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"Evidentiary Realism aims to articulate a particular form of realism in art that portrays and reveals evidence from complex social systems. ...Evidentiary Realism focuses on artworks that prioritize formal aspects of visual language and mediums; diverging from journalism and reportage, they strive to provoke visual pleasure and emotional responses. The evidence is presented through photography, film, drawing, painting, and sculpture, with strong references to art history. In particular, these artists also theoretically articulate the aesthetic, social and documentary functions of their mediums in relation to the subject matter they investigate"--Page 1.
WORLDBUILDING: Gaming and Art in the Digital Age examines the relationship between gaming and time-based media art. It is the first transgenerational show of this scope to survey how contemporary artists world-wide are appropriating the aesthetics and technology of gaming as their form of expression. Commissioned by the Julia Stoschek Foundation and curated by Hans Ulrich Obrist, the exhibition features works by more than 50 artists, including Rebecca Allen, Cory Arcangel, LaTurbo Avedon, Meriem Bennani, Ian Cheng, Cao Fei, Harun Farocki, Porpentine Charity Heartscape, Pierre Huyghe, Rindon Johnson, KAWS, Sondra Perry, Jacolby Satterwhite, Sturtevant, and Suzanne Treister. This catalogue is conceptualized as a future standard reference in the field in close collaboration with Hans Ulrich Obrist. In addition to texts by contemporary theorists, curators, and critics on the individual works, a series of newly commissioned contributions will investigate various perspectives on the intersection of gaming and time-based media art. This playfully designed volume features rounded edges, a screen-printed PVC dust jacket and kiss-cut stickers showing a range of different digital avatars.
An edited collection that addresses the vital intersection of contemporary art and activism in this watershed cultural moment. Activism is a critical point of contention for institutions and genealogies of contemporary art around the world. Yet artists have consistently engaged in activist discourse, lending their skills to social movements, and regularly participating in civil and social rights campaigns while also boycotting cultural institutions and exerting significant pressure on them. This timely volume, edited by Tom Snow and Afonso Ramos, addresses an extraordinary moment in debates over the institutional frameworks and networks of art including large-scale direct actions, as well as...
Book Structure In the call for contributions for this publication, we suggested participants cover topics such as experience design, UX design, interaction design, service design, product-service system design (PSSD), social design, sustainable design, and other approaches related to culture, cities, technologies, and future scenarios. However, the 40 short papers by 86 authors presented in this book expand our initial scope, portraying a comprehensive research approach to experience design in Korea and Latin America. Throughout the process of reviewing the submissions, the editors were able to map the range of perspectives, and selected the most recurrent ones to orient the structure of the text, which contains 11 chapters consisting of 3 to 5 short papers. Each section examines issues related to several kinds of experience: contemporary, educational, interactive, sensory, art, social, inclusive, healthcare, sustainable, data, and urban. - in the 'Introduction' of the book
An ambitious vision for design based on the premise that data is material, not abstract. Data analysis and visualization are crucial tools in today's society, and digital representations have steadily become the default. Yet, more and more often, we find that citizen scientists, environmental activists, and forensic amateurs are using analog methods to present evidence of pollution, climate change, and the spread of disinformation. In this illuminating book, Dietmar Offenhuber presents a model for these practices, a model to make data generation accountable: autographic design. Autographic refers to the notion that every event inscribes itself in countless ways. Think of a sundial, for examp...
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La cartografia digitale ha trasformato radicalmente le forme di visualizzazione, mappatura e navigazione del territorio. Alcuni artisti si sono serviti di GeoTools per mostrare l’automazione della visione algoritmica e decodificare il funzionamento dell’hardware che la supporta. Considerato il tracciamento cui siamo sottoposti all’interno di una rete fitta di tecnologie e dispositivi i cui meccanismi sono sempre più opachi, attivisti, collettivi e ONG hanno ridefinito la nozione di cartografia, mappato e reso visibili questioni di ecologia politica e di genere e processi economici e sociali. In questo volume Lorenza Pignatti si è occupata del rapporto tra arte e cartografia, con un excursus di opere paradigmatiche: dalle deambulazioni dei dadaisti e dei surrealisti alle derive psicogeografiche dei situazionisti, alla Geofiction di Marcel Broodthaers, fino alle sperimentazioni cartografiche degli ultimi decenni. Con il Gruppo Ippolita, Juan Guardiola, Anna Castelli e Franco La Cecla ha inoltre approfondito il dialogo transdisciplinare esistente tra l’ambito geografico e quello umanistico-antropologico.
« Avec mes cryptos, j’ai acheté un NFT sur un métavers ». Vous risquez d’entendre de plus en plus souvent ce genre de phrase dans un futur proche. Mais qu’est-ce qu’un NFT, un non-fungible token ? Pour certains, il s’agit de la plus grande révolution dans le monde de l’art depuis l’invention du pinceau. Pour d’autres, c’est un moyen supplémentaire de spéculer. Le terme « fongible » qualifie une chose qui peut être remplacée par une autre de même nature. Les pièces de monnaie, les billets de banque, le sel, l’huile ou l’or brut sont fongibles. Ils peuvent être uniques et identifiés par un signe distinctif, un filigrane par exemple, mais ils n’en restent ...