Annotated Bibliography

Alacovska, A, et al. (2022). ‘A relational work perspective on the gig economy: Doing creative work on digital labour platforms’. Work, employment and society. DOI: 
https://doi.org/10.1177/09500170221103146 . [Online] Available at < https://journals.sagepub.com/doi/full/10.1177/09500170221103146?casa_token=YnjxUi3U6EMAAAAA%3AiD9Q8UOG_C8ejtBavfhP-NzbgXzaV6dKq5GQUt2h1G9rEeXCHMhhoLN3yi0lnFyZWq9tJlInA6etVw > [Accessed 08/12/2022]

This article offers results of a study where a pool of creatives were interviewed about their work within gig economies using digital labour platforms. It focusses on the wellbeing of artists and their feelings about the platforms that they use daily. The main findings of the article show that this way of working can cause burnout and loss of client relationships as people are forced to work for an algorithm. The algorithms state  time frames for working which brings competition for lower prices and quicker turnarounds. This source shows how gig cultures are a necessity for creatives but also inhibit their work and favour quantity over quality. This is a useful article to be aware of as freelancing is often a lonely way to work and highlighting problematic work platforms enables the safety and wellbeing of artists to be considered by reflecting on current practices and comparing to wider communities.

Belk, R, et al. (2022). ‘Money, possessions, and ownership in the Metaverse: NFT’s, Cryptocurrencies, Web3 and wild markets’. Journal of business research. 153 PP 198-205. DOI: https://doi.org/10.1016/j.jbusres.2022.08.031. [Online] Available at: < https://www.sciencedirect.com/science/article/pii/S0148296322007147?casa_token=Qn3_3mWBakAAAAAA:plEGs0TNiIzuhPNluZ4ow_nqUYaG2IuIFiUG8P_XVP3gfqgSiIZKVw5CPA49ljG7ZGh5lyDhFUk> [Accessed 01/12/2022]

This article explains how the Metaverse works and how it’s predicted to look in the future. It covers topics such as Cryptocurrencies, NFT’s and virtual land/assets. The main argument presented is that currently multiple Metaverses exist with their own rules and currencies, but a unified Metaverse would need to exist for a stable virtual economy. The authors states that NFT art is the biggest trend in virtual worlds which is an important thing for artists to keep an eye on as it is predicted to take over the gallery business by cutting out the ‘middle management’. Without a true Metaverse vision however, the market is immediately unstable which could cause an economic crash. This is a useful source for illustration because it helps to keep a foot in what the future of art may hold but also keep reality in check so that artists do not jump ship too quickly.

Diethelm, B. (2021). ‘The five-colour theory: a new approach to colour’. Colour research and application. 46(3) PP 595-603. DOI: https://doi-org.ezproxy.herts.ac.uk/10.1002/col.22664 [Online] Available at < https://onlinelibrary-wiley-com.ezproxy.herts.ac.uk/doi/full/10.1002/col.22664 > [Accessed 3/11/2022]

Diethelm is a painter who develops holistic colour systems for their work. This paper describes their five-colour system named Sirius primary system, as an argument for a new colour theory system. Research is explained here demonstrating how the theory works and additionally why it might work better than traditional colour theory. The studies used within the paper are an excellent source of research into how colour theory can be taught easier and used holistically. It also creates a base for further study into colour perception which is important for designers to be able to implement into designs. The findings argue that the traditional colour wheel may be outdated as it doesn’t offer a wide enough range of hues and tones. The outcome provides the first base arguments for further studies into colour perception and art therapy/holistic uses of colour showing potential for further experimentation and research in the field.

Dubber, M. (2020). Transparency’, Diakopoulos, N. The Oxford handbook of ethics of AI. London: Oxford University Press. [Online] Available at <https://academic-oup-com.ezproxy.herts.ac.uk/edited-volume/34287/chapter/290661457> [Accessed 06/10/2022]

This chapter investigates transparency between algorithms and human involvement in cases of ethics. Dubber publishes books on law and their expertise on the subject are important when investigating ethics and boundaries. The discussions show that artificial intelligence should locate human involvement so that people can be appropriately credited for their work. AI is often recognised as creating something, but it is human involvement that creates algorithms or the data which it learns from is fed. The text is useful in an ever-growing digital age where AI is becoming more prevalent in illustration. Debates often occur about the ownership of AI generated art and whether plagiarism is involved, with the source on ethics it is easier to define these lines by treating them like a rudimentary and evolving set of rules. The source differs from others on the topic as it remains unbiased by looking at AI ethics objectively.

