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Architecture + Research = Future

Is healthgoth sub-culture highly “POLITICAL”?

The term health goth is an oxymoron by itself, beside this argument it is more specific about the  “Aesthetics” and its proto narrative of getting back to paradise by embracing mortality as a one-world consciousness and devotion to deliver us from late capitalism. Johny love who is considered to be an outcast by the health goth’s initial creators magic Fades works exactly in this form of aesthetical Branding and this is the way in which Accelerated Aesthetics work. Accelerated aesthetics is a phenomenon where it gets along with capitalism and works completely against it in the later stages, it is like a Trojan horse virus a good one indeed. The usage of 90’s Adidas brand and inverted nike are rhetoric examples of these which work completely against capitalism.

Health Goth invigorates the anti-nostalgic dystopian present which is more into the ethos of mythologizing the present technology and a new genre futuristic thinking . It depends on the visual physical aesthetics as they represent the futuristic cyborgian humanitarian semiotic.

[ To be edited and Continued Later ]

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Health Goth – A visagial Dialogue

Speaking with the founders it was found what exactly were the visagial intentions of its creators about the ethos of mythological transmutation with the technological advancement.exactly was, And we give you what it was

Beyond the obvious what actually is Health Goth and when did you first get into it?
It’s a combination of things we’re interested in like sportswear, fetishisation of clothing and cleanliness, body enhancement technology, rendered environments, and dystopian advertisements. The original idea came from some edits where I was adding these darker elements to CGI renderings of gyms. It was around July of 2013, when I started joking with friends and sharing posts with no intention of it evolving into what it is now.

What’s the significance behind bringing together subcultural styles like goth and cyber punk and the mainstream world of sport?
It has to do with our history of net art obsession and fascination with the rise of trans-humanism. We want to create art that references evolution and relate it back to subcultures, things like bio-enhancement technology, anti-aging medication, and how it all feeds into this ideal of “pursuing perfection”. We embrace a lot of these futuristic fantasies but ultimately we all have our own fears and doubts about it. So we like to blur the edges between things that are transcendental and taboo just enough that it begs a discussion.

Were you always into goth?
We’ve never really been into just one thing. We love goths and things about being goth, but not everything about it. None of us are purists about anything, and none of us have any interest in being retro at all.

What is it about the darker side of sport ads that fascinates you?
It’s not necessarily that it fascinates us, but it was a starting point in some ways, being that we were seeing things in these ads that the company and others weren’t recognizing. There’s a lot to take inspiration from, trying to accentuate something that was understated by putting it in a different context.

Where did your interest in sport/healthy lifestyle come from?
For us, it’s more about full mind and body health than it is about sport. We want to encourage people to own the freakish parts of yourself that are typically suppressed. We’re also very interested in ultra-clean rendered environments, self-esteem, and general happiness. Whether you get that from exercise or some twisted fetish you have, so be it.

What’s the relationship between you version of Health Goth and Johnny Deathface’s 10 commandments?
Yeah, we have nothing to do with his site. He has said he did it just to piss us “nerds” off, but clearly he’s attention-starved and trying to make a quick buck selling shitty t-shirts. But no, we do not agree with any “commandments” and his representation of it is about as far off-base as you could get.

Is there a Health Goth community or place outside the web where it can congregate?
I mean there are countless people that exist out there sharing some of the same outlook, but they might not identify as or appear to be “health goth”. There are clubs in London, New York, LA, or here in Portland, where you’ll find people that are incorporating it into their personal style. But it’s all indebted to designers and streetwear movements that came before us so a lot of the fashion elements are really recognizable to people who have been following certain trends in music or net art. I don’t think any of these people would straight up say “I’m health goth”, I certainly wouldn’t. We reject the idea that it’s a lifestyle choice, it’s an aesthetic and you’re welcome to pick and choose whatever bits inspire you.

Is there a particular Health Goth sound?
We haven’t paired it much with specific sounds, because we’ve seen other aesthetics become less relevant when the music stopped progressing alongside it. There is a dystopian club sound though associated with labels like Liminal Sounds, PAN, Her Records, etc. and artists like Drippin, Dj New Jersey Drone, Sudanim, M.E.S.H., and others.

