screenings. In an attempt to get ahead of bad buzz, the massive advertising and merchandising blitz had begun well before the movie’s Christmas 1984 release, but none of its flaks seemed to understand the enterprise of Dune any better than most of those viewers did.
Case in point: the Dune coloring and activity books, evidence that, as Comics Alliance’s Jason Michelitch writes, “what Universal Pictures wanted was a Star Wars of their very own — a whiz-bang space adventure for eight-year-olds that they could merchandise the heck out of to the wide-eyed kids that just a year previous had wheedled their parents into buying plush ewok dolls and toy lightsabers. Instead, Lynch and producer Dino De Laurentis provided them with a dark epic actually fit for consumption by thinking adults. Imagine their chagrin.”
Meredith Yanos at Coilhouse offers a more detailed writeup of the hours of fun on offer in these tonally bizarre books: “First, there’s the Dune Coloring Book, 44 pages of lurid scenes featuring conspiratorial characters from the film. Then there’s the Dune Activity Book. 60 pages of puzzles and games, mazes and more pictures for coloring,” including a recipe for “No-Bake Spice Cookies” that substitutes common cinnamon for Dune’s Spice, a “wacky awareness spectrum narcotic that controls the universe.” Other volumes contain Dune-themed paper dolls, Dune-themed word puzzles, and even Dune-themed math problems.
Though Dune remains primarily remembered as one of the worst flops in cinema history (and even Lynch himself usually refuses to discuss it), a few fans have also come to its defense over the past 32 years. Some of them have no doubt wanted to pass this revisionist appreciation down to their children, a task the Dune coloring and activity books may (or may not) make easier. If you buy them on Amazon, you’ll have to pay between $45 and $75 each — nothing compared to the cost of anything in the actual production of Dune, of course, but still, you may want to keep an eye on eBay instead.
Walk around London with someone who knows its deep history — not hard to arrange, given the way London enthusiasts treat historical knowledge as a hypercompetitive sport — and you’ll have more than a few paths of “Roman roads” pointed out to you. Even in the city of Big Ben and Buckingham Palace, the Shard and the Gherkin, chicken shops and curry houses, there remain fragments and traces of the 2,000 miles of roads the Roman Army built between British towns and cities between 43 and 410 AD, Britain’s centuries as a province of the Roman Empire.
Though some of Britain’s Roman Roads have become modern motorways, most no longer exist in any form but those bits and pieces history buffs like to spot. This makes it difficult to get a sense of how they all ran and where — or at least it did until Sasha Trubetskoy made a Roman Roads of Britain Network Map in the graphic-design style of the subway maps you’ll find in London or any other major city today. Trubetskoy, an undergraduate statistics major at the University of Chicago, first found cartographical fame a few months ago with his “subway map” of roads across the entire Roman Empire circa 125 AD.
“Popular request,” he writes, demanded a Britain-specific follow up, a project he describes as “far more complicated than I had initially anticipated.” The challenges included not just the sheer number of Roman Roads in Britain but a lack of clarity about their exact location and extents. As in his previous map, Trubetskoy admits, “I had to do some simplifying and make some tough choices on which cities to include.” While this closer-up view demanded a more geographical faithfulness, he nevertheless “had to get rather creative with the historical evidence” in places, to the point of using such “not exactly Latin-sounding” names as “Watling Street” and “Ermin Way.”
Still, barring a revolutionary discovery in Roman history, you’re unlikely to find a more rigorous example of subway-mapped Roman Roads in Britain than this one. And for $9 USD you can have it as a “crisp PDF” suitable for printing as a poster and giving to anyone passionate about the history of Britain — or the history of Rome, or graphic design, or maps that aren’t what they might seem at first glance.
