Oliver Grau Virtual Art from Illusion to Immersion
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Preserving New Media Art: Re-Presenting Experience
Preserving New Media Art: Re-presenting Experience Jean Bridge Sarah Pruyn Visual Arts & Interactive Arts and Science, Theatre Studies, University of Guelph, Brock University Guelph, Canada St. Catharines, Canada [email protected] [email protected] ABSTRACT Keywords There has been considerable effort over the past 10 years to define methods for preservation, documentation and archive of new Art, performance art, relational art, interactive art, new media, art media artworks that are characterized variously as ephemeral, preservation, archive, art documentation, videogame, simulation, performative, immersive, participatory, relational, unstable or representation, experience, interaction, aliveness, virtual, technically obsolete. Much new media cultural heritage, authorship, instrumentality consisting of diverse and hybrid art forms such as installation, performance, intervention, activities and events, are accessible to 1. INTRODUCTION us as information, visual records and other relatively static This investigation has evolved from our interest in finding documents designed to meet the needs of collecting institutions documentation of artwork by artists who produce technologically and archives rather than those of artists, students and researchers mediated installations, performances, interventions, activities and who want a more affectively vital way of experiencing the artist’s events - the nature of which may be variously limited in time or creative intentions. It is therefore imperative to evolve existing duration, performance based, -
How Artists Can Develop Their Artwork, Its Market and Deliver Their Creative Content for Virtual Reality Environments?
http://dx.doi.org/10.14236/ewic/EVA2019.54 How Artists Can Develop Their Artwork, Its Market and Deliver Their Creative Content for Virtual Reality Environments? Maureen Kendal Mehmet Mulla Elaine Thomazi-Freitas Ravensbourne University Dreamstudio.io London Metropolitan University London, UK London, UK London, UK [email protected] [email protected] [email protected] This research investigates how artists, from traditional fine art and applied art backgrounds, can create innovative immersive and virtual art and build upon their tangible skills, through a digital pipeline and tools? Findings indicated opportunities to co-create partnerships, develop transferable design skills; and exhibitions which enable new markets and audiences. Virtual Reality. Immersive technologies. TiltBrush. Visual effects. Spatial audio. 1. INTRODUCTION. experience of VR technology for artists may find a new home in a virtual immersive setting. The project aimed to introduce a variety of eXtended Reality (XR) experiences to PingHub The project aims were to: network of artists and creatives, to prepare the way for an immersive platform for use by artists, gallery 1. Introduce immersive design skills to owners, globally dispersed, to enable greater these fine art artists. interconnectivity for their audiences, patrons and 2. Enable artists to use these tools artists. independently or in collaborative multi-disciplinary partnerships with The PingHub curatorial team led by Peng Seng VR specialists. Ong, investigated immersive technologies, 3. Investigate how the transfer of providers, costs and availability; the chosen artists’ creative content to a VR provider offered hands-on tasters of Virtual Reality platform could promote their work (VR) tools, global partners and an understanding of across PingHub galleries in other usability and psychological measures. -
Novalis's Magical Idealism
Symphilosophie International Journal of Philosophical Romanticism Novalis’s Magical Idealism A Threefold Philosophy of the Imagination, Love and Medicine Laure Cahen-Maurel* ABSTRACT This article argues that Novalis’s philosophy of magical idealism essentially consists of three central elements: a theory of the creative or productive imagination, a conception of love, and a doctrine of transcendental medicine. In this regard, it synthesizes two adjacent, but divergent contemporary philosophical sources – J. G. Fichte’s idealism and Friedrich Schiller’s classicism – into a new and original philosophy. It demonstrates that Novalis’s views on both magic and idealism, not only prove to be perfectly rational and comprehensible, but even more philosophically coherent and innovative than have been recognised up to now. Keywords: magical idealism, productive imagination, love, medicine, Novalis, J. G. Fichte, Schiller RÉSUMÉ Cet article défend l’idée selon laquelle trois éléments centraux composent ce que Novalis nomme « idéalisme magique » pour désigner sa philosophie propre : la conception d’une imagination créatrice ou productrice, une doctrine de l’amour et une théorie de la médecine transcendantale. L’idéalisme magique est en cela la synthèse en une philosophie nouvelle et originale de deux sources philosophiques contemporaines, à la fois adjacentes et divergentes : l’idéalisme de J. G. Fichte et le classicisme de Friedrich Schiller. L’article montre que les vues de Novalis tant sur la magie que sur l’idéalisme sont non seulement réellement rationnelles et compréhensibles, mais philosophiquement plus cohérentes et novatrices qu’on ne l’a admis jusqu’à présent. Mots-clés : idéalisme magique, imagination productrice, amour, médecine, Novalis, J. G. -
