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Graphic Design EP

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ewapotocka portfolio

graphic design


my artiistic portfolio webpage


my artiistic portfolio webpage


my artiistic portfolio webpage


Project of art portfolio catalog


catalog


posters and invitations for exhibition


some poster


for Organic Village


Banners for Organic Village


Webpage for Organic Vi


illage: www.organicvillage.pl

Banner for Organic Village


Banners for Organic Village


Photos of food for recipes articles on Organic Village webpage


Projects of bags prints for Organic Village


Promotional materials a for polish magazine about interior design called ”Wnętrza Daniela”


webservices for �Wnetrza Daniela� magazine, TV program and portal about interior design

www.wnetrzadaniela.pl, www.magazyn.wnetrzadaniela.pl/ www.program.wnetrzadaniela.pl


webservices for �Wnetrza Daniela� magazine, TV program and portal about interior design

www.wnetrzadaniela.pl, www.magazyn.wnetrzadaniela.pl/ www.program.wnetrzadaniela.pl


webpage for University of humanites and economics in lodz,poland. project of usability, achitecture of information,graphic design and production as a creative director of of promotion department


promotional materials for University of Humanites and Economics in Lodz


promotional materials for University of Humanites and Economics in Lodz


concept and organisation of promotional event for University of humanistics and economic in Lodz and film school


webpageandpromotionalmaterialsafor5thInternationalSergeiDiaglevCompetitionofChoreographicArt


webpageandpromotionalmaterialsafor5thInternationalSergeiDiaglevCompetitionofChoreographicArt


Babski londyn webpage


Babski londyn webpage previous version


Babski londyn catalog


Balbina photostudio website


Virtual Fashion Week - event and blog


webpage for “Sztuka Królewska w Polsce” Institute


grzenda.pl webpage


webpageforplastic surgery clinic


antismoking series of posters for Ministry of Health in Poland


DESIGN CONTESTATIONS VIDEO - August 2009 – “DESIGN CONTESTATIONS” – International Design Festival – ŁÓDŹ DESIGN 2009, Łódź, Poland I was present activity family members and how them govern to home design. How belongings fan out at home, in particular thanks to children. I think, that actually trends in design (minimalism, solid and gloss areas) is not really to keep order and cleanness in house, where are small children and where a family’s members cook, and eat, and they have a completely normal day-to-day life.


VIDEO - August 2009 – “DESIGN CONTESTATIONS” – International Design Festival – ŁÓDŹ DESIGN 2009, Łódź, Poland


my female

camoufl ash


My female Camou Flash

My female CamouFlash - one of posters


.

net

Ewa Potocka net.art projects 1999-2013: clonesystem.art.pl(2010) grzenda.pl (2001-2013) Contraception Game (2003-2013) New Daddy (2001) spam.art.pl (2001-2004) Instruction Guide / CAFE 9 International Project(1999)


.art.


net.art project,2009


www.clonesystem.art.pl


Clone system is an internet project in which I deal with the topic of virtual identity. As a result of particular net features, shortcuts, the realisation of the basic needs for creation; identity has become the primary field of manipulation, transformation and creation. The creation of virtual beings is present in both games and internet services simulating real life. It is also present in practically every sphere of internet activity, from the popular internet community services, through Web 2.0 projects, to activity in the net. Through the nature of the net, an avatar (a graphics representation of a person; in other words: virtual embodiment), with the entire complexity of activities, behaviours, comments and history of the created person, is not a represented being, but a created one. It is not a new thing that everyone employs for their own use Public Relations; for the work needs, client relations, in order to attract a partner, family or friends relations. Our real identity stays partly hidden. More or less consciously we tend to bring to light (if not develop) a variety of different personality traits for particular life needs. For example to get promoted, or to win friends. The most commonly acknowledged identity changes are known from television. Especially during election campaigns, when Public Relations companies change an image of a politician entirely in order to achieve a specific goal - to win support of a social group classified ealier as the ‘target’. The Public Relations actions can be marked with a cynical trait, cold calculation and falsity. A manipulation of a human image is a fraud. We cover disadvantageous features to highlight the desired ones, or we present a totally new person, who did not fit the image before, but now he is what he should be like. The identity of a person calls for a reflection in a mirror, in other words the society. The net is that kind of mirror. It is easy there to find an auditorium big enough for a private show of the created personality strengths. The bigger number of social groups we belong to , the bigger is the need to create a number of various identiThe net seems to be a place used for promoting oneself and for changing identity. This stems from some of its features. The internet is used for communication, so it is a medium which requires contact making, searching for and joining social groups. With the membership of, or a desire to belong to a group, starts the PR process aimed at changing the image. To expand on that, a simulation of life on the net is from start to finish a designing process. It is not a subliminal copy of real life. Both the creators of the tools (such as the interface or the visual design of the project), and the receivers are not only the producers of the information, but also the aesthetics. Welsch believes The social reality, since it is mediated and created first of all by media, especially television, undergoes the far reaching process of reality simulation and a process of aethetisation. Aethetisation is a creative process. The reality simulation, virtual world production, the arranging of a non-existent situation while giving an illusion of reality used to be, before the spread of the internet, the domain of such media as the television, news and radio. Media were the transmitters, therefore the virtual world creation process belonged to them, the receiver could only observe it, or copy it into real life. With the development of the internet, especially the services such as Web 2.0 (that is based and focused on the users creation who stop being the receivers only), the creation of a virtual world became possible for all, as anyone can be a transmitter and a receiver on the net at the same time.

