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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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"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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In this first book-length study of the internationally renowned Canadian artist Char Davies, Laurie McRobert examines the digital installations Osmoseand Ephemerein the context of Davies' artistic and conceptual inspirations. Davies, originally a painter, turned to technology in an effort to create the effect of osmosis between self and world. By donning a head-mounted display unit and a body vest to monitor breathing and balance, participants are immersed in 3D-virtual space where they interact with abstract images of nature while maneuvering in an artificial spatial environment. Char Davies' Immersive Virtual Art and the Essence of Spatiality explores spatiality through a broad scope of disciplines, including philosophy, mythology, biology, and visual studies, in order to familiarize the reader with virtual reality art -- how it differs from traditional artistic media and why immersive virtual art promises to expand our imaginative horizons. This original study provides us with an important exposition of two of Char Davies' acclaimed projects and an exploration of the future impact of digital virtual art on our worldviews. -- Publisher description.
Art and technology. --- Interactive art. --- Virtual reality in art. --- Participatory art --- Performance art --- Social practice (Art) --- Technology and art --- Technology --- Davies, Char. --- Davies, Char
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'Play art' or interactive art is becoming a central concept in the contemporary art world, disrupting the traditional role of passive observance usually assumed by audiences, allowing them active participation. The work of 'play' artists - from Carsten Höller's 'Test Site' at the Tate Modern to Gabriel Orozco's 'Ping Pond Table' - must be touched, influenced and experienced; the gallery-goer is no longer a spectator but a co-creator. Time to Play explores the role of play as a central but neglected concept in aesthetics and a model for ground-breaking modern and postmodern experiments which have tended to blur the boundary between art and life. Moving freely between disciplines, Katarzyna Zimna links the theory and history of 20th and 21st century art with ideas developed within play, game and leisure studies, and the philosophical theories of Kant, Gadamer and Derrida, to critically engage with current discussion on the role of the artist, viewers, curators and their spaces of encounter.
Art, Modern. --- Play. --- Recreations --- Recreation --- Amusements --- Games --- Modern art --- Nieuwe Ploeg (Group of artists) --- Modern art. --- Cultural studies --- Art --- play [recreation] --- interactive art --- kunst en spel
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Creating Civic Engagement in Urban Public Art addresses these and other critical questions. It demonstrates how public art can build community unity, identity and cohesiveness. The focus of this original work is how cities engage their citizens through public art. Through case studies of cities that have public art programs - some successful at citizen engagement others less so - the reader will learn how to design public art programs that build community.
Art --- community art --- public art --- audiences --- vegetable gardens --- interactive art --- urban art --- Public art --- Artists and community --- Community arts projects --- Social participation
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Christa Sommerer and Laurent Mignonneau are two of the most innovative and internationally renowned media artists and researchers. Their work has been called ""epoch-making"" (Toshiharu Itoh, NTT-ICC Museum, Tokyo) for developing natural and intuitive interfaces and for applying scientific principles such as artificial life, complexity, generative systems and nanotechnologies to their innovative interface design. This monograph represents a comprehensive overview of Sommerer and Mignonneau's art and research. In addition to providing detailed project descriptions of each interactive artwork, i
Art and science. --- Interactive art --Austria. --- Mignonneau, Laurent, --1967- --Themes, motives. --- New media art --Austria. --- Sommerer, Christa, --1964- --Themes, motives. --- Interactive art --- New media art --- Art and science --- Visual Arts - General --- Visual Arts --- Art, Architecture & Applied Arts --- Science and art --- Science --- Arts, Modern --- Participatory art --- Performance art --- Social practice (Art) --- Sommerer, Christa, --- Mignonneau, Laurent, --- Themes, motives.
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The interactions between artistic, technical, scientific, living, and nonliving things have inspired new artistic approaches. The contributors to this volume either relate to theoretical discourses raised by artworks, show how young artists today approach cultural issues, or develop situations of living together with other species. All the contributions to this publication by writers, artists, technologies, and other organisms invite the reader into new experiences and new imaginaries. The reader is also invited to rethink the role of art and the role of the artist within umwelts, milieus, and habitats.
Artwork; Media Design; Bauhaus University Weimar; BioArt; Interactive Art; Art; Culture; Human; Cultural Theory; Theory of Art; Design; Technology; Fine Arts; --- Art. --- Bauhaus University Weimar. --- BioArt. --- Cultural Theory. --- Culture. --- Design. --- Fine Arts. --- Human. --- Interactive Art. --- Media Design. --- Technology. --- Theory of Art.
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