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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...
"The Virtual Dimension critically examines the role that digital and immersive technologies have on the methods used by architects, designers, and artists to conceptualize and represent both real and virtual spaces. Interdisciplinary in nature, the essays included here address the implications of "going virtual" from a variety of cultural and theoretical viewpoints."--BOOK JACKET.Title Summary field provided by Blackwell North America, Inc. All Rights Reserved
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De productie, de distributie, en de waarneming van bewegende beelden zijn onderhevig aan een radicale transformatie. Doordat steeds snellere computers en digitale technologie kracht bundelen, ontstaat er een nieuwe vorm van 'audiovisie'. Bijna niets zal hetzelfde blijven. De ooit 'normale' media voor het uitdragen van film - de bioscoop en de televisie - blijken niet meer te zijn dan een intermezzo in de geschiedenis van de audiovisuele media. Dit boek interpreteert de veranderingen niet als cultureel verlies maar als een uitdaging: de nieuwe 'audiovisie' moet anders benaderd worden om strategische interventie mogelijk te maken. 'Audiovisions' ondersteunt deze benadering op historische wijze...
This new addition to the AFI Film Readers series brings together original scholarship on animation in contemporary moving image culture, from classic experimental and independent shorts to digital animation and installation. The collection - that is also a philosophy of animation - foregrounds new critical perspectives on animation, connects them to historical and contemporary philosophical and theoretical contexts and production practice, and expands the existing canon. Throughout, contributors offer an interdisciplinary roadmap of new directions in film and animation studies, discussing animation in relationship to aesthetics, ideology, philosophy, historiography, visualization, genealogies, spectatorship, representation, technologies, and material culture.
From the Internet to the iPhone, digital technology is no mere cultural artifact. It affects how we experience and understand our world and ourselves at the deepest levels-it is a fundamental condition of living. The digitization of modern life constitutes an essential field of religious concern because it impacts our individual and cultural sensibilities so profoundly. Despite this, it has yet to be thematized as the subject of religious or theological reflection. The Crisis of Transcendence remedies this by asking a single significant question: How is digital technology impacting the moral and spiritual depth of culture? How can something as ineffable and nebulous as the depth of culture b...
The archive has of late proven to be a powerful metaphor: history is viewed as an archive of facts from which one can draw at will; our bodies have become a genetic archive since being digitally opened up in the human genome project; our language is an archive of meanings that can be unlocked using philological tools; and the unconscious is an archive of the traumatic experiences that mold our identity. More and more artists and architects are developing software systems in which data is automatically organized into complex knowledge systems, a process in which the user is only one of the determining factors. Databases, software and archives increasingly form the inspiration for artistic interventions. Information Is Alive considers the artistic potential of these couplings via a selection of essays, interviews and projects by anthropologist Arjun Appadurai, philosopher Brian Massumi, writer Sadie Plant, paleontologist Simon Conway Morris, artists Margarete Jahrmann, Lev Manovich, Michael Saup, Jeffrey Shaw, Stahl Stenslie and others. Published on the occasion of the third Dutch Electronic Art Festival (DEAF03).
Artists and creators in interactive art and interaction design have long been conducting research on human-machine interaction. Through artistic, conceptual, social and critical projects, they have shown how interactive digital processes are essential elements for their artistic creations. Resulting prototypes have often reached beyond the art arena into areas such as mobile computing, intelligent ambiences, intelligent architecture, fashionable technologies, ubiquitous computing and pervasive gaming. Many of the early artist-developed interactive technologies have influenced new design practices, products and services of today's media society. This book brings together key theoreticians and practitioners of this field. It shows how historically relevant the issues of interaction and interface design are, as they can be analyzed not only from an engineering point of view but from a social, artistic and conceptual, and even commercial angle as well.
A systematic theory of DIY electronic culture, drawn from a century of artists who have independently built creative technologies. Since the rise of Arduino and 3D printing in the mid-2000s, do-it-yourself approaches to the creative exploration of technology have surged in popularity. But the maker movement is not new: it is a historically significant practice in contemporary art and design. This book documents, tracks, and identifies a hundred years of innovative DIY technology practices, illustrating how the maker movement is a continuation of a long-standing creative electronic subculture. Through this comprehensive exploration, Garnet Hertz develops a theory and language of creative DIY ...
How to level up to the next transformative phase of publishing—with a critical methodology that transcends the dichotomy of paper and digital media production. Publishing is experiencing one of the most transformative phases in its history. In Tactical Publishing, a sequel to Post-Digital Print, Alessandro Ludovico explores the forces driving this historical phase, highlighting the tremendous opportunities it presents. Our task, he believes, is to develop an alternative publishing system that transcends the dichotomy between paper and digital media. He focuses first on the two activities on which publishing is premised—reading and writing (with an emphasis on writing machines and post-tr...