Have movements like Seapunk and other internet art affected your overall aesthetic
Absolutely. We are friends with many founders and leaders of movements like Vaporwave and Seapunk, and have been talking to them all along. We’re obviously indebted to the context they worked in, and we are obsessive supporters of artists like Kim Laughton, Gerg?’ Kovács and Chris Isbert at the Aesthetics groups, Jan-Peter Gieseking, etc. We are completely dumbfounded and inspired by their work.

You spoke about accelerationism in a pervious interview, how would you explain your belief in it and how does it relate to Health Goth?
Accelerationist aesthetics are really about how subcultures can develop in our “capitalist” society while acting destructively towards it by appropriating the visual elements used to perpetuate it. Occasionally people think we are trying to advertise brands on the page, but it’s an inherent part of the medium we work with.

What do you hope to achieve with Health Goth as a movement?
We aren’t trying to achieve anything. We want to keep posting images that are relevant to us and be mindful of what we are doing.

How would you feel about Health Goth going mainstream and what would you say to your critics if it did?
Well, we think a lot of the elements the community identifies with are already mainstream, even if they are towards the fringe. They’re connecting with bits and pieces of it that are already parts of their personality, lifestyle, or artistic interests. But if it’s a question of “selling out” or not, you can be sure there won’t be any clothing, events, or advertisements that are specifically branded “Health Goth” and marketed to people (except of course the clothing Johnny is selling without our blessing). That would be as absurd as an official Seapunk or Normcore campaign; it would obviously self-destruct. We’re artists and aesthetic junkies ourselves, any work we’re hired to do as creatives or designers is a personal venture and doesn’t speak for the thousands of people that embrace the movement and have made it their own. We have too much love for them to deliberately commodify and alienate them like that.


credits

Based on the I-d.vice interview

Health Goth ” A R[A]T Culture “

Created by a band of four musical band people named Magic Fades, Mike Grabarek, Jeremy Scott, Chris Cantino @Portland, Oregon. It was initially started as a facebook group in the year 2013 before it went viral. It is a high tech and exotically specialised sportswear with a really sparse color palette.

” Gothic Aesthetic with Athletic Leisure movement “

The characters of being a health goth is to follow a solid set of rules as every single subculture has its own fixity, rules, norms and limits to be followed. Owing to the sparse color palette ” SLEEK BLACK ” is considered to be the dynasty that rules the place by provision of color blocking and having a great sports outfit which provides an industrial look.

DOTA “The Protagonist”

The report below is about the gaming subculture and the activity of an empire of gaming culture based upon the professional gaming surveys conducted among 13,000 gamers by razer and the results are as follows

razer-dota2-infographic-new-2_050614d
Credits : Team Razer

The Subculture of Gaming

Video game culture (more accurately: a subculture) is a worldwide state-of-the-art media subculture anatomized by video games. As computer and video games have aggressively increased in idolization over time,they have had a significant influence on popular culture. According to the comScore data cited by Spil Games 44 % of the online community plays games. Netherlands-based Spil Games collected research from various sources, including Newzoo, World Population Clock, comScore, eMarketer, Goo Technologies, PopCap, Cisco, SpotXchange, Brightroll, and Akamai. It mashed the data together in a 17-page report.Click here to go to the report [ This is a 2013 based report ]

Ever since the Start double Elimination of ” THE INTERNATIONAL ” was organised by valve in the year 2011, the genre of gaming has had an unequivocal push in the prophecy of E-gaming. and ever since the introduction of E-gaming on an international stage became a  major success the amount of people inducting themselves into the subculture of gaming have started to show a great amount of interest towards the undertaking of gaming as a professional career option.And it is estimated that 10 percent of the global population is into online gaming out of which 1 % of the global population plays the game of Dota according to Steam reports

capture-20170107-052245
The Statistical Data on the Dota 2 playing international population [ as of 7/1/2017]
In a survey conducted by joindota.com 66% of the Voters wanted to study dota as professional educational career.

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Survey by joindota.com on people who wanted to learn E-Gaming [DOTA] on a professional level
And seeing the record numbers A lot of educational institutions have come forward to adopt the E-sports into their curriculum of education. The first public hih school to include esports in its core curriculum was from Norway. And dota 2 was considered to be a serious contender among league of legends and CS-GO. Garnes Vidaregåande Skule recieved a great amount respect from the E-sport Gamers as soon as this news was viral among the internet using masses. The school’s moto was to create various teams that could start shining and create a Norwegian E-sport domination worldwide. within a three year span.

