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"If participation has been an ideal in politics since ancient democracy, in art it became central only with the avant-gardes emerging from WWI and the Russian Revolution. Politics and aesthetics are still catching up with each other. In the 21st Century, since the revolutionary unrest of the 1960s, participation in art and architecture has lost its utopian glow and become the focus of a fierce debate: does 'participatory' art and architecture shape social reality, or is it shaped by it? Contemporary critics see in participation only technocratic control, while others embrace it as a viable politics in an era of global capitalism. This volume breaks the impasse by looking at how participants themselves exert power, rather than being victimized or liberated from it. From artists hijacking Google Earth to protesters setting up a museum of the revolution in Cairo, art, architecture, and daily life are explored in their participatory dimension."--Publisher.
Art --- Interactive art --- Philosophy.
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"Enactive Cinema: Simulatorium Eisensteinense explores the psychophysiological grounds from which the experience of cinema emerges. It follows the traces left by Sergei M. Eisenstein, the Russian filmmaker and researcher of the pre-digital age, whose visions on organic-dynamic thinking carry implications for new kinds ofinteractive cinema even today. The method of parachronic reading extrapolates Eisenstein's thinking, embedded in his contemporary scientifically-oriented era, to the discoveries of the 21st century neurosciences. It is claimed that, in particular, the finding of mirror neuron networks, i.e., built-in sensorimotor-based imitation systems, has consequences for cinema, enabling a neurophysiological explanation for authoring cinema as a socio-emotional simulation system of the other. The novel concept of enactive cinema is introduced: an interactive cinematic montage system in which the narrative flow follows the unconscious psychophysiological enactment of the spectator, as a dynamical abstraction of the mirroring system. The enactive cinema project Obsession (2005) demonstrates such a system in practice. Enactive Cinema implies reconsidering the role of the author. With the notion of second-order authorship, the focus is shifted from the conventional idea of explicit linear control over the cinematic narrative to designing the cinematic artifact as a complex dynamical system with emergent behavior."--
Interactive art --- Motion pictures --- Psychological aspects --- Eisenstein, Sergei,
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Computer art --- Computer graphics --- Interactive art --- Interactive multimedia --- Narrative art
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"This text presents the work of cultural theorists and philosophers of new media, together with the perspectives of artists experimenting with different interactive models critically examining their own practice. The book proposes the use of new critical tools for discussing new media forms."--Bloomsbury Publishing.
Multimedia (Art) --- Motion pictures and the arts. --- Interactive art.
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"Worldmaking as Techné: Participatory Art, Music, and Architecture attempts to outline a practice that challenges the World and how it could be through a kind of future-making, and/or other world making, by creating alternate realities as artworks that are simultaneously ontological propositions. In simplified terms the concept of techné is concerned with the art and craft of making. In particular a kind of practice that embodies the enactment of theoretical approach that helps determine the significance of the work, how it was made, and why. By positioning worldmaking as a kind of techné, we seek to create a discourse of art making as an enframing of the world that results in the expression of ontological propositions through the creation of art-worlds."--
Interactive art. --- Arts --- Philosophy. --- Architecture --- Architecture and technology --- Art --- Creation (Literary, artistic, etc.) --- Interactive art --- Techne (Philosophy)
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Taking an interdisciplinary approach, this volume brings together contributions by distinguished experts from different disciplinary fields for a multidimensional view on immersion in the visual arts and media. In the current media debate, immersion has frequently been linked to the advent of digital technology and its capacity to provide vivid sensations of being placed in or surrounded by an artificial space. The idea of ‘liquidity’ contained in this promise to plunge into another world informs wide areas of contemporary cultural imagination, referring to a myriad of phenomena that relate to experiences of uncertainty and instability, of complexity and change. Considering the fact, however, that the idea of ‘liquid’ spaces appeared long before the digital creation of augmented or virtual environments, the contributors to this volume trace its reemerging throughout the history of the visual arts and media. By focusing on selected works of painting and architecture, photography and cinema, video installation and media art, they explore the variability of immersive experiences according to the different media environments and interfaces that constitute the actual sites of historically shifting relations between media and users. Contributors are: Matthias Bauer, Jörg von Brincken, Robin Curtis, Burcu Dogramaci, Thomas Elsaesser, Ole W. Fischer, Gundolf S. Freyermuth, Ursula Frohne, Henry Keazor, Matthias Krüger, Katja Kwastek, Fabienne Liptay, Karl Prümm, Martin Warnke.
