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Oliver Grau ; translated by Gloria Custance --- kunst --- illusionisme --- eenentwintigste eeuw --- twintigste eeuw --- computerkunst --- kunst en technologie --- nieuwe media --- cultuurfilosofie --- film --- virtual reality --- virtuele realiteit --- perspectief --- trompe-l'oeil --- panorama's --- von Werner Anton --- cinerama --- sensorama --- expanded cinema --- 3D --- Ominimax --- IMAX --- ART+COM --- Benayoun Maurice --- Davies Charlotte --- Fleischmann Monika --- Goldberg Ken --- Hegedues Agnes --- Kac Eduardo --- Knowbotic Research --- Mignonneau Laurent --- Naimark Michael --- Penny Simon --- Plewe Daniela --- Sermon Paul --- Shaw Jeffrey --- Sims Karl --- Sommerer Christa --- Strauss Wolfgang --- ruimte --- ruimtelijkheid --- immersive art --- oudheid --- Avignon --- Chambre du Cerf --- Peruzzi Baldassare --- Ferrari Gaudenzia --- Barker Robert --- von Helmholtz Hermann --- Monet Claude --- Prampolini Enrico --- 791.5 --- 7.03 --- 7.01 --- Art and electronics. --- Computer art. --- Panoramas. --- Virtual reality in art. --- Art and electronics --- Art et électronique --- Art par ordinateur --- Computer art --- Computerkunst --- Electronics and art --- Electronique et art --- Elektronica en kunst --- Kunst en elektronica --- Panorama's --- Panoramas --- Réalité virtuelle dans l'art --- Virtual reality in art --- Virtuele werkelijkheid in de kunst --- Cosmoramas --- Cycloramas --- Diorama --- Art, Computer --- Computer craft --- Digital art --- New media art --- Electronics
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Leading scholars take a wider view of new media, placing it in the context of art history and acknowledging the necessity of an interdisciplinary approach in new media art studies and practice.
Art and technology --- Art and science --- Art --- Historiography --- computerkunst --- media art --- 82:7 --- kunst --- nieuwe media --- internet --- kunst en technologie --- 791.5 --- 7.039 --- 82:7 Literatuur en kunst --- Literatuur en kunst --- Art and science. --- Art and technology. --- Historiography. --- Technology and art --- Technology --- Science and art --- Science --- History --- Mass communications --- Art - Historiography
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An overview of the art historical antecedents to virtual reality and the impact of virtual reality on contemporary conceptions of art.Although many people view virtual reality as a totally new phenomenon, it has its foundations in an unrecognized history of immersive images. Indeed, the search for illusionary visual space can be traced back to antiquity. In this book, Oliver Grau shows how virtual art fits into the art history of illusion and immersion. He describes the metamorphosis of the concepts of art and the image and relates those concepts to interactive art, interface design, agents, telepresence, and image evolution. Grau retells art history as media history, helping us to understand the phenomenon of virtual reality beyond the hype.Grau shows how each epoch used the technical means available to produce maximum illusion. He discusses frescoes such as those in the Villa dei Misteri in Pompeii and the gardens of the Villa Livia near Primaporta, Renaissance and Baroque illusion spaces, and panoramas, which were the most developed form of illusion achieved through traditional methods of painting and the mass image medium before film. Through a detailed analysis of perhaps the most important German panorama, Anton von Werner's 1883 The Battle of Sedan, Grau shows how immersion produced emotional responses. He traces immersive cinema through Cinerama, Sensorama, Expanded Cinema, 3-D, Omnimax and IMAX, and the head mounted display with its military origins. He also examines those characteristics of virtual reality that distinguish it from earlier forms of illusionary art. His analysis draws on the work of contemporary artists and groups ART+COM, Maurice Benayoun, Charlotte Davies, Monika Fleischmann, Ken Goldberg, Agnes Hegedues, Eduardo Kac, Knowbotic Research, Laurent Mignonneau, Michael Naimark, Simon Penny, Daniela Plewe, Paul Sermon, Jeffrey Shaw, Karl Sims, Christa Sommerer, and Wolfgang Strauss. Grau offers not just a history of illusionary space but also a theoretical framework for analyzing its phenomenologies, functions, and strategies throughout history and into the future.
Panoramas. --- Virtual reality in art. --- Computer art. --- Art and electronics. --- Panoramas --- Virtual reality in art --- Computer art --- Art and electronics --- Visual Arts - General --- Visual Arts --- Art, Architecture & Applied Arts --- Electronics and art --- Art, Computer --- Computer craft --- Digital art --- Electronics --- New media art --- Cosmoramas --- Cycloramas --- Diorama --- DIGITAL HUMANITIES & NEW MEDIA/New Media Art --- DIGITAL HUMANITIES & NEW MEDIA/New Media History
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Panoramas --- Virtual reality in art --- Art and electronics
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While Media Art has evolved into a critical field at the intersection of art, science and technology, a significant loss threatens this art form due to the rapid technological obsolescence and static documentation strategies. Addressing these challenges, the Interactive Archive and Meta-Thesaurus for Media Art Research is developed to advance the Archive of Digital Art. www.digitalartarchive.at Through an innovative strategy of 'collaborative archiving,' social Web 2.0, 3.0 features foster the engagement of the international Media Art community, and a 'bridging thesaurus' linking the extended documentation of the Archive with other databases of 'traditional' art history facilitates interdisciplinary and transhistorical comparative analyses.
