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Dyes --- Art --- Art and technology --- Technique
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Art and technology --- Art museums --- Art museums --- History --- History
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This book investigates the implications of technology on identity in embodied performance; the discussion within it forms a forum of debate exploring the interrelationship of and between identities in performance practices, informed by new technologies. This collection considers how identity is formed, de-formed, constructed, deconstructed, blurred and celebrated within diverse approaches to technological performance practices. Digital practices as experimental artworks and performances both serve as critique and have an indirect affect on the social and political. The discussions included in this collection highlight how a redefinition of the latter term comes about in as much as they question the very nature of our accepted ideas and belief systems regarding new technologies. These essays demonstrate how embodied technological practice, as with all avant-garde art, presents itself and any analysis applied to it as an experimental extension of the socio-political and cultural experience of an epoch.
Engineering sciences. Technology --- Theatrical science --- Performing arts --- Art and technology. --- Technological innovations. --- Philosophy.
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Arguing that the virtual body is something new—namely, an entity that from an ontological perspective has only recently entered the world—Roberto Diodato considers the implications of this kind of body for aesthetics. Virtual bodies insert themselves into the space opened up by the famous distinction in Aristotle's Physics between natural and artificial beings—they are both. They are beings that are simultaneously events; they are images that are at once internal and external; they are ontological hybrids that exist only in the interaction between logical-computational text and human bodies endowed with technological prostheses. Pursuing this line of thought, Diodato reconfigures classic aesthetic concepts such as mimesis, representation, the relation between illusion and reality, the nature of images and imagination, and the theory of sensory knowledge.
Virtual reality in art. --- Art and technology. --- Virtual reality --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Technology and art --- Technology --- Philosophy.
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Les auteurs mettent sous le microscope diverses pratiques du bioart comme la culture de tissu humain, la manipulation génétique, le traitement de lʹimage et les codes ADN, lʹappropriation du matériel de la vie ainsi que le corps et les signaux électriques humains.
Art and science. --- Art and technology. --- Biotechnology in art. --- Technology and art --- Technology --- Science and art --- Science --- Art and biology --- Biotechnology --- Computer art --- Art --- Art et biologie --- Biotechnologie --- Art par ordinateur --- Moral and ethical aspects. --- Aspect moral
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À notre époque, les nouvelles technologies contribuent largement à l'évolution des langages scéniques modifiant profondément les conditions de représentation et intensifiant toujours davantage les effets de présence et les effets de réel. Ces technologies sont souvent liées à l'émergence de nouvelles formes scéniques qui transgressent les limites des disciplines et se caractérisent par des spectacles à l'identité instable, mouvante, en perpétuelle redéfinition. Projections, installations interactives, environnements immersifs, spectacles sur la toile, les sens(ations) sont plus que jamais sollicité(e)s. Le performeur y est confronté à un Autre virtuel, à la fois personnage et partenaire. Quant au corps, charnel, physique, palpable, il constitue encore la trace incontestée de l'homme dans ces espaces où la déréalisation fait loi. Contrepoint d'une culture du virtuel, le corps semble rester au coeur des dispositifs (scénique, interactif, immersif). Quel(s) corps ces oeuvres convoquent-elles ? Comment ces dernières renouvellent-elles la dynamique entre performeurs, spectateurs et dispositifs ? Quelles sont les diverses modalités d'interpénétration entre le virtuel et le réel dans ces formes d'art ? Voilà autant de questions auxquelles ce livre tente de répondre. Celles-ci sont le résultat de plusieurs années de recherche consacrées aux effets de présence et aux effets de réel. C'est le résultat de ces explorations effectuées par l'équipe de recherche "Performativité et effets de présence" de l'université du Québec à Montréal (sous la direction de Josette Féral et Louise Poissant), que le lecteur pourra trouver dans ce premier volume consacré au corps. Body Remix reprend le titre du spectacle de la chorégraphe Marie Chouinard présenté en 2005.
Performing arts --- Theater --- Aesthetics --- Arts du spectacle --- Théâtre --- Esthétique --- Technological innovations --- Production and direction --- Innovations --- Production et mise en scène --- Art and technology --- Arts du spectacle et technologie --- Art corporel. --- Art de performance. --- Art et technologie. --- Dans l'art --- Au théâtre --- Theatrical science --- anno 1900-1999 --- Corps humain --- Arts --- Body art --- Performance art --- Arts, Modern --- Arts du spectacle et technologie. --- Dans l'art. --- Au théâtre. --- Performance --- Corps humain, thème --- Technologie et art --- Body art. --- Performance art. --- Art and technology. --- Technology and art --- Technology --- Happenings (Art) --- Art, Body --- Body works (Art) --- Art, Modern --- Arts, Modern - 20th century --- Arts, Modern - 21st century
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Why do Japanese artists team up with engineers in order to create so-called »Device Art«? What is a nanoscientist's motivation in approaching the artworld? In the past few years, there has been a remarkable increase in attempts to foster the exchange between art, technology, and science - an exchange taking place in academies, museums, or even in research laboratories. Media art has proven especially important in the dialogue between these cultural fields. This book is a contribution to the current debate on »art & science«, interdisciplinarity, and the discourse of innovation. It critically assesses artistic positions that appear as the ongoing attempt to localize art's position within technological and societal change - between now and the future.
Art and technology --- Art and science --- Multimedia (Art) --- Nanotechnology. --- Molecular technology --- Nanoscale technology --- High technology --- Multi media (Art) --- Arts --- Science and art --- Science --- Technology and art --- Technology --- Media Art; Science; Japan; Nanotechnology; Modernism; Device Art; Interdisciplinarity; Arts; Art History; Asian Art; Fine Arts --- Art History. --- Arts. --- Asian Art. --- Device Art. --- Fine Arts. --- Interdisciplinarity. --- Japan. --- Modernism. --- Science.
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This book constitutes the thoroughly refereed post-conference proceedings of the Second International Conference on Arts and Technology, ArtsIT 2011, which was held in December 2011 in Esbjerg, Denmark. The 19 revised full papers and the two poster papers cover various topics such as Interaction and Art, Music and Performance, and Digital Technology.
Art, Architecture & Applied Arts --- Fine Arts - General --- Art and technology --- Art and computers --- Human-computer interaction --- Computers and art --- Technology and art --- Computer science. --- Performing arts. --- Music. --- User interfaces (Computer systems). --- Application software. --- Multimedia systems. --- Computer Science. --- Computer Appl. in Arts and Humanities. --- Media Design. --- User Interfaces and Human Computer Interaction. --- Information Systems Applications (incl. Internet). --- Performing Arts. --- Computers --- Technology --- Information systems. --- Show business --- Arts --- Performance art --- Art music --- Art music, Western --- Classical music --- Musical compositions --- Musical works --- Serious music --- Western art music --- Western music (Western countries) --- Informatics --- Science --- Multimedia systems . --- Interfaces, User (Computer systems) --- Human-machine systems --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software
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