Divergent Generative Art Practices
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Los Videojuegos En El Mundo Del Arte: Del Juego En El Arte Al Arte Del Juego
Capítulo 1. Introducción UNIVERSIDAD DE CASTILLA-LA MANCHA Departamento de Arte Doctorado en Investigación en Humanidades, Artes y Educación Escuela Internacional de Doctorado Los videojuegos en el mundo del arte: del juego en el arte al arte del juego Autora Dña. Ruth García Martín Directora y Tutora Dra. Dña. Ana Martínez-Collado Martínez Noviembre de 2019 3 Ítaca te brindó tan hermoso viaje. Sin ella no habrías emprendido el camino. Pero no tiene ya nada que darte. Aunque la halles pobre, Ítaca no te ha engañado. Así, sabia como te has vuelto, con tanta experiencia, entenderás ya qué significan las Ítacas. Ítaca, Constantino Cavafis AGRADECIMIENTOS Esta investigación no hubiera sido posible si contar con la ayuda de muchas personas en diferentes niveles. A mi directora y tutora la Dra. Dña. Ana Martínez-Collado Martínez por descubrirme la senda de la investigación. Mis gracias a todos los que, por una u otra razón, habéis contribuido a la consecución de este trabajo sin ser conscientes de toda vuestra influencia: José Andrés por las conversaciones, por tu amistad y por los proyectos; Alberto Murcia por tu generosidad con la bibliografía; al colectivo Arsgames por ser un punto de inflexión en muchas cosas; A Remo Fernández, Laura Jiménez, Iñaki Ramis, Jorge Abellán, Mercedes Ávila, Martín Muelas, Soledad Corcuera y José Manuel Pastor por el humor y vuestros consejos y sugerencias; y a Miguel Angel Ortega por el diván y los cafés, entre todos habéis hecho que el viaje sea más ligero. A mi suegra, Luisa, por el tiempo otorgado. ¡Mil gracias! A mi Enano, Luis Miguel, por tus sugerencias y viaje compartido, ¡hay vida más allá de Paradox! Un agradecimiento especial a Ricci, Ricardo Lara, y Bego, Begoña Cadiñanos, por vuestra ayuda y conversaciones, por aguantarme las disertaciones a horas intempestivas. -
Games of Empire Electronic Mediations Katherine Hayles, Mark Poster, and Samuel Weber, Series Editors
Games of Empire Electronic Mediations Katherine Hayles, Mark Poster, and Samuel Weber, Series Editors 29 Games of Empire: Global Capitalism and Video Games Nick Dyer- Witheford and Greig de Peuter 28 Tactical Media Rita Raley 27 Reticulations: Jean-Luc Nancy and the Networks of the Political Philip Armstrong 26 Digital Baroque: New Media Art and Cinematic Folds Timothy Murray 25 Ex- foliations: Reading Machines and the Upgrade Path Terry Harpold 24 Digitize This Book! The Politics of New Media, or Why We Need Open Access Now Gary Hall 23 Digitizing Race: Visual Cultures of the Internet Lisa Nakamura 22 Small Tech: The Culture of Digital Tools Byron Hawk, David M. Rieder, and Ollie Oviedo, Editors 21 The Exploit: A Theory of Networks Alexander R. Galloway and Eugene Thacker 20 Database Aesthetics: Art in the Age of Information Overfl ow Victoria Vesna, Editor 19 Cyberspaces of Everyday Life Mark Nunes 18 Gaming: Essays on Algorithmic Culture Alexander R. Galloway 17 Avatars of Story Marie-Laure Ryan 16 Wireless Writing in the Age of Marconi Timothy C. Campbell 15 Electronic Monuments Gregory L. Ulmer 14 Lara Croft: Cyber Heroine Astrid Deuber- Mankowsky 13 The Souls of Cyberfolk: Posthumanism as Vernacular Theory Thomas Foster 12 Déjà Vu: Aberrations of Cultural Memory Peter Krapp 11 Biomedia Eugene Thacker 10 Avatar Bodies: A Tantra for Posthumanism Ann Weinstone 9 Connected, or What It Means to Live in the Network Society Steven Shaviro 8 Cognitive Fictions Joseph Tabbi 7 Cybering Democracy: Public Space and the Internet Diana Saco 6 Writings Vilém Flusser 5 Bodies in Technology Don Ihde 4 Cyberculture Pierre Lévy 3 What’s the Matter with the Internet? Mark Poster 2 High Techne¯: Art and Technology from the Machine Aesthetic to the Posthuman R. -
OF US, PLAYERS Pathways in the Diffusion of Digital Gaming: Relocations, Pervasiveness, Gamification Edited by the Editors at GAME
