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Exhibition spaces are physical places of knowledge production and exchange. Their spatial properties play an important role in contextualizing information. Virtual stagings of exhibitions should therefore retain these properties. The Beyond Matter research project (2019–23) aims to unravel the intertwining of physical and virtual structures and their impact on spatial aspects in art production, curating, and art education, and thus to identify ways to preserve cultural heritage in the digital age. This publication offers a comprehensive overview of the diverse research activities, exhibition and book projects, and symposia that have taken place or emerged in the course of the international Beyond Matter project at the various partner institutions.
Images that embody the point of view of the perpetrators of violent crimes, or their accomplices, force us to look at the pain of victims through the eyes of those who caused it. Accompanied by over sixty visuals of historically infamous violence, The Death in their Eyes goes beyond the visible aspects of images to reveal what has been left outside of the frame. Covering human abuse and humiliation at Abu Ghraib, the Auschwitz Album, religious desecration during the Spanish Civil War, an unfinished Nazi propaganda film made at the Warsaw Ghetto in the spring of 1942, and detainees at the S-21 torture center in Cambodia under the Khmer Rouge, this volume proposes a rigorous new methodology for analyzing perpetrator images, in photography and film, that continue to be used and re-appropriated in today’s media. Content warning: This book contains images of victims of murder and torture which are essential to the author’s analysis.
An authority on creativity introduces us to AI-powered computers that are creating art, literature, and music that may well surpass the creations of humans. Today's computers are composing music that sounds “more Bach than Bach,” turning photographs into paintings in the style of Van Gogh's Starry Night, and even writing screenplays. But are computers truly creative—or are they merely tools to be used by musicians, artists, and writers? In this book, Arthur I. Miller takes us on a tour of creativity in the age of machines. Miller, an authority on creativity, identifies the key factors essential to the creative process, from “the need for introspection” to “the ability to discover...
In many contemporary societies we encounter iconoclasm breaking out with renewed violence. Iconoclastic actions against objects of visual material culture and testimonials of history act as dynamite in the public sphere. They are expressions of political, religious, national, and identity conflicts. Even the freedom of art is threatened by censorship and cancel culture. Based on case studies from different world regions, contemporary iconoclasms in art, media, and cultural heritage are critically analyzed from both a global and an interdisciplinary perspective. Divided into three sections, the book discusses attacks on monuments and memorials, idol disputes in museums and the visual arts, and forms of mediated iconoclasm in contemporary art.
An essential exploration of the video game aesthetic that decenters the human player—requiring little human action—and challenges what it means to play. Do we play video games or do video games play us? Is nonhuman play a mere paradox or the future of gaming? And what do video games have to do with quantum theory? In Playing at a Distance, Sonia Fizek engages with these and many more daunting questions, forging new ways to think and talk about games and play that decenter the human player and explore a variety of play formats and practices that require surprisingly little human action. Idling in clicker games, wandering in walking simulators, automating gameplay with bots, or simply watc...
War, migration, and refugeehood are inextricably linked and the complex nature of all three phenomena offers profound opportunities for representation and misrepresentation. This volume brings together international contributors and practitioners from a wide range of fields, practices, and backgrounds to explore and problematize textual and visual inscriptions of war and migration in the arts, the media, and in academic, public, and political discourses. The essays in this collection address the academic and political interest in representations of the migrant and the refugee, and examine the constructed nature of categories and concepts such as ‘war,’ ‘refuge(e),’ ‘victim,’ ‘border,’ ‘home,’ ‘non-place,’ and ‘dis/location.’ Contributing authors engage with some of the most pressing questions surrounding war, migration, and refugeehood as well as with the ways in which war and its multifarious effects and repercussions in society are being framed, propagated, glorified, or contested. This volume initiates an interdisciplinary debate which re-evaluates the relationship between war, migration, and refugeehood and their representations.
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.
From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame. By examining the change in the maze from the landscapes of open spaces and closed gardens through to the screen of the videogame, both mazes and labyrinths are discussed in terms of historical reference, alongside the author's personal experiences of walking and playing these structures. This book shows how our cultural experiences of real world maze landscapes may have changed, and how we negotiate videogame worlds along the various paths and meanings they so often create for us.
Augenzeugenberichte zum 11. September 2001 und zu den Kriegen des 17. Jahrhunderts spannen den Bogen der Beiträge des vorliegenden Bandes. Eine Untersuchung der massenmedialen Darstellung der »Taten« des Kreuzers Emden im Ersten Weltkrieg – eine der zeitgenössischen Mythen – steht neben Analysen von Max Frischs »Die Chinesische Mauer« und den Schriften Pat Barkers. Der Band zeichnet sich durch eine Vielfalt von Ansätzen aus und repräsentiert dennoch nur ein kleines Spektrum der Bandbreite möglicher Themen. Ergänzt werden die Beiträge durch Rezensionen zu einschlägigen Neuerscheinungen sowie durch eine Bibliographie wissenschaftlicher Publikationen aus dem Jahr 2005.