Elgammal, A. (2019). ‘AI is blurring the definition of artist. Advanced algorithms are using machine learning to create art autonomously’Sigma XI, the scientific research society, 107 (1). [Online] Available at < https://go-gale-com.ezproxy.herts.ac.uk/ps/retrieve.do?tabID=T002&resultListType=RESULT_LIST&searchResultsType=SingleTab&hitCount=1&searchType=AdvancedSearchForm&currentPosition=1&docId=GALE%7CA579092374&docType=Article&sort=RELEVANCE&contentSegment=ZONE-MOD1&prodId=AONE&pageNum=1&contentSet=GALE%7CA579092374&searchId=R1&userGroupName=uniherts&inPS=true> [Accessed 06/10/2022]

Elgammal is a scientist who has published over 150 papers in their field of artificial intelligence. This paper concentrates on AI generated art and specifically how people react to it. This source is interesting because it comes from a scientist rather than artist which is an interesting point of view to gain. For illustration practices it is important to understand new technologies being used within the field and remain current on the debates surrounding them, this paper is beneficial because it explains the processes scientifically to give better understanding of the topic’s origins. The paper appears to be bias as the author invented the algorithms being tested and therefore bases their argument on their own work. The source, however, remains useful in context of scientific information and is a strong argument for the use of AI in art which invites investigation into the other side of the argument. 

Kucirkova, N. (2017). ‘An integrative framework for studying, designing and conceptualising interactivity in children’s digital books’, British Educational Research Journal, 43(6). PP1173-1175. Doi 10.1002/berj.3317 [Online] Available at < https://bera-journals-onlinelibrary-wiley-com.ezproxy.herts.ac.uk/doi/pdf/10.1002/berj.3317 > [Accessed 20/10/2022)

This article discusses if interactivity influences children in reading and engaging in books. Kucirkova, a professor of childhood behaviours focuses on the use of media and technologies. This paper observes studies conducted with children and discusses interactive materials in digital books making for interesting arguments into defining digital literature. This article was chosen as it highlights differences between print and digital books – an ever-growing medium choice that illustrators make. These studies create good findings to extract data from and make decisions about design. As the studies for this article are completed on or before 2017 however, there is an issue with temporal validity. For these findings to be considered accurate, the study would have to be re-done. The source is still reliable as it discusses technology that is still used in industry today but would become more valid if the study was conducted regularly to cater for generational changes.

Lawrence, P. (2020). Children’s writers’ & artists’ yearbook 2021. London, Bloomsbury.

This book invites authors and illustrators with extensive knowledge to share their expertise and advise within the field of children’s books. Two chapters in particular were analysed which were about self-publishing and literary/illustration agencies. These pages offer industry secrets on how to go about publishing your work as well as expert advice from artists, authors and agents. This source provides insider knowledge in one place where it is usually rather difficult to obtain without going through the processes in a trial manner first. The differing viewpoints from many industry leaders offers a subjective view into the field. This is helpful for illustrators as it offers multiple methods to deliver the knowledge so that the reader might make critical and reflective decisions based on other people’s experiences. The book invites the reader to think reflectively on their goals and current work to help achieve publishing.

Marcelo, K and Marcio, O. (2018). ‘Digital pollution: going beyond the limits of virtual’. Revista Juridica 4 (53). PP67-69. [Online] Available at <https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3329533> [Accessed 13/10/2022]

This article investigates hidden digital pollution, showing findings from studies on the amount of Co2 used by emailing. It uses findings to understand how illustration may be unsustainable even though traditional resources aren’t being used. The authors argue that with increasing digital/cloud storage we are less likely to tidy our files and may even impact the environment in worse ways and for longer. This source is important to illustration practices as it takes ignorance out of the equation. This paper cannot be ignored, merely reading it incites action to think about hidden pollutions in art practices. With rapid technology growth estimations can be made that data would become more excessive each year meaning that the findings should be recalculated yearly to keep the results relevant and enabling them to continue being a reliable source on the topic. This is important as it enables re-education within the industry to ensure sustainability. 

