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How can performing be transformed into cognition? Knowing in Performing describes dynamic processes of artistic knowledge production in music and the performing arts. Knowing refers to how processual, embodied, and tacit knowledge can be developed from performative practices in music, dance, theatre, and film. By exploring the field of artistic research as a constantly transforming space for participatory and experimental artistic practices, this anthology points the way forward for researchers, artists, and decision-makers inside and outside universities of the arts.
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Interactive art. --- Lighting --- Projection art. --- Special effects. --- Projected art works --- Projected images (Art) --- Projection pieces (Art) --- Projection works (Art) --- Projections (Art) --- Environment (Art) --- Light art --- Light shows --- Special effects (Lighting) --- Participatory art --- Performance art --- Social practice (Art) --- Visual effects
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"What can we learn about the development of public interaction in e-democracy from a drama delivered by mobile headphones to an audience standing around a shopping center in a Stockholm suburb? In democratic societies there is widespread acknowledgment of the need to incorporate citizens’ input in decision-making processes in more or less structured ways. But participatory decision making is balancing on the borders of inclusion, structure, precision and accuracy. To simply enable more participation will not yield enhanced democracy, and there is a clear need for more elaborated elicitation and decision analytical tools.This rigorous and thought-provoking volume draws on a stimulating variety of international case studies, from flood risk management in the Red River Delta of Vietnam, to the consideration of alternatives to gold mining in Roșia Montană in Transylvania, to the application of multi-criteria decision analysis in evaluating the impact of e-learning opportunities at Uganda's Makerere University.Editors Love Ekenberg (senior research scholar, International Institute for Applied Systems Analysis [IIASA], Laxenburg, professor of Computer and Systems Sciences, Stockholm University), Karin Hansson (artist and research fellow, Department of Computer and Systems Sciences, Stockholm University), Mats Danielson (vice president and professor of Computer and Systems Sciences, Stockholm University, affiliate researcher, IIASA) and Göran Cars (professor of Societal Planning and Environment, Royal Institute of Technology, Stockholm) draw innovative collaborations between mathematics, social science, and the arts.They develop new problem formulations and solutions, with the aim of carrying decisions from agenda setting and problem awareness through to feasible courses of action by setting objectives, alternative generation, consequence assessments, and trade-off clarifications.As a result, this book is important new reading for decision makers in government, public administration and urban planning, as well as students and researchers in the fields of participatory democracy, urban planning, social policy, communication design, participatory art, decision theory, risk analysis and computer and systems sciences. "
Social issues & processes --- Political science & theory --- Political structures: democracy --- social policy --- urban planning --- participatory decision making --- communication design --- decision theory --- risk analysis and computer sciences --- e-democracy --- participatory art --- public interaction --- participatory democracy --- elicitation --- Multiple-criteria decision analysis --- social policy --- urban planning --- participatory decision making --- communication design --- decision theory --- risk analysis and computer sciences --- e-democracy --- participatory art --- public interaction --- participatory democracy --- elicitation --- Multiple-criteria decision analysis
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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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Since the 1990s, critics and curators have broadly accepted the notion that participatory art is the ultimate political art: that by encouraging an audience to take part an artist can promote new emancipatory social relations. Around the world, the champions of this form of expression are numerous, ranging from art historians such as Grant Kester, curators such as Nicolas Bourriaud and Nato Thompson, to performance theorists such as Shannon Jackson.Artificial Hells is the first historical and theoretical overview of socially engaged participatory art, known in the US as "social practice". Claire Bishop follows the trajectory of twentieth-century art and examines key moments in the development of a participatory aesthetic. This itinerary takes in Futurism and Dada ; the Situationist International ; Happenings in Eastern Europe, Argentina and Paris ; the 1970s Community Arts Movement ; and the Artists Placement Group. It concludes with a discussion of long-term educational projects by contemporary artists such as Thomas Hirschhorn, Tania Bruguera, Paweł Althamer and Paul Chan.Since her controversial essay in Artforum in 2006, Claire Bishop has been one of the few to challenge the political and aesthetic ambitions of participatory art. In Artificial Hells, she not only scrutinizes the emancipatory claims made for these projects, but also provides an alternative to the ethical (rather than artistic) criteria invited by such artworks. Artificial Hells calls for a less prescriptive approach to art and politics, and for more compelling, troubling and bolder forms of participatory art and criticism.
