Superhuman can mean an improved human, for example, by genetic modification, cybernetic implants, or as what humans might evolve into, in the near or distant future. Occasionally, it could mean an otherwise “normal” human with unusual abilities, such as psychic abilities, flying abilities, unimaginable strength or exceptional proficiency at something, far beyond the normal.
Olympic athletes can be considered to have superhuman abilities. The Olympics represent what the peak of human physical fitness is. Every part of their training, from their diets to the exercise regimes are mathematically calculated and personalised in order to achieve peak efficiency.
This allows the athletes to achieve superhuman speeds and abilities that humans can never naturally achieve without this science based training. The athletes are therefore physically hyperreal.
‘Today, after more than a century of electric technology, we have extended our central nervous system in a global embrace, abolishing both space and time as far as our planet is concerned.’ (Marshall McLuhan, Understanding Media - 1964, p.3)
This project is based on the concept that technology functions as an external mind to us. If we concentrate on man in relationship to the control of his environment, no description is more apt, than the description of man as a tool-making animal. In the short history of mankind, the majority of the tools which humankind has made can be thought of as an extension of his muscle power.
However, recently a different kind of tool was invented, a tool for extending certain powers of human minds. This tool is the electronic computer.
Motion blindness (also known as akinetopsia) is a rare neuropsychological dissorderin which a patient cannot perceive motion in their visual field, despite being able to see stationary objects without issue. For patients with akinetopsia, the world becomes devoid of motion.
The brief was to create a poster to advertise a lecture by Dan Pinchbeck in Brighton University. Dan Pinchbeck is the creative director for The Chinese Room, an independent game company that specialise in first-person gaming.
I chose to focus on the first-person element by illustrating the development of the character’s arms which are often seen from the first-person view.
The reels of imagery have been used to represent creative disciplines such as graphic design, sound design, architecture etc.
The way they weave and interact with each other shows the connections and possibilities of the University of Brighton graduate.
The lines that separate each discipline these days are becoming more and more ambiguous. The structure demonstrates this. Today’s creative professional needs to be versatile enough to work across a variety disciplines.
We wanted the poster to be stripped down typographically to focus on thesemantics of the imagery, with only the most important text available, with web addresses clearly viewable.