c


system

clone


system

clone

The rise of the services, which enable users to use tools to create a variety of things, is a breakthrough in the evolution of the Internet which enables transformations on a grand scale. In a virtual world, which is a seemingly parallel, distorted image of the real world, people start their second life, or often several of them. Jaron Lanier, the creator of the term - Virtual Reality - claimed that VR functions only thanks to imperfection of human senses and the human brain’s ability to complete the picture. Therefore, it is a psychological process. To develop Lanier’s idea, for me Virtual Reality is based on conceptual processes. The virtual world gives the people other values than the ones available to achieve through our senses. It becomes an improvement, an artificial limb of reality, an extension of our abilities bounded previously by our physicality. Perhaps this is where the need to build or try other identities comes from. Perhaps it also comes from the basic need to create something, in which the creation of ‘self’ seems to be the shortest way to the goal - the existence in a virtual world. This aspiration to create a ‘purely medial individuality being’ may be noticed in popular internet community services. The activity in community, which manifest through the biggest number of friends, the frequency of pictures upload and commenting on others’ activity, is more important than having any particular creative skills, which in well-known cultural schemata catered for survival in a timeless and immaterial sphere. The services impose on the community gathered around them a particular type of the identity creation. The services are aimed at supporting professional contacts, some others cater for social or dating needs. An identity created for one service may disagree with another identity created somewhere else. Often, friends from one community frown upon a social activity created somewhere else on the net, which is created within a completely different group of people. My project is meant to answer and cater for such needs. It is aimed at broadening the possibilities of creating identity in a strict sense. It is both a community and anti-community service. On one hand, you can find friends on the basis of their looks, or to be more precise, on the basis of the need to look alike. On the other hand, it creates an opportunity to multiply your identity endlessly, while at the same time remaining completely undistinguishable. Thanks to having multiple identities and a possibility of managing them from one account, the person may achieve a variety of goals. By using one identity, he can date, through a different one he can lead a business meeting. A clone is yet another version of a person, whose existence is possible in a variety of ways. In clone system the most important tools are the ones used to create and modify one’s own looks. It is the most difficult thing to do and the look is essential for a virtual identity. For a long time now, it has been possible in the net to hide under an avatar, which look is often unreal. The graphic representation of a person does not have to resemble of the real person. It rarely does.


Statistically, in ‘Contraception Game’ the majority of people who choose an avatar, selects the one which resembles their aspirations, in most cases conforming with the current aesthetic trends. For example, in case of women 95% chooses an avatar showing a slim blonde with a large bust. On the other hand, when there is an opportunity to show their real looks, the majority of people hide beneath a photo found in the net showing a famous actress, model, or another known person. To see what happens if you answer the above needs I created a system in which by using fragments of real people’s photos, you can build a person which seems to be real. The person, however, does not exists so there are no copyrights to her/his image. The created image can be used in other services (for example to present clothes which we would like to sell on auction without showing your own face). The system of building a clone is based on constructing the look by using a variety of fragmented looks of other people stored in the database. The database is being constantly updated, also the users may send their images, which use by other members can be monitored by the sender.To sum up, by using the looks of others, we can share with the community our own look through completely royalty free virtual people. Additional tools in the image modifying project is an elaborate editor which allows to input other people’s fragments of look into your own picture. So, it is possible to paste in your own picture an image of a person who does not exist ( as a partner), or it is possible to place that person in a commonly known by the group place (for example your own house). You can also change your own look by using selected parts of a virtual image, that is pasting someone else’s nose, lips, legs etc. Photo editor is a simplified on-line graphic programme adapted for people who do not possess any graphic skills. The next important element of the project is popularity, which is the most sought after element of the virtual identity. It is often won through persistence on-line and won in a ‘no-one knows how’ way, since the virtual existence does not link with any commonly known cultural value. As an example, it is enough to name the Big Brother celebrities. Often the fact that they are average and common becomes their attribute to win fame. The next important element of the project is popularity, which is the most sought after element of the virtual identity. It is often won through persistence on-line and won in a ‘no-one knows how’ way, since the virtual existence does not link with any commonly known cultural value. As an example, it is enough to name the Big Brother celebrities. Often the fact that they are average and common becomes their attribute to win fame. In Clone system the fame would be calculated, each clone has got access to its own statistics - how many people visited the clone, how many people voted for it, how many people left a comment. What is more, fame is a virtual currency in the service. For won fame, the user can buy other identity, or buy an upgrade. In the future, as the service develops, the user will be able to buy other things. The fame of our body parts will also be calculated into fame points. Completely anonymously we can check how many people would want to have our nose, or our legs. The active identities created in the service may also swap their virtual fame amongst the users by putting them on auction. Using the currency - that is the number of fame points - we can buy from someone some other famous identity to feel what it is like to be that person. The embodiment of a character which we would never come up with by ourselves can give an opportunity to be for awhile someone else.

clo


onesystem


www.grzenda.pl/antykoncepcja Ewa Potocka, 2003

A Game about virtual motherhood and contraception

VMum Gam


It is an ironic game in which players should try hard to protect their eggs by shooting the sperm. If they do not shoot it, it combines with the egg and therefore fertilizes it making players pregnant. Players can be males or females. If one of them looses, he or she gets pregnant. Normally, only females get pregnant but here in this game male players get pregnant too. Playing takes place in a virtual womb. When you win, you get virtual “sperm money� that you can use to buy whatever you want such as apartments, cosmetic products to name but a few. When players get pregnant, children are being developed in their accounts for the period of 9 months. In such situation, they should consult a virtual gynecologist to get information about the status of their pregnancies. As players, they are represented by their chosen avatars. When they are pregnant, the shapes of their avatars get changed to make them know that they are pregnant. When they give birth to their children, they should take care about them. For example, they should feed them, bath them, change their cloths etc.


www.grzenda.pl/antykoncepcja Ewa Potocka, 2003

A Game about virtual motherhood and contraception

VMum Gam


digitalp


photo & graphic


Stay connected Sanctuary performance Casablanca, Morocco


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