hedendaagse kunst --- art theory --- museology --- Iconography --- art appreciation --- Museology --- Art --- performance art --- interactive art --- Contemporary [style of art] --- politieke kunst --- Breton, André --- Althamer, Paweł --- Weiner, Lawrence --- Kaprow, Allan --- Beuys, Joseph --- Bruguera, Tania --- Abramovic, Marina --- Hirschhorn, Thomas --- Deller, Jeremy --- Cage, John --- anno 2000-2099 --- anno 1900-1999 --- 7.01 --- 82:7 --- Kunsttheorie ; interactieve kunstpraktijk --- Beeldende kunst ; participatie van de toeschouwer --- kunst --- kunsttheorie --- kunst en politiek --- activisme --- performances --- socialisme --- sociologie --- kunst en sociologie --- esthetica --- participatorische esthetica --- relationele esthetica --- Kunst ; theorie, filosofie, esthetica --- Literatuur en kunst --- Interactive art. --- Art interactif --- 82:7 Literatuur en kunst --- Interactive art --- Participatory art --- Performance art --- Social practice (Art) --- Art interactif. --- cultuurparticipatie
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This book is concerned with emergence, interaction, art and computing. It introduces a new focus for emergence in interactive art: the emergent experience. Emergence literature is discussed and an organising framework, the Taxonomy of Emergence in Interactive Art (TEIA) is provided together with case studies of digital, interactive art systems that facilitate emergence. Evidence from evaluations of people interacting with the works is analysed using the TEIA. Artworks from across the world are also reviewed to further illustrate the potential for emergence. Interactive art is, itself, still a young domain where audience influence, or interaction with the work is a defining aspect. Emergence in Interactive Art explores the rich opportunities for interactive experiences of digital art systems that are provided by looking through a ‘lens’ of emergence. And what better way to explore these potentials than through the open-ended domain of emergence, with its inherent affinity to the natural world? Through an integrated approach of practice, research and theory this book reveals design and analytical insights relating to emergence, interaction and interactive art to benefit artists, researchers and designers alike.
Computer science. --- Fine arts. --- User interfaces (Computer systems). --- Application software. --- Graphic design. --- Higher education. --- Computer Science. --- Computer Appl. in Arts and Humanities. --- User Interfaces and Human Computer Interaction. --- Fine Arts. --- Higher Education. --- Interaction Design. --- Interactive art. --- Computer art. --- Interactive multimedia. --- Hypermedia systems --- Interactive media --- Art, Computer --- Computer craft --- Digital art --- Participatory art --- Computer software --- New media art --- Performance art --- Social practice (Art) --- Information systems. --- Education, Higher. --- Architectural design. --- Design --- Structural design --- College students --- Higher education --- Postsecondary education --- Universities and colleges --- Informatics --- Science --- Education --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software)
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À travers le monde en perpétuel changement, on découvre peu à peu que de nouvelles formes de sensorialité surgissent à travers les échanges que l'on entretient avec les choses. En touchant l'écran, on peut faire apparaître des images, un souffle active un dispositif, un mouvement engendre de la musique. Autant de façons particulières de sentir et de se percevoir introduites par les interfaces technologiques. Les arts médiatiques portent une attention particulière à cette sensorialité puisqu'ils jouent un rôle essentiel en tant que grands trafiqueurs d'interfaces. Interfaces qui permettent aux
Synesthesia. --- Synesthésie. --- Art interactif. --- Médias et arts. --- Interactive art. --- Mass media and the arts. --- Technology and the arts. --- Human-machine systems. --- Sense (Philosophy) --- Technologie et arts. --- Systèmes homme-machine. --- Sensibilité (Philosophie) --- Human operators (Systems engineering) --- Human subsystems (Systems engineering) --- Man-machine control systems --- Man-machine systems --- Operator-machine systems --- Arts and technology --- Arts and mass media --- Participatory art --- Synaesthesia --- Computer art. --- Cybernetics. --- Arts --- Mechanical brains --- Control theory --- Electronics --- System theory --- Art, Computer --- Computer craft --- Digital art --- New media art --- Philosophy --- Senses and sensation --- Engineering systems --- Human engineering --- Performance art --- Social practice (Art) --- Intersensory effects --- Psychology --- Color-hearing --- Sound symbolism
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A l'intersection du cinéma et du numérique, il existe des objets filmiques singuliers résultant de l'hybridation entre techniques cinématographiques et pratiques de création numérique. Ces films sont actables : ils comptent sur l'intervention symbolique et physique du spectateur. Une réflexion sur le devenir du cinéma par-delà le modèle des jeux vidéo ou des installations d'art contemporain.