Above, watch ‘Adam,’ a short claymation made by Evelyn Jane Ross while attending the Rhode Island School of Design. As she points out in a recent interview, ‘Adam’ is “nothing like Wallace and Gromit; it’s neither a children’s story nor does it have a distinct character. Instead, it’s a poetic narrative depicting love and emotional sincerity. It uses the malleable nature of clay to emphasize the main idea, creation. ‘Adam’ also defies the perception that animation is a children’s medium. The film could easily be rated “R” for “MATURE” audiences only.” She then adds:
I read a quote by Stanley Kubrick, ‘A film is — or should be — more like music than like fiction. It should be a progression of moods and feelings. The theme, what’s behind the emotion, the meaning, all that comes later’. This quote really guided my progression. It seemed like a wonderful way to think of structure and timing. The meaning, yes, came later.
Although Ross made the film mainly to fulfill some senior year requirements at RISD, she got some extra mileage out of the claymation. Among other awards, it won Best Animated Film at the Yale Student Film Festival, the Berlin Flash Film Festival, and Santa Fe Independent Film Festival. And it was a BAFTA Student Awards Finalist. Enjoy.
Stephen F. Steinbach, a resident of Vienna and a “cartography, language and travel enthusiast, with an engineering background,” is not a linguist. Steinbach, who runs the site Alternative Transport, seems much more interested in mapping and transportation than morphology and etymology. But he has made a contribution to a linguistic concept called “lexical difference” with the map you see above, a colorful 2015 visualization of European languages, grouped together in clusters according to their subfamilies (Italic-Romance, Baltic, Slavic, Germanic, etc.—see a much larger version here).
Straight and arcing lines span the relative distance these languages have presumably traveled from each other. Solid lines between languages represent a very close proximity, dashed lines of different thicknesses show more distance, and thin dotted lines traverse the greatest expanses.
Hungarian and Ukrainian, for example, have a lexical distance score of 90, where Polish and Ukrainian, both Slavic languages, are only 30 degrees from each other. “The map shows the language families that cover the continent,” writes Big Think, “large, familiar ones like Germanic, Italic-Romance and Slavic, smaller ones like Celtic, Baltic and Uralic; outliers like Semitic and Turkic; and isolates—orphan languages, without a family: Albanian and Greek.” (Technically, modern Greek does have a family—Hellenic—though it is the only surviving member.)
As we might expect from this subset of the durable Indo-European schema, the languages within each clustered group occupy the shortest distance from each other, with some exceptions. Romanian, for example, is slightly closer to Albanian than it is to French, its Romance cousin. The Slavic languages Russian and Polish seem to have traveled a bit further apart than Polish has from the Baltic language of Lithuanian. What does this mean, exactly? According to the measure of “lexical distance” proposed by Ukrainian linguist Konstantin Tishchenko, it means that closer languages might be more mutually intelligible, at least from a lexical standpoint, since they may share more cognates (similar-sounding and meaning words) and borrowings.
The idea received a much more trenchant critique more recently. Steinbach clarified that the theory, and the map, only compare written words and not syntax or speech. “It has nothing to do with grammar, syntax, rhythm or other important features that are important for intelligibility,” he writes. “It also compares a small list of words and not the entire vocabulary of one language to another.” This explanation does cast doubt on whether “lexical distance” is a meaningful concept. I’ll leave it to the linguists to decide. (Steinbach reached out to Tischchenko but has yet to receive a reply.)
Tischchenko’s original “lexical distance” map, further up, drawn in 1997, gets the idea across with minimal fuss, but it leaves much to be desired graphically. (A large, hand-drawn color version improves upon the printed map.) Steinbach took his version from a 2008 English-language adaptation made by Teresa Elms in 2008 (above). In his blog post here, he explains all of the changes he made to Elms and Tischchenko’s designs. These include adjusting the size of the “bubbles” to proportionally represent the number of speakers of each language. Steinbach also added several languages, as well as “gravestones” for the dead Anatolian and Tocharian branches. In all, his map shows “54 languages, representing 670 million people.” He adds, vaguely, that “it checks out.”
After posting his Lexical Distance Map, Steinbach proposed a “3D” version, with the added dimension of time. (See his preliminary sketch above.) The maps are intriguing, the theory of “lexical distance” an interesting one, but we should bear in mind, as Steinbach writes, that he is “no linguist,” and that this idea is hardly an orthodox one within the discipline.