ISSN 2280-7705 The Italian Journal www.gamejournal.it Associazione Culturale LUDICA of Game Studies Games as Art, Media, Entertainment Issue 01, 2012 – volume 1 JOURNAL (PEER-REVIEWED) ALL OF US, PLAYERS Pathways in the diffusion of digital gaming: relocations, pervasiveness, gamification Edited by the Editors at GAME GAME JOURNAL – Peer-Reviewed Section Issue 01 – 2012 GAME Journal Games as Art, Media, Entertainment G|A|M|E is an international, peer-reviewed, free access games studies journal. G|A|M|E publishes one monographic issue per year A PROJECT BY SUPERVISING EDITORS Associazione Culturale LUDICA Antioco Floris (Università di Cagliari), Roy Menarini (Università di Udine), Leonardo Quaresima (Università di Udine) Reggio Calabria IT & London UK HQ: Via Vittorio Veneto 33 89123 Reggio Calabria, Italy EDITORS Offices: 52 Kelly Avenue, London SE15 5LH, UK Stefano Baschiera (Queen’s University, Belfast), Marco Benoît Carbone (University College London), Giovanni Caruso (Università di Udine), Riccardo Fassone (Università di Torino), Gabriele Ferri (Università di Bologna), Adam Gallimore In association with (University of Warwick), Ivan Girina (University of Warwick), Federico Giordano (Università per Stranieri di Perugia), filmforumfestival.it Valentina Paggiarin, Justin Pickard, Paolo Ruffino (Goldsmiths, University of London), Mauro Salvador (Università Cattolica, Milano) WITH THE PATRONAGE OF Università di Cagliari ADVISORY BOARD Dipartimento di Storia, Espen Aarseth (IT University of Copenaghen), Matteo Bittanti (California College -
The Yes Men and Activism in the Information Age
Louisiana State University LSU Digital Commons LSU Master's Theses Graduate School 2005 The esY Men and activism in the information age Lani Boyd Louisiana State University and Agricultural and Mechanical College, [email protected] Follow this and additional works at: https://digitalcommons.lsu.edu/gradschool_theses Part of the Arts and Humanities Commons Recommended Citation Boyd, Lani, "The eY s Men and activism in the information age" (2005). LSU Master's Theses. 3689. https://digitalcommons.lsu.edu/gradschool_theses/3689 This Thesis is brought to you for free and open access by the Graduate School at LSU Digital Commons. It has been accepted for inclusion in LSU Master's Theses by an authorized graduate school editor of LSU Digital Commons. For more information, please contact [email protected]. THE YES MEN AND ACTIVISM IN THE INFORMATION AGE A Thesis Submitted to the Graduate Faculty of the Louisiana State University and Agricultural and Mechanical College in partial fulfillment of the requirements for the degree of Master of Arts in The School of Art By Lani Boyd B.F.A., Louisiana State University, 2002 May 2005 ACKNOWLEDGEMENTS I would like to thank Dr. Susan Ryan for her patience and persistent pushing when I needed it most, Rod Parker for his confidence in my ability to do this, and H. Parrott Bacot for his guidance, which I could not have done without. I would also like to thank my parents for always greeting me with open arms (and open wallets), Rusty for simply always being there, Camile for her never-ending kind words, and Jill for her 24-hour tech support. -
The Yes Men and the Affective Character of Disruption
Priming the Senses: The Yes Men and the Affective Character of Disruption Tyler Braun Department of Art History & Communication Studies McGill University, Montreal Submitted June, 2013 A thesis submitted to McGill University in partial fulfillment of the requirements of the degree of Master of Arts, Communication Studies. © Tyler Braun 2013 Abstract In this thesis I examine the use of disruption in contemporary activist practices. Following the work of Jacques Rancière I argue that moments of disruption, moments when our common sense understandings of the world are thrown into disarray, are the only instances when true politics can emerge. Disruption, I argue, is a common tool in activist frameworks but executions of disruption vary widely. Some activist’s introduce new information to disrupt dominant regimes and understandings. Others take a more literal understanding of the term, physically attempting to disrupt objectionable practices. In most cases, I argue, these manifestations of disruption fail to meet the criteria of a political disruption because what Rancière calls the “distribution of the sensible” contains common sense understandings capable of neutralizing the political substance of these claims. I argue that the sort of disruptive act theorized by Rancière is one that works on an individual’s internal perceptual capacities. I locate an example of this type of disruption in a particular action of the New York based group The Yes Men. Dans cette thèse, j'examine l'utilisation de la perturbation dans les pratiques militantes contemporaines. Suite au travail de Jacques Rancière je soutiens que les moments de rupture, des moments où notre compréhension du sens commun du monde sont jetées dans le désarroi, sont les seuls cas où la vraie politique peut émerger. -