Film --- Art de participation --- Art interactif --- Art--Participation du public --- Art--Publics--Participation --- Interactieve kunst! --- Interactive art --- Interactivité en art --- Participation [Art de ] --- Participatory art --- Motion pictures --- Video games --- Cinéma --- Jeux vidéo --- Technique --- Semiotics --- Sémiotique --- Technology in motion pictures --- Cinematography --- Digital media --- Interactive multimedia --- Technological innovations --- Technologie --- Médias numériques --- Multimédias interactifs --- Technology in motion pictures. --- Motion pictures. --- Digital media. --- Interactive multimedia. --- Au cinéma --- Innovations --- Technological innovations. --- #SBIB:309H1315 --- #SBIB:309H17 --- 681.3*K80 --- 791.43.098 --- Filmwezen: technologie (met inbegrip van de sociale implicaties) --- Computer- en videogames --- Computer science--?*K80 --- Video's. Videofilms. Videoclips. Videokunst --- 791.43.098 Video's. Videofilms. Videoclips. Videokunst --- Cinéma --- Jeux vidéo --- Sémiotique --- Cinema --- Feature films --- Films --- Movies --- Moving-pictures --- Audio-visual materials --- Mass media --- Performing arts --- Hypermedia systems --- Interactive media --- Computer software --- Electronic media --- New media (Digital media) --- Digital communications --- Online journalism --- Photography --- Chronophotography --- History and criticism --- Animated pictures --- 1990 --- -History and criticism --- Innovations. --- Médias numériques. --- Multimédias interactifs. --- Au cinéma. --- Technique. --- Cinematography - Technological innovations
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The use of interactive technology in the arts has changed the audience from viewer to participant and in doing so is transforming the nature of experience. From visual and sound art to performance and gaming, the boundaries of what is possible for creation, curating, production and distribution are continually extending. As a consequence, we need to reconsider the way in which these practices are evaluated. Interactive Experience in the Digital Age explores diverse ways of creating and evaluating interactive digital art through the eyes of the practitioners who are embedding evaluation in their creative process as a way of revealing and enhancing their practice. It draws on research methods from other disciplines such as interaction design, human-computer interaction and practice-based research, and adapts them to develop new strategies and techniques for how we reflect upon and assess value in the creation and experience of interactive art. With contributions from artists, scientists, curators, entrepreneurs and designers engaged in the creative arts, this book is an invaluable resource for both researchers and practitioners, working in this emerging field.
Digital art --- Interactive art --- Participatory art --- Performance art --- Social practice (Art) --- Art, Computer --- Computer craft --- New media art --- Computer science. --- Information systems. --- Fine arts. --- User Interfaces and Human Computer Interaction. --- Computer Appl. in Arts and Humanities. --- Media Research. --- Fine Arts. --- Informatics --- Science --- User interfaces (Computer systems). --- Application software. --- Communication. --- Sociology. --- Social theory --- Social sciences --- Communication, Primitive --- Mass communication --- Sociology --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Arts. --- Arts, Fine --- Arts, Occidental --- Arts, Western --- Fine arts --- Humanities --- Art. --- Art, Occidental --- Art, Primitive --- Art, Visual --- Art, Western (Western countries) --- Arts, Visual --- Iconography --- Occidental art --- Visual arts --- Western art (Western countries) --- Arts --- Aesthetics
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"Lily Woodruff examines the development of artistic strategies of political resistance in France in the decades following World War II, showing how artists countered establishment ideology, challenged traditional art institutions, appealed to direct political engagement, and grappled with French intellectuals' modeling of society."--
Groupe de recherche d'art visuel. --- Arts and society --- Interactive art --- Art --- Art criticism --- Art, French --- Arts, Modern --- Political aspects --- History --- Government policy --- Buren, Daniel. --- Cadere, André, --- Collectif d'art sociologique. --- Art, Occidental --- Art, Visual --- Art, Western (Western countries) --- Arts, Fine --- Arts, Visual --- Fine arts --- Iconography --- Occidental art --- Visual arts --- Western art (Western countries) --- Arts --- Aesthetics --- Participatory art --- Performance art --- Social practice (Art) --- Arts and sociology --- Society and the arts --- Sociology and the arts --- GRAV (Groupe de recherche d'art visuel) --- Art, Modern --- French art --- Ecole de Nice (Group of artists) --- Forces nouvelles (Group of artists) --- Nabis (Group of artists) --- Ne pas plier (Group of artists) --- Social aspects --- CAS --- Art, Primitive --- Groupe de recherche d'art visuel (Paris, France)
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