Mihaillova, M. (2021). ‘Coraline A closer look at studio LAIKA’s stop-motion witchcraft’. New York: Bloomsbury publishing inc. [online] Available at < https://library.oapen.org/handle/20.500.12657/58856 > [Accessed 10/11/2022]

Mihaillova regularly contributes to journals focusing on animation, film studies and feminism. This text argues that animation has transcended its cel-shaded roots in favour of puppetry and 3D. The author suggests that illustration is moving into a hybrid style which adopts animations 3D use, and the two practices may merge in the future. The findings in the article show links between Victorian inspiration to modern day technology and how styles have developed so that production techniques are almost unrecognisable as a specific animation style. The text was chosen as it is inclusive of illustration techniques regardless of its primary focus being on animation. Current industry trends towards 3D illustration techniques are shaping the industry meaning that this research is incredibly relevant even though the source only focusses on one movie, ‘Coraline’, and by comparing with other movies in the field it could provide more insight and further research arguments.

Shalet, D. (2019). ‘Through the looking glass: Ghost in the Shell, transhumanism, and transcendence through the virtual’. Implicit Religion. 21(4) PP 413-432. DOI: https://doi.org/10.1558/imre.35338. [Online] Available at < https://repository.canterbury.ac.uk/download/a45d1723cf15e658571afb462eb77aba89627e57f3ec145e0794c0fe62c9f48b/283894/Through%20the%20Looking%20glass%20Ghost%20in%20the%20Shell%20and%20Transcendence%20Through%20the%20Virtual.pdf> [Accessed 01/12/2022]

Shalet, a professor in religious studies, uses expertise to make connections between transhumanism and religion, specifically using Ghost in the Shell by Masamune Shirow as reference. This manga series shows a post-human era where humans have transcended themselves with technology. Shalet discusses that Eastern cultures adopt this idea of transcending within religion, as non-sentient beings can awaken to enlightened life. Alternatively, Western religions believe that souls exist within humans exclusively therefore shun the idea that humans can become post-human. The source contains arguments for multiple viewpoints with its main points drawing from religious texts. It is a useful article for illustration as it dissects a popular visual style and helps the reader to understand exactly why it might be a success and where it gains controversy. This knowledge of the world is useful to design to ensure that people can remain responsible designers but also elicit response in ethical ways.

Smith, J. (2013). ‘The (Pantone) colour purple: a milky path home for Cadbury’s trademark’. Journal of intellectual property law & practice. 8 (3) PP190-192. DOI: https://doi-org.ezproxy.herts.ac.uk/10.1093/jiplp/jps217 [Online] Available at < https://academic-oup-com.ezproxy.herts.ac.uk/jiplp/article/8/3/190/916310 > [Accessed 18/11/2022]

The author uses a court case between Nestle and Cadbury to explain how colour trademarking works and the legal pitfalls surrounding the ‘ownership’ of colours. The judge’s rulings on the case make each side of the argument for each company showing a non-biased viewpoint on the subject. The main findings of the piece involve specifics into what enables a colour to be registered by a brand whilst showing the reader how the law prevents monopolisation of colour and unfair colour ownerships. This is a wildly different source to look at as an illustrator because it focusses on law and ethics, however this is hugely helpful to the industry as an understanding colour trademarking can prevent mishaps with clients and infringement. This is largely educational but can also be considered an inspiration to illustration as it inspires the use of carefully curated colour palettes by designers.

Toups, Z.O. Et al. (2019) ‘Making maps available for play: analysing the design of game cartography interfaces’. ACM transactions on computer-human interaction. 25(5). PP1-43. [Online] Available at < https://dl.acm.org/doi/abs/10.1145/3336144 > [Accessed 27/10/2022]

The authors of this research paper have all contributed to numerous articles about video games with extensive teaching records in the subject area. This paper highlights the use of maps in video games and the interfaces used. The main discussions look at challenges within game cartography by looking at how the technology is implemented in the real world. It is a useful discussion which focuses how contemporary cartography could influence modern day design challenges in other fields such as crisis control. Most other sources look at maps within history or science, but the authors look at maps within the context of games and specifically design. This is refreshing as other sources on map topics feel slightly stagnant. Using real world applications as it’s analysed conclusion shows how illustrators can adapt to different challenges using technology. 

Design a site like this with WordPress.com
Get started