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Screen-based media, such as touch-screens, navigation systems and virtual reality applications merge images and operations. They turn viewing first and foremost into using and reflect the turn towards an active role of the image in guiding a user's action and perception. From professional environments to everyday life multiple configurations of screens organise working routines, structure interaction, and situate users in space both within and beyond the boundaries of the screen. This volume examines the linking of screen, space, and operation in fields such as remote navigation, architecture, medicine, interface design, and film production asking how the interaction with and through screens structures their users' action and perception.
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"Experimental game designer Pippin Barr explores the "stuff" videogames are made of by offering a conceptual discussion of the fundamentals of game design grounded in eight case studies of his own games"--
Video games --- Design. --- Design --- GAMES & ACTIVITIES / Video & Mobile --- DESIGN / History & Criticism --- ART / Digital
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Since the very first days of cinema, audiences have marveled at the special effects imagery presented on movie screens. While long relegated to the margins of film studies, special effects have recently become the object of a burgeoning field of scholarship. With the emergence of a digital cinema, and the development of computerized visual effects, film theorists and historians have been reconsidering the traditional accounts of cinematic representation, recognising the important role of special effects. Understood as a constituent part of the cinema, special effects are a major technical but also aesthetic component of filmmaking and an important part of the experience for the audience. In this volume, new directions are charted for the exploration of this indispensable aspect of the cinematic experience. Each of the essays in this collection offers new insight into the theoretical and historical study of special effects. The contributors address the many aspects of special effects, from a variety of perspectives, considering them as a conceptual problem, recounting the history of specific special effects techniques, and analysing notable effects films.
Cinematography --- ART / Digital. --- Photography --- Chronophotography --- Special effects --- History. --- Animated pictures --- Motion pictures --- Special effects, film theory, film history, film-philosophy.
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Future Horizons analyse le rôle des humanités numériques dans la transformation des sciences humaines en contextes canadiens. Des liens entre des enjeux thématiques et des techniques individuelles, entre la recherche et l'art sont établis grâce à une méditation sur le passé et le futur.
ART / Digital. --- Archives. --- Canadian Digital Humanities. --- Canadian Literature. --- Digital Humanities. --- Digital Poetics. --- Digital Projects. --- Humanities Computing. --- Digital humanities --- Canadian literature
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This volume is a response to the growing need for new methodological approaches to the rapidly changing landscape of new forms of performative practices. The authors address a host of contemporary phenomena situated at the crossroads between science and fiction which employ various media and merge live participation with mediated hybrid experiences at both affective and cognitive level. All essays collected here move across disciplinary divisions in order to provide an account of these new tendencies, thus providing food for thought for a wide readership ranging from performative studies to the social sciences, philosophy and cultural studies.
Performance; Media; Science; Culture; Art; Theatre; Theatre Studies; Media Art; Digital Media; Technology --- Art. --- Culture. --- Digital Media. --- Media Art. --- Media. --- Science. --- Technology. --- Theatre Studies. --- Theatre.
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"The first rigorous and systematic theory of Do-It-Yourself (DIY) electronic culture"--
Art and electronics. --- Maker movement. --- Arts --- Technology --- Experimental methods. --- Social aspects. --- ART / Digital --- TECHNOLOGY & ENGINEERING / Electronics / General --- SOCIAL SCIENCE / Media Studies --- Electronics and art --- Electronics --- Experimental methods in the arts --- Avant-garde (Aesthetics) --- Social movements
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In The Future Is Present, Philip Glahn and Cary Levine tell the fascinating history of the visionary art group Mobile Image founded by Kit Galloway and Sherrie Rabinowitz in 1977 which appropriated emerging technologies, from satellites to electronic message platforms. Based in Los Angeles, this under-studied collective worked amid urban crisis, a techno-boom, consolidating media power, and ascendant neoliberal politics. Mobile Image challenged fundamental conventions of the public sphere, democracy, communication, and political participation, as well as notions of power, representation, and identity.
Technology and the arts --- Art and society --- ART / History / Contemporary (1945-) --- TECHNOLOGY & ENGINEERING / Social Aspects --- ART / Digital --- History --- Mobile Image (Artists' collective) --- History. --- Politique et pouvoirs publics --- Image --- Los Angeles
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Between 2014 and 2017, the artistic research project "TransCoding - From 'Highbrow Art' to Participatory Culture" encouraged creative participation in multimedia art via social media. Based on the artworks that emerged from the project, Barbara Lüneburg investigates authorship, authority, motivational factors, and aesthetics in participatory art created with the help of web 2.0 technology. The interdisciplinary approach includes perspectives from sociology, cultural and media studies, and offers an exclusive view and analysis from the inside through the method of artistic research. In addition, the study documents selected community projects and the creation processes of the artworks Slices of Life and Read me. »Eine exemplarische Studie über die Möglichkeiten und Herausforderungen von Artistic Research, die diese Bezeichnung verdient.« Thomas Ballhausen, EIKON, 104 (2018) Besprochen in: Journal for Artistic Research, 23.06.2019, Pamela Breda
Interactive art. --- Art and the Internet. --- Cultural studies --- Art. --- Audiovisual Art. --- Crossover Culture. --- Cultural Studies. --- Culture. --- Digital Media. --- Internet. --- Media Art. --- Participatory Culture. --- Social Media. --- Sociology of Science. --- Artistic Research; Audiovisual Art; Participatory Culture; Social Media; Crossover Culture; Culture; Art; Internet; Cultural Studies; Media Art; Digital Media; Sociology of Science
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In Digital Image Systems, Claus Gunti examines the antagonizing reactions to digital technologies in photography. While Thomas Ruff, Andreas Gursky and Jörg Sasse have gradually adopted digital imaging tools in the early 1990s, other photographers from the Düsseldorf School have remained faithful to film-based technologies. By evaluating the aesthetic and discursive preconditions of this situation and by extensively analyzing the digital work of these three photographers, this book shows that the digital turn in photography was anticipated by the conceptualization of images within systems, and thus offers new perspectives for understanding the »digital revolution«.
Arts in general. --- ART / History / Contemporary (1945-). --- Andreas Gursky. --- Art History of the 21st Century. --- Art. --- Computer. --- Culture. --- Digital. --- Düsseldorf School. --- European Art. --- Fine Arts. --- Germany. --- Jörg Sasse. --- Thomas Ruff. --- Visual Studies. --- Photography; Art; Digital; Culture; Computer; Germany; Düsseldorf School; Thomas Ruff; Andreas Gursky; Jörg Sasse; Art History of the 21st Century; European Art; Visual Studies; Fine Arts
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"Computational Formalism investigates examples of art historical analysis in the fields of computer and information sciences, and frames this research in the context of art historiography. The use of machine learning to analyze art images has ushered in a renewed interest in formalism in art history, but these new techniques create new critical challenges for the field"--
Art --- Historiography --- Data processing. --- Expertising --- Methodology. --- ART / History / General --- COMPUTERS / Artificial Intelligence / General --- ART / Digital --- Art, Occidental --- Art, Primitive --- Art, Visual --- Art, Western (Western countries) --- Arts, Fine --- Arts, Visual --- Fine arts --- Iconography --- Occidental art --- Visual arts --- Western art (Western countries) --- Arts --- Aesthetics
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