Artists-Game-Mods Brin
ARTISTS’ GAME MODS AND THE NEW PUBLIC SPHERE by Sarah Elizabeth Brin ____________________________________________________ A Thesis Presented to the FACULTY OF THE USC ROSKI SCHOOL OF FINE ARTS UNIVERSITY OF SOUTHERN CALIFORNIA In Partial Fulfillment of the Requirements for the Degree MASTER OF PUBLIC ART STUDIES August 2011 Copyright 2011 Sarah Elizabeth Brin Acknowledgements This thesis was made possible by the assistance of countless individuals at various points in the overlapping spheres of art, the videogame industry and academia. All of the following people have been incredibly generous with their time, creativity, insight and criticality. I’d like to thank Gloria Sutton for serving as my primary reader and for providing edits and conceptual links that I certainly would not have been able to come up with on my own. I am also grateful to have Steve Anderson on my committee. His perspective and Survey of Interactive Media course provided many crucial structural elements of this paper. And none of this essay would have been possible without Joshua Decter, Rhea Anastas and Elizabeth Lovins. I find it to be incredibly meaningful that the Master’s of Public Art Studies Program has given me the flexibility and support to do this sort of hybridized research. Additionally, I’d like to thank Brandon Boyer, Chairman of the Independent Games Festival, for introducing me to the field of artists’ games, as well as all the wonderful people working within it. One of those people is Zach Gage, whose perspective as both an artist and educator has proved to be invaluable to my writing process. -
Subverting the Spectacle: a Critical Analysis of Culture
Subverting the Spectacle: A Critical Analysis of Culture Jamming as Activist Performance Submitted by William J E Platt to the University of Exeter as a thesis for the degree of Doctor of Philosophy in Drama In August 2018 This thesis is available for Library use on the understanding that it is copyright material and that no quotation from the thesis may be published without proper acknowledgement. I certify that all the material in this thesis which is not my own work has been identified and that no material has previously been submitted and approved for the award of a degree by this or any other University. Signature…………………………………………………………. 1 Abstract: This thesis is a critical analysis of culture jamming as a form of activist performance that focuses on the relationship between performance, politics and ideology in the context of late-capitalism. Culture jamming is defined here as an overtly theatrical approach to political activism that primarily targets corporate power through the appropriation of the signs and symbols that constitute its branding. Drawing on a range of different examples including Reverend Billy and the Stop Shopping Choir, the contemporary subvertising movement, the Yes Men and Liberate Tate, this thesis explores the way in which culture jamming intervenes in the ideological construction of the real by reintroducing a sense of the political into everyday life. Situating my analysis in relation to Guy Debord’s theory of spectacle and the concept of ‘the performative society,’ I draw on a range of theories from performance and theatre studies, philosophy, critical theory and cultural studies to develop the concept of ‘political force.’ Using this idea as my primary reference point I argue that culture jamming is able to meaningfully challenge the pervasive sense of cynicism characteristic of neoliberalism by transforming our experience of everyday life and, in some cases, producing a sense of the world beyond capitalist realism’s horizons of the thinkable.