The problem is there are no Nixons around at the moment. That’s what we need — we need a real good Nixon to give something for other people to get their teeth into, to really … loathe him, to become themselves more effective as opposition leaders.
Alas, his prayers have been answered.
Steadman, who has brought his inky sensibilities to bear on such works as Animal Farm andAlice in Wonderland, has a new American president to add to the collection he discussed several years ago, in the video above.
Steadman’s pen was the sword that rendered Gerald Ford as a scarecrow, Ronald Reagan as a vampire, and George W. Bush as a monkey in a cage of his own making.
Barack Obama, one of the candidates in that comparatively bland 2012 election, is depicted as a tenacious, slender vine, straining ever upward.
Jimmy Carter, somewhat less benignly, is a puppy eagerly fetching a stick with which to pardon Nixon, the Welsh cartoonist’s dark muse, first encountered when he accompanied Thompson on the road trip that yielded Fear and Loathing: On the Campaign Trail ’72.
And now…
Donald Trump has given Steadman reason to come out fighting. With luck, he’ll stay out as long as his services are required. The above portrait, titled “Porky Pie,” was sent, unsolicited, to Gerry Brakus, an editor of the New Statesman, who published it on December 17, 2015.
At the time, Steadman had no reason to believe the man he’d anthropomorphized as a human pig hybrid, squeezed into bloody flag-print underpants, would become the 45th president:
Trump is unthinkable. A thug and a molester. Who wants him?
The portrait’s hideousness speaks volumes, but it’s also worth looking beyond the obvious-seeming inspiration for the title to a reference few Americans would get. “Pork pie”—or porky—is Cockney rhyming slang for “a lie.”
See a gallery of Steadman’s portraits of American presidents on his website.
After TheVillage Voiceannounced this week that it was folding its print operation, a couple people compared the venerable NYC rag’s demise to the end of Gawker, the snarky online tabloid taken down by Hulk Hogan and his shadowy financier Peter Thiel. For too many reasons to list, this comparison seems to my mind hardly apt. There’s a gesture toward the Voice’s profane unruliness, but the alternative weekly, founded in 1955, transcended the blog age’s sophomoric nihilism. The hermetic container of its newsprint sealed out frothing comment sections; no links ferried readers through rivers of personalized algorithms.
The Voice published hard journalism that many, including Voice writers themselves, have ruefully revisited of late. Its music and culture writers like Nat Hentoff, Lester Bangs, Sasha Frere-Jones, Robert Christgau and so many others are some of the smartest in the business. Its columnists, editors, and reviewers—Andrew Sarris, J. Hoberman, Robert Sietsema, Tom Robbins, Greg Tate, Michael Musto, Thulani Davis, Ta-Nehisi Coates—equally so.
In its over sixty-year run, Voice writers sat in the front rows for the birth for hard bop, free jazz, punk, no wave, and hip-hop, and all manner of downtown experimentalism in-between and after.
Amongst the many remembrances from current and former Voice staff in a recent Esquire oral history, one from editor and writer Camille Dodero stands out: “The alt-weekly’s purpose was, in theory, speaking truth to power and the ability to be irreverent, and print the word ‘fuck’ while doing so.’” Mission accomplished many times over, as you can see yourself in Google’s Village Voice archive, featuring 1,000 scanned issues going all the back to 1955, when Norman Mailer founded the paper with Ed Fancher, Dan Wolf, and John Wilcock. There are “blind spots” in Google’s archive of the Voice, noted John Cook at the erstwhile Gawker. In 2009, his “searches didn’t turn up any coverage of Norman Mailer’s 1969 campaign or the Stonewall riots… and there’s not much on Rudy Giuliani’s mayoral bid.” Many years later, months and years in the Google archive remain blank, “no editions available.”