DotaBlast asked Petter Grahl Johnstad – Manager of the Science Department at the Garnes Vidaregåande Skule – what the Dota 2 classes would look like. Would students learn the mechanics of the game? Would they have a Dota 2 textbook to help them learn? Would they have homework? Would they join amateur tournaments?

As Johnstad puts it, they might, or they might not, it’s up to the future teachers to decide. While their names are yet unknown, according to Johnstad, the process of selecting the coaches who might shape Norway’s future esports champions “is looking very good so far”. For the entire interview .click here

” We aim to offer classes in the two most popular games among our applicants. When people suggest new games to include on the list, such as Smite and Call of Duty, we have included them. These proposals have not been very popular so far, so I do not believe that the scenario you are suggesting will manifest in reality. If many people suggest something that will not work, we will of course take charge of the situation and find a solution that works. ”

-Petter Grahl Johnstad [ suggesting that LOL and Dota 2 on being the front runners]

 

Gamification – A Module of Learning

Gamification typically involves applying game design thinking into non-game applications to make them more fun and engaging . Gamification can be applied to any industry. But what if the process of gamification be applied to a gaming educational institution converting all gamers into students of gaming and being the scientists of their gaming traits

What makes Gaming Schools Better ?

” People Start Playing Games and through no fault on their own get addicted if a person doesnt have a sense of achievement in their life it is easy to lose themselves in the virtual world where they can get false sense of accomplishment. ”

But what if these false sense of accomplishment is brought into reality by making the space and the break down gaming into a form of an educational discourse. The process of gamifying your everyday networking has already started without the self proclaimed knowledge of a person.  We are Already started to play the games for example

gamification-vs-gamebased-learning-theories-methods-and-controversies-9-638
The above image is the starting of Gamification of your daily profile with rewards
gamification-vs-gamebased-learning-theories-methods-and-controversies-11-638
This is Foursquares Gamified form of Accomplishment badges that has been evolved over the years
gamification-vs-gamebased-learning-theories-methods-and-controversies-13-638
Gamified version of College Syllabus with various levels of Accomplishments

“63 percent of respondents agreed that making everyday activities more like a game would make them more fun and rewarding. More than half said that if a layer of competition were added to their everyday routine, they’d keep a closer watch on their behavior and activities”

Gamifying : Benefits+Problems Benefits

● Make it more engaging.

● Motivate players to complete quests.

● Help players focus and be more attentive to what they are learning.

● Spontaneity and Multitasking

● Allowing players to engage in friendly competitions with peers.

● Finding and Adopting team players who could be coherent in thinking and adopt the same style and stratergy

●Finding peers with “different roles” who could fit a team of 5 people. So team building also occurs. The roles are [Official Roles]

  1. Carry
  2. Disabler
  3. Initiator
  4. Jungler
  5. Support
  6. Nuke
  7. Durable
  8. Pusher
  9. Escape

●The thinking of these five people must be exactly in the same way like how they are mentally bonded  ( PACIFIC RIM : Giant Robot human Pilots ) so creating a chemistry link between the players based on their game-play and genre of thinking .

capture-20170106-004926.png
Every Gaming team must be based on the neural handshake created by the drift and when the bond is made then the team can be acknowledged by chemistry

Problems

● Gamification can become become predictable and boring.

● Poorly designed gamified activities can seem meaningless (if learning objectives are not well defined).

● Gamification can seem manipulative (ethical questions arise).

JWT Intelligence ( Jan 14, 2011 )

So education Becomes the Activity here. And accomplishments becomes the reward. This together combined is the art of learning gaming, herein to blend the genre of education of Gaming ( DOTA ) to foresee and train for inventing new meta in the game.

 

 

 

Contemporary-ness > Post-Modernism

“Post-modernism was a metamorphosis and by the time we started our architecture discourse it was cliched . You fight metamorphosis with transformation accompanied by choreographed transmutation in the form of contemporary-ness.”

-Jayakar Priyadharshan

The Shadow Dimension

” If a shadow is a two-dimensional projection of the three-dimensional world, then the three-dimensional world as we know it is the projection of the four-dimensional Universe “

-Marcel Duchamp

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