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While Media Art has evolved into a critical field at the intersection of art, science and technology, a significant loss threatens this art form due to the rapid technological obsolescence and static documentation strategies. Addressing these challenges, the Interactive Archive and Meta-Thesaurus for Media Art Research is developed to advance the Archive of Digital Art. www.digitalartarchive.at Through an innovative strategy of 'collaborative archiving,' social Web 2.0, 3.0 features foster the engagement of the international Media Art community, and a 'bridging thesaurus' linking the extended documentation of the Archive with other databases of 'traditional' art history facilitates interdisciplinary and transhistorical comparative analyses.
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This volume offers systematic and interdisciplinary reflections on the new imagery world opened by the Internet and the digital world. It offers analytical approaches to the visual.
New media art. --- Visual sociology. --- DIGITAL HUMANITIES & NEW MEDIA/New Media Art --- ARTS/General --- CULTURAL STUDIES/Popular Culture --- Sociology --- Visual communication --- Arts, Modern
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Although many people view virtual reality as a totally new phenomenon, it has its foundations in an unrecognized history of immersive images. Indeed, the search for illusionary visual space can be traced back to antiquity. In this book, Oliver Grau shows how virtual art fits into the art history of illusion and immersion. He describes the metamorphosis of the concepts of art and the image and relates those concepts to interactive art, interface design, agents, telepresence, and image evolution. Grau retells art history as media history, helping us to understand the phenomenon of virtual reality beyond the hype. Grau shows how each epoch used the technical means available to produce maximum illusion. He discusses frescoes such as those in the Villa dei Misteri in Pompeii and the gardens of the Villa Livia near Primaporta, Renaissance and Baroque illusion spaces, and panoramas, which were the most developed form of illusion achieved through traditional methods of painting and the mass image medium before film. Through a detailed analysis of perhaps the most important German panorama, Anton von Werner's 1883 The Battle of Sedan, Grau shows how immersion produced emotional responses. He traces immersive cinema through Cinerama, Sensorama, Expanded Cinema, 3-D, Omnimax and IMAX, and the head mounted display with its military origins. He also examines those characteristics of virtual reality that distinguish it from earlier forms of illusionary art. His analysis draws on the work of contemporary artists and groups ART+COM, Maurice Benayoun, Charlotte Davies, Monika Fleischmann, Ken Goldberg, Agnes Hegedues, Eduardo Kac, Knowbotic Research, Laurent Mignonneau, Michael Naimark, Simon Penny, Daniela Plewe, Paul Sermon, Jeffrey Shaw, Karl Sims, Christa Sommerer, and Wolfgang Strauss. Grau offers not just a history of illusionary space but also a theoretical framework for analyzing its phenomenologies, functions, and strategies throughout history and into the future.
Virtual reality in art --- Computer art. --- Art and electronics. --- Art and telecommunication --- Panoramas. --- Réalité virtuelle dans l'art --- Art par ordinateur --- Art et électronique --- Art et télécommunications --- Panoramas (Art) --- History --- Histoire --- Panoramas --- Computer art --- Art and electronics --- Met verwijzingen naar diverse websites --- Virtuele kunst ; van de 1ste tot de 21ste eeuw --- Panorama's --- Kunst ; theorie, filosofie, esthetica --- Virtual reality --- Kunst en illusie --- Computerkunst --- Kunst en elektronica --- 7.01 --- Artificial intelligence. Robotics. Simulation. Graphics --- Art --- virtual reality --- Art numérique --- Réalité virtuelle --- Média --- Sociologie de la communication --- Image --- 778.5 --- Kunst nieuwe technieken ; video, laser, computer, klank,
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At the beginning of the 21st century, new forms and dynamics of interplay are constituted at the interfaces of media, art and politics. Current challenges in society and ecology, like climate, surveillance, virtualization of the global financial markets, are characterized by hybrid and subtle technologies. They are ubiquitous, turn out to be increasingly complex and act invasively. New media art utilizes its broad range of expression in order to tackle the most urgent topics through multi-sensorial, participatory, and activist approaches. This volume shows how media artists address, with a political lens, the core of these developments critically and productively.
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Scholars from science, art, and humanities explore the meaning of our new image worlds and offer new strategies for visual analysis. We are surrounded by images as never before: on Flickr, Facebook, and YouTube; on thousands of television channels; in digital games and virtual worlds; in media art and science. Without new efforts to visualize complex ideas, structures, and systems, today's information explosion would be unmanageable. The digital image represents endless options for manipulation; images seem capable of changing interactively or even autonomously. This volume offers systematic and interdisciplinary reflections on these new image worlds and new analytical approaches to the visual. Imagery in the 21st Century examines this revolution in various fields, with researchers from the natural sciences and the humanities meeting to achieve a deeper understanding of the meaning and impact of the image in our time. The contributors explore and discuss new critical terms of multidisciplinary scope, from database economy to the dramaturgy of hypermedia, from visualizations in neuroscience to the image in bio art. They consider the power of the image in the development of human consciousness, pursue new definitions of visual phenomena, and examine new tools for image research and visual analysis.
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