Art and technology. --- Interactive art. --- Participatory art --- Performance art --- Social practice (Art) --- Technology and art --- Technology --- Art and technology --- Interactive art
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"Potential Architecture explores the recent architectural projects of Paris-based artist collaborative Lucy + Jorge Orta, founded in 1991. Through drawing and sculpture, the artists apply ideas from cell biology to the universal concerns of community, shelter, migration and sustainable development."--Publisher description.
Architecture in art --- Installations (Art) --- Interactive art --- Group work in art --- Orta, Jorge, --- Orta, Lucy
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Les spectateurs de l’art contemporain sont souvent invités à s’impliquer activement dans les œuvres d’art, en entrant dans des installations, en touchant des objets, en exécutant des instructions ou en cliquant sur des sites Web interactifs. Pourquoi les artistes ont-ils cherché à engager les spectateurs dans ces nouvelles formes de participation ? De quelles façons la participation active affecte-t-elle l’expérience du spectateur et le statut de l’œuvre d’art? Couvrant une gamme de pratiques, y compris l’art cinétique, les événements, les environnements, la performance, les installations, l’art relationnel et les nouveaux médias des années 1950 à nos jours, cette anthologie critique met en lumière l’histoire et la spécificité des œuvres d’art qui ne s’exercent que lorsque vous - le spectateur - êtes invité à « le faire vous-même ».Plutôt qu’un sujet spécialisé dans l’histoire de l’art des XXe et XXIe siècles, l’œuvre d’art « bricolage » soulève des questions plus larges concernant le rôle du spectateur dans l’art, le statut de l’œuvre et les relations sociopolitiques entre l’art et ses contextes.
Art interactif. --- Fluxus. --- Interactive art. --- Interactive art --- 7.01 --- 373.67.01 --- participatieve kunstpraktijken --- Participatory art --- Performance art --- Social practice (Art) --- Kunst ; theorie, filosofie, esthetica --- Onderwijs ; kunst- architectuuronderwijs ; beschouwingen --- Performance --- Installation-art --- Do-it-yourself work --- Participation
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How are we to understand works of art that are realized with viewers’ physical involvement? How are we to analyze a relationship between a work of art and its audience that is rooted in an experience both aesthetic and physical when "user experience" is a central concern of a society held in the grip of omnipresent interactivity? Between two seemingly opposed modes, contemplation and use, this book offers a third option: that of "practicable" works, made for and of audience action. Today, these works often use digital technologies, but artists have created participatory works since the mid-twentieth century. In this volume, critics, writers, and artists provide diverse perspectives on this kind of "practicable" art, discussing and documenting a wide variety of works from recent decades. *Practicable* returns to the mainstays of contemporary art from the 1950s to the present, examining artistic practices that integrate the most forward-looking technologies, disregarding the false division between artworks that are technologically mediated and those that are not. *Practicable* proposes a historical framework to examine art movements and tendencies that incorporate participatory strategies, drawing on the perspectives of the humanities and sciences. It investigates performance and exhibition, as well as key works by artists including Marina Abramović, Janet Cardiff, Lygia Clark, Piotr Kowalski, Robert Morris, David Rokeby, and Krzysztof Wodiczko, and features interviews with such leading artists and theoreticians as Matt Adams of Blast Theory, Claire Bishop, Nicolas Bourriaud, Thomas Hirschhorn, Bruno Latour, Seiko Mikami, and Franz Erhard Walther.
Interactive art. --- Interaktive Kunst --- Interactive art --- Participatory art --- Performance art --- Social practice (Art) --- #SBIB:316.7C200 --- #SBIB:39A5 --- Sociologie van de cultuuruitingen: algemeen --- Kunst, habitat, materiële cultuur en ontspanning --- Interaktive Kunst. --- kunsttheorie --- 791.5 --- 7.01 --- 7.038/039 --- performances --- participatie --- interactiviteit --- interactieve kunst --- kunst en technologie --- Public --- Participation --- Art contemporain --- Philosophy and psychology of culture --- Art --- community art --- interactive art
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