The Voice has had its own blind spots. Writer Walter Troy Spencer referred to Stonewall, for example, as “The Great Faggot Rebellion” and used a phrase that has perhaps become the most wearisome in American English: “there was mostly ugliness on both sides.” This anti-gay prejudice was a regular feature of the paper’s first few years, but by 1982, just as the AIDS crisis began to filter into public consciousness, the Voice was the second organization in the US to offer extended benefits to domestic partners. It became a prominent voice for New York’s LGBTQ culture and politics, through all the buyouts, cutbacks, and unbeatable competition that brought it to its current pass.
The paper also became a voice for the most interesting things happening in the city at any given time, such as the goings on at a Bowery dive called CBGB in 1975. Character studies have long been a Voice staple. Lester Bangs’ write-up of Iggy Pop two years later cut to the heart of the matter: “It’s as if someone writhing in torment has made that writhing into a kind of poetry.” Back in ’75, Andrew Sarris wrote a rather jaw-dropping profile of Hervé Villechaize (in which he begins a sentence, “The problem of midgets….”). …. the more I look through Voice back issues, the more I think it might have been a Gawker of its time, but as onetime columnist Harry Siegel tells Esquire, “what made it unique depends a lot on the age of who you’re asking. It was a very different paper in different decades. It was valuable enough for a long time that people paid money to read it.”
Indeed its first issue cost 5 cents, though by the nondescript cover, above, you wouldn’t guess it would amuse or titillate in the ways the Village Voice became well-known for—in its columns, photos, cartoons, and libertine advertising and classifieds. But most people these days remember it as “free every Wednesday,” to proffer dance, film, theater, music, restaurants, to line subway cars and birdcages, and to open up the city to its readers. The Voice is dead, long live the Voice.
Although Neil deGrasse Tyson is somewhat hesitant to go in on plans to terraform and colonize Mars, that doesn’t mean he doesn’t like a good ol’–yet science-based–video game. Several outlets announced recently that the videogame Space Odyssey, spearheaded by deGrasse Tyson–one of America’s main defenders of logic and Enlightenment–has surpassed its Kickstarter funding goal. The game promises to send players on “real science-based missions to explore space, colonize planets, create and mod in real time.”
In the game, according to deGrasse Tyson, “you control the formation of planets, of comets, of life, civilization. You could maybe tweak the force of gravity and see what effect that might have.” It will be, he says, “an exploration into the laws of physics and how they shape the world in which we live.”
The game has been forming for several years now, and most importantly to our readers, has called in several sci-fi and fantasy writers to help create the various worlds in the game, as they have aptly demonstrated their skills in doing so on the printed page. That includes George R.R. Martin, currently ignoring whatever HBO is doing to his creation Game of Thrones; Neil Gaiman, who creates a new universe every time he drops a new novel; and Len Wein, who has had a hand in creating both DC’s Swamp Thing and Marvel’s Wolverine. Also on board: deGrasse Tyson’s buddy Bill Nye, former NASA astronaut Mike Massimino, and astrophysicist Charles Liu.
The idea of world/galaxy-building is not new in video games, especially recently. No Man’s Sky (2015) features “eighteen quintillion full-featured planets” and Minecraft seems limitless. But Space Odyssey (still a temporary title!) is the first to have deGrasse Tyson and friends working the controls in the background. And a game is as good as the visionaries behind it.
According to the Kickstarter page, the raised funds will go into “the ability to have this community play the game and engage with it while the final build is underway. As the Kickstarter gaming community begins to beta test game-play and provide feedback, we can begin to use the funds raised via Kickstarter to incorporate your modding, mapping and building suggestions, together building the awesome gaming experience you helped to create.”
DeGrasse Tyson will be in the game himself, urging players onward. There’s no indication whether Mr. Martin will be popping up, though.
Ted Mills is a freelance writer on the arts who currently hosts the artist interview-based FunkZone Podcast and is the producer of KCRW’s Curious Coast. You can also follow him on Twitter at @tedmills, read his other arts writing at tedmills.com and/or watch his films here.
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