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The experience of digital art and how it is relevant to information technology. In Windows and Mirrors: Interaction Design, Digital Art, and the Myth of Transparency, Jay David Bolter and Diane Gromala argue that, contrary to Donald Norman's famous dictum, we do not always want our computers to be invisible "information appliances." They say that a computer does not feel like a toaster or a vacuum cleaner; it feels like a medium that is now taking its place beside other media like printing, film, radio, and television. The computer as medium creates new forms and genres for artists and designers; Bolter and Gromala want to show what digital art has to offer to Web designers, education techno...
A Philosophy of Cinematic Art is a systematic study of cinema as an art form, showing how the medium conditions fundamental features of cinematic artworks. It discusses the status of cinema as an art form, whether there is a language of film, realism in cinema, cinematic authorship, intentionalist and constructivist theories of interpretation, cinematic narration, the role of emotions in responses to films, the possibility of identification with characters, and the nature of the cinematic medium. Groundbreaking in its coverage of a wide range of contemporary cinematic media, it analyses not only traditional photographic films, but also digital cinema, and a variety of interactive cinematic works, including videogames. Written in a clear and accessible style, the book examines the work of leading film theorists and philosophers of film, and develops a powerful framework with which to think about cinema as an art.
An introduction to the work and ideas of artists who use—and even influence—science and technology. A new breed of contemporary artist engages science and technology—not just to adopt the vocabulary and gizmos, but to explore and comment on the content, agendas, and possibilities. Indeed, proposes Stephen Wilson, the role of the artist is not only to interpret and to spread scientific knowledge, but to be an active partner in determining the direction of research. Years ago, C. P. Snow wrote about the "two cultures" of science and the humanities; these developments may finally help to change the outlook of those who view science and technology as separate from the general culture. In t...
Produced as part of the Art and Virtual Environment Project conducted at the Banff Centre for the Arts in Banff, Canada from 1991 to 1994.
A special quality about the medium of virtual reality is its immersive nature, allowing users to disengage from the physical world around them in order to fully interact with a digital environment. An Artistic Approach to Virtual Reality traces the lineage of artist/technologists who have worked with virtual reality in its infancy to the interactive virtual work of contemporary artists such as Laurie Anderson. Interlaced within a survey of artists whose works fit in the boundary of the interactive virtual medium, this book teases out what qualifies as interactive virtual artworks. The authors discuss the theories behind basic mechanics required to enter the virtual reality space and investigate theories around visual and embodied conceptual space. Key Features: · Explores theoretical and practical aspects of using virtual reality for artistic practice. · Includes examples and discussion of virtual reality artworks from award-winning artists. · Discusses topics relevant to virtual reality that are pertinent and persist throughout hardware and software changes. · Provides historical and contemporary discussion of virtual reality artistic works.
YouTube features a wide array of multimodal musical figurations, including fan-made music videos, musical aestheticisations of pre-circulating content, and musical self-performances. Jonas Wolf explores open-ended forms of musical creative relay on YouTube, delving into formal, imitative, affective, and (non-)institutional aspects of networked media remix and (self-)aestheticisation. Beyond creating value for non-musical fields of discourse, this study is directed at filling a gap in a largely ocularcentric domain of study. It provides a concise theory of vernacular composition within our time's total digital archive that accounts for socio-aesthetic phenomena and their relation to systems of knowledge, control, and discourse.
The application of the theory and practice of art to computer science: how aesthetics and art can play a role in computing disciplines.
Inspired by Walter Benjamin's classical Arcades Project, Consuming Media is a pioneering exploration of the interface between communication, shopping and everyday life. Based on a six-year study by over a dozen scholars on a specific site, it analyses the links between power, media and consumption in contemporary urban culture.Illustrated with rich ethnographic detail, Consuming Media scrutinises four main media circuits - print media, media images, sound and motion, and hardware machines - to assess how media texts and technologies are selected, purchased and used.Exploring the relations between different media, the nature of cultural citizenship and the power relations of public space, Consuming Media presents an ethnography of globalisation and develops a new approach to understanding media consumption.
Contemporary social and cultural life is increasingly organised around a logic of self-transformation, where changing the body is seen as key. Transforming Images examines how the future functions within this transformative logic to indicate the potential of a materially better time. The book explores the crucial role that images have in organising an imperative for transformation and in making possible, or not, the materialisation of a better future. Coleman asks the questions: which futures are appealing and to whom? How do images tap into and reproduce wider social and cultural processes of inequality? Drawing on the recent ‘turns’ to affect and emotion and to understanding life in te...
This proceedings LNCS 13521 constitutes the refereed proceedings of the 24th International Conference on Human-Computer Interaction, HCII 2022, which was held virtually as part of the 24th International Conference, HCII 2022, in June 26 to July 1, 2022. HCII 2022 received a total of 5583 submissions from academia, research institutes, industry, and governmental agencies from 88 countries submitted contributions, and 1276 papers and 275 posters were included in the proceedings that were published just before the start of the conference. Additionally, 296 papers and 181 posters are included in the volumes of the proceedings published after the conference, as “Late Breaking Work” (papers and posters). The contributions thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.