Archive for February 2015

medium whatever

THIS IS A POEM

This is the first stanza.
This is the second stanza.
This is the third stanza.
This is the fourth stanza.
This is the fifth stanza.
This is the sixth stanza.
This is seventh stanza.
This is the eighth stanza.
This is the ninth stanza.
This is the tenth stanza.
This is the eleventh stanza. 
This is the twelfth stanza.




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I am a person who has taken one hundred million creative writing and poetry classes. Thus, I've been over the But What Is Poetry? question one hundred million times and in each of these debates we (i.e. me, other students, professors, various scholars who have written essays concerning the problem) inevitably come to a consensus that most things can be considered poetry; even everything is poetry. That said, in the 18th century the But What Is Poetry? debate would have gone quite a bit differently. Poets like Samuel Coleridge and Lord Byron and John Keats relied religiously on the poetic staples that we still discuss in remedial high school English classes: form, rhyme, meter, etc. However, in the anything-goes, internet-heavy, artistic free-for-all that is the 21st century, poetry doesn't have to be defined by the classicism that it was first designed with. In fact, it doesn't even need to be contained within the parameters of words or language at all. 

For instance, prose poetry has become a widely accepted poetic "form" in recent years, yet it's still controversial because traditionalists are asking, "If it's prose, how is it poetry?" And thus the But What Is Poetry? question spins around again and everybody gets all flustered and upset about what poetry can or cannot be. (Check out "The Straightforward Mermaid" by Matthea Harvey and "Heroic Moment" by Charles Simic and see what you think.)

Or Flarf poetry, which has only occurred since the early 21st century and couldn't exist at all without the presence of the internet. Read "Mm-Hmmm" by Gary Sullivan and try not to fall in love.

Another post-internet "form" is the pseudo-spam Twitter account that we all known and luv, "Horse ebooks," which some experimental scholars have not-even-jokingly started analyzing in actual universities as poetry.

Moreover, there's "Drift" by Caroline Bergvall --- which my poetry class studied and analyzed last semester --- that has almost zero concrete language or narrative, and actually relies on scribbled, visual "stanzas" to convey its message. And it's still poetry, despite its apparent lack of recognizable English "language."

There's "In the Station of the Metro" by Ezra Pound, which is two measly lines but is featured in basically every single poetry anthology ever. Similarly, there's an actual poetic form called a monostich which is any poem that is composed of a single line. (For example, a monostich by Ralph Hodgson which reads in its entirety: "'Skunks,' the squirrel said, 'are send to try us.'")

And these examples are, like, 0.0001% of all the other experimental poetic forms that exist. There is so much new, weird, avant-garde poetry that is just sort of hanging out on the internet, or in flimsy little chapbooks in indie bookstores, or in new Bohemian anthologies that aren't quite being taught at BYU yet.

In crafting my own medium-specific poem, I came upon the problem that if I accepted everything as poetry --- or everything as art --- then this project became extremely difficult in its inherent prescription of finding loopholes and nuances to work with. If everything is poetry, then there is no specificity to explore, you know? So finally I decided to mess with poetic form in all the ways I've been describing. Like, "If a poem is ______, then is it ______." So the tenth "stanza" --- which is constructed of regular English words --- then links you/the audience to a .jpg of a few panels of the comic Orc Stain via the internet (is the process of the linking part of the poetry?), and thus says, "Okay, so this comic is poetry." Then stanza eleven links you to a Girls music video, and says, "Not only is this video poetry, but also the song is poetry." And then stanza twelve links you to a clip from Godzilla vs Mechagodzilla, so that film is poetry, and Godzilla is poetry, and Mechagodzilla is poetry, and the characters' dialogue is poetry, etc. etc. 

It's like in the excerpt from Understanding Comics, when Young Scott McCloud says, "Sure, I realized that comic books were usually crude, poorly-drawn, semiliterate, cheap, disposable, kiddie fare -- BUT -- they don't have to be!" In poetic terms, I come from a place that started out as, "Sure, I realized that poems were usually stiff, flowery, rhyming, pretentious, esoteric, highbrow, formulas -- BUT -- they don't have to be!" They can be whatever ~thing~ a person messes with, that calls on tropes of the nature of speech (if not speech itself), or that uses one thing/process/idea/feeling to describe (in whatever form that describing actually takes) to describe another thing/process/idea/feeling.

histories: rabbit baby

Read our screenplay Rabbit Baby: HERE.

