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Digital technologies have profoundly impacted the arts and expanded the field of sculpture since the 1950s. Art history, however, continues to pay little attention to sculptural works that are conceived and ‘materialized’ using digital technologies. How can we rethink the artistic medium in relation to our technological present and its historical precursors? A number of theoretical approaches discuss the implications of the so-called ‘Aesthetics of the Digital’, referring, above all, to screen-based phenomena. For the first time, this publication brings together international and trans-historical research perspectives to explore how digital technologies re-configure the understanding of sculpture and the sculptural leading into the (post-)digital age. Up-to-date research on digital technologies’ expansion of the concept of sculpture Linking historical sculptural debates with discourse on the new media and (post-)digital culture
Seit der Popularisierung der Computertechnologie durch Personal Computer und Internet übt die Strategie des Hackings eine besondere Faszination auf die Medienkunst aus. Warum ist das so? Welche Botschaften vermitteln die Künstler mit diesen Projekten? Der zweite Band der Reihe ‹Edition Digital Culture› geht diesen Fragen auf den Grund. Ein Hack ist eigentlich eine gewitzte Lösung für ein Computerproblem. Hacken steht aber auch für das kreative Aufbrechen einer Technologie und den damit verbundenen Systemen. Ein Hacker will mehr als nur vorgegebene Regeln befolgen, er will die Systeme selbst verändern. Das macht die Figur des Hackers und seine Tätigkeit schillernd und mehrdeutig. Mit Texten von Hannes Gassert, Verena Kuni, Claus Pias, Felix Stalder und Raffael Dörig.
A profound understanding of the surrealists’ connections with alchemists and secret societies and the hermetic aspirations revealed in their works • Explains how surrealist paintings and poems employed mythology, gnostic principles, tarot, voodoo, alchemy, and other hermetic sciences to seek out unexplored regions of the mind and recover lost “psychic” and magical powers • Provides many examples of esoteric influence in surrealism, such as how Picasso’s Demoiselles d’Avignon was originally titled The Bath of the Philosophers Not merely an artistic or literary movement as many believe, the surrealists rejected the labels of artist and author bestowed upon them by outsiders, acce...
The Genome Incorporated examines the proliferation of human genomics across contemporary media cultures. It explores questions about what it means for a technoscience to thoroughly saturate everyday life, and places the interrogation of the science/media relationship at the heart of this enquiry. The book develops a number of case studies in the mediation and consumption of genomics, including: the emergence of new direct-to-the-consumer bioinformatics companies; the mundane propagation of testing and genetic information through lifestyle television programming; and public and private engagements with art and science institutions and events. Through these novel sites, this book examines the proliferating circuits of production and consumption of genetic information and theorizes this as a process of incorporation. Its wide-ranging case studies ensure its appeal to readers across the social sciences.
In Women of the Right, Kathleen M. Blee and Sandra McGee Deutsch bring together a groundbreaking collection of essays examining women in right-wing politics across the world, from the early twentieth-century white Afrikaner movement in South Africa to the supporters of Sarah Palin today. The volume introduces a truly global perspective on how women matter in the national and transnational links and exchanges of rightist politics. Suitable for classroom use, it sets a new agenda for scholarship on women on the right. Aside from the editors, the contributors are Nancy Aguirre, Karla J. Cunningham, Kirsten Delegard, Kathleen M. Fallon, Kate Hallgren, Randolph Hollingsworth, Jill Irvine, Vandana Joshi, Carol S. Lilly, Annette Linden, Julie Moreau, Margaret Power, Mariela Rubinzal, Daniella Sarnoff, Ronnee Schreiber, Meera Sehgal, Louise Vincent, and Veronica A. Wilson.
A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy. New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history...
An indispensable resource for instructors and students in digital studies programs, Critical Digital Studies is a comprehensive, creative, and fascinating look at a digital culture that is struggling to be born, survive, and flourish."--Publisher description.
Art&D considers changes in art practice due to media, to that new branch of art making known primarily as electronic art. Use of radio and video came first, about 25 years ago, but over the last ten years digital media and network technology have reigned. This new discipline embraces a heterogeneous collection of artistic, technological, and scientific disciplines and is also characterized by inter- and trans-disciplinary collaborations. Electronic art proved a troublesome fit for existing art institutions, necessitating the founding of specialized organizations for the funding and creation of relatively expensive, process-based projects. And they were: digital art laboratories were established around the world with the financial support of governments, arts foundations, industry, scientific programs, and so on. Art&D is a critical consideration of the many artistic, technical and theoretical aspects of making electronic art in such interdisciplinary collaborations. It sets out to describe, in layman's terms, the cultural, social, and political-economic transformations that are the result of the widespread propagation of digital techniques.
Noch nie in der Geschichte hat ein Medium Gesellschaft und Kultur so radikal verändert wie die Digitalisierung und das Internet. Die Entwicklung hat auch eine neue Kunstrichtung hervorgebracht: Die Medienkunst. Die Publikation folgt dieser explosionsartigen Entwicklung in der Schweiz seit Mitte der Neunzigerjahre. Sie thematisiert die wichtigsten künstlerischen Strategien - Sound und Video Art, Netzkunst, Hacking, Mashup und Remix, Do-it-yourself, Robotik und Maschinenkunst sowie rein konzeptionelle Ansätze - und die Rolle der Förderer, Festivals, Hochschulen und Ausstellungsräume. Der Schwerpunkt liegt auf Projekten und Künstlern, die von Migros-Kulturprozent seit 1998 gefördert wurden. Künstlerische Arbeiten werden diskutiert und deren oft international ausgezeichneten Protagonisten kommen zu Wort.
In welchem Verhältnis steht Kunst zur Politik? Lassen sich die Anliegen der Politik mit den Anliegen der Kunst verbinden? Wo liegen Möglichkeiten und Grenzen der elektronischen Medien im Spannungsfeld von Kunst und Politik? Der erste Band der Reihe ‹Edition Digital Culture› untersucht diese Fragen auf mehreren Ebenen. Eine exemplarische Rolle in diesem Buch spielt das Werk der beiden Schweizer Medienkünstler Christoph Wachter & Mathias Jud. Sie haben mit ihrem Projekt ‹Zone*Interdite› öffentlich zugängliche Bilder von militärischen Sperrzonen gesammelt und konnten als Erste eine dreidimensionale Rekonstruktion des US-Gefangenenlagers ‹Guantanamo Bay› auf Kuba erstellen. Die Publikation zeigt, warum solche Fragestellungen nicht nur in den Bereich von Politik und Gesellschaft, sondern auch zur Sphäre der Kunst gehören. Mit Texten von Mercedes Bunz, Dieter Daniels, Stefan Heidenreich, Anke Hoffmann, Dominik Landwehr und Boris Magrini.