Our story was based off of the strange tale of Mary Toft, who in 1726 convinced everyone in England that she had given birth to a rabbit baby, or Sooterkin. She eventually admitted that it was all a hoax and was arrested for fraud. Despite this, Doctor Nathaniel St. Andre, surgeon to King George I, confirmed that it was indeed a genuine case. We were intrigued by the idea that not only regular people, but medical doctors were so convinced that this impossible situation was plausible. At first, we did not know in what direction to take the story. We approached the project from many different angles, but we finally decided that the most interesting story would be found by assuming that the fantastical elements of Mary Toft's story were in fact real. Despite being a fantastical story about a half-rabbit child, the story focuses on human elements and the difficulties of being a young woman in Rural England in the 1700s. The way that the character Wiley treats our heroine, Arley, is characteristic of the sexist attitudes of the time. Indeed, their very species, one half-rabbit and the other half-wolf, can be representative of the class distinctions that were also enforced during that time period. Just like in "The Veil", our protagonist is a young girl dealing with obstacles over which she has no control or influence. In "The Veil", the protagonist is oppressed by the cultural revolution in Iran, whereas in our story she suffers from her mother's bizarre actions that have affected her life since birth. By using the fantastical but fraudulent tale of Mary Toft as a template for our story, we were able to analyze the difficulties of class structure and gender roles in 1700s England.
 
As for outside media, the project reminded us of the web-series-turned-Comedy-Central-serial, Drunk History. Basically, Drunk History is a project that consists of an intoxicated narrator recounting some historical event from her/his foggy memory. Meanwhile, actors in period costumes act out what is happening according to the drunk storyteller. First of all, the Hi(Stories) and Memories exercise in screenwriting made us think of Drunk History because of content, obviously. In Drunk History there is a person trying to explain something historic as matter-of-factly as they can, but it gets muddled and fictionalized because of their state of inebriation. Our assignment did something (sort of) similar to this, because we also started with a moment of historical truth but then extrapolated fabrications as we went along and made up fictitious characters and scenarios. 

Moreover, this project was also reminiscent of Drunk History because of its collaborative nature, and the way two ideas of an event or a story don’t quite line up perfectly when two or more people are trying to portray the ideas in the biased way that they think they happened/should happen. In Drunk History, it’s the collaboration between the actual historical event and the drunken storyteller and finally the actors attempting to kind of enact both things at once. In this assignment, it was two writers trying to wrestle two different views of what a story should look like into one space.



Works Cited
"Mary Toft." Wikipedia. Wikimedia Foundation, n.d. Web. 10 Feb. 2015
"Sooterkin." Wikipedia. Wikimedia Foundation, n.d. Web. 10 Feb. 2015.
Haslam, Fiona. "2." From Hogarth to Rowlandson: Medicine in Art in Eighteenth-century Britain. Liverpool: Liverpool UP, 1996. N. pag. Print.

process piece: i am zelda and you are too

I AM ZELDA AND YOU ARE TOO
Love, Avery and Josh


Our Process Piece takes the form of juxtaposition between two "populations" playing different versions of the same video game. The first is a newer edition of Zelda, and the players are two males; in this segment, the boys are rowdy and smack-talk each other. In the second half of the piece, a lone girl plays an old Nintendo 64 version of Zelda and is relatively quiet and wordless throughout the gameplay. The juxtaposition of these two variations on similar processes reveals differences and gaps between male versus female, groups versus solidarity, and new versus old.  

This project was similar to “The Smokehouse” video by Smith Journal that we watched for class. For example, in the video, the audio played a far more important role than the visual. In the beginning of the video, we hear the chainsaw before we actually see it on film.  In our audio, you can distinctly hear the difference between the two parts. The video game sounds clue the listener in to what is happening. The boys were much more vocal during their gaming, whereas the girl was much more calm. In “The Smokehouse,” there are times when either the sound effects or the dialogue are the most important audio. When the guys are playing video games in our audio, it’s their dialogue that tells us what they are doing or how the game is going. When the girl is playing, it’s mostly the video game sounds that inform us of the nature of the process.  Our audio samples are also similar to the “Routine” videos. Obviously, our project relies completely on audio. The “Routine” videos would not be as exciting if they didn’t have any audio. If you watch a video of someone playing a video game, it’s bound to not be as exciting or entertaining if there is no audio. The game talk and sound effects add so much and tell their own story.   

In terms of outside media, the project is reminiscent of the website and movement, "Listen To A Movie" (listentoamovie.com), which is a free beta site that is marketed "for the cubicle workers of the world." Essentially, you can be doing whatever—working, running, riding a bus, doing homework—in a space where you can be connected to the internet but don't have the capacity or time to actually view a movie, only put the audio of the movie on as background noise. It's a film experience for multi-taskers.

The Process Piece assignment is similar to Listen To A Movie based on the fact that both projects center around subjects or events that were meant to be heard and viewed, and once you take away the visual element you get a completely new kind of media and art. Without an image to accompany a sound—especially a sound processit's easy for a listener to make different interpretation based on their stunted knowledge of the subject at hand. Our piece is about video games being played—a process that one hundred percent depends on the ability to see what's happening on the screen—and the unmistakeable sounds of gameplay and human interaction doesn't need to be illustrated with pixelated cartoon characters.
 

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