Course Reader, Table of Contents
Envision Art 01: the responsive screen Prof. Fabian Winkler Spring 2007 Course Reader, Table of contents History / Visions Erkki Huhtamo: “Media Art in the Third Dimension: Stereoscopic Imaging and Contemporary Art”, in: “Future Cinema: The Cinematic Imaginary After Film (Electronic Culture: History, Theory, and Practice Series)” edited by Jeffrey Shaw and Peter Weibel. The MIT Press, 2003, pp. 466-473. Oliver Grau: “Virtual Art: From Illusion to Immersion”. The MIT Press, 2002. - Chapter 4: “Intermedia Stages of Virtual Reality in the 20th Century: Art as Inspiration of Evolving Media”, pp.140-190. Morton Heilig: “The Cinema of the Future”, in: Randall Packer: “Multimedia: From Wagner to Virtual Reality”. W. W.Norton & Company, 2002, pp.219-232. Designs / Structures Norman M. Klein: “The Vatican to Vegas: A History of Special Effects”. New Press, 2004 - “Introduction: The Vatican to Vegas”, pp. 1-18. - “Happy Imprisonment: Labyrinths”, pp. 97-115. - “Movie F/X: Making Heads Roll”, pp. 213-228. Michael Heim: “Virtual Realism” paper, 1998. Frank Popper: “Art of the Electronic Age”. Thames & Hudson, 1997. - Chapter 4: “Computer Art”, pp. 78-122. Pierre Levy: “Cyberculture”. University of Minnesota Press, 2001. - 1. “The Impact of Technology”, pp. 3-13. - 2. “The Technical Infrastructure of the Virtual”, pp.13-27. - 3. “Digital Technology and the virtualization of Information”, pp. 27-57. Interactivity David Rokeby: “The Construction of Experience: Interface as Content”, in: "Digital Illusion: Entertaining the Future with High Technology," edited by Clark Dodsworth, Jr., Addison-Wesley Publishing Company, 1998. Krueger, W. Myron: “Responsive Environments”, in: Randall Packer: Multimedia: From Wagner to Virtual Reality. W. -
Transilient Minds
The Screen as Architecture Olga Venetsianou University of Thessaly (Greece) Abstract the screen. The argument will be presented through a series of case studies that are This paper deals with the spatial properties of located between architecture and non- the cinematic, television or computer screen architecture, dating from the beginning of in multimedia installations. Through a series the twentieth century until now. The of case-studies dating from the interwar selected works use a diverse range of avant-garde movements to contemporary expressive means, materials and multimedia installations, we will attempt to techniques, thus breaking down the barriers illustrate the way that the screen surface is within the arts. transformed from flat and frontal to a three- dimensional space of visualization. Artistic Expansion and Multiplication of experimentations, in particular the expansion and multiplication of screen space and the Screen Space encouragement of audience participation, In regard to media art, two underlying assisted by the evolution of technology from currents are identified. The first may be analogue to digital, marked the introduction of described as an audiovisual experience immersive environments and interactive constrained by a bounding border, which relations between spectator and image. In separates fictional from real space, i.e. the digital culture, the screen functions as a frame of a painting, the proscenium arch of communication space for events and a theatre, the casing of a television, the scenarios. Moreover, contemporary border of a cinema screen. The second multimedia installations use the strong group of artworks is characterized by the illusionary powers of the moving image and attempt to discard the frame, so that the the notion of interactivity in an attempt to created space is released as an immersive converge all modalities of perception in a experience. -
Interaction, Participation and Networking Art Florian Weil Student at University of Art in Linz Hauptplatz 8 4010 Linz, Austria [email protected]
Interaction, Participation and Networking Art Florian Weil Student at University of Art in Linz Hauptplatz 8 4010 Linz, Austria [email protected] Interactions were often used as a dialogue model, for example the “Telematic Dreaming” project. In this installation the viewer is no ABSTRACT longer solely a recipient, but simultaneously an agent, too. This paper is a summary of the essay “Interaction, Participation, Networking Art and telecommunication” from Inke Arns. We At the late 1980s telematic and telepresence began to gain explore how the spectator is involved into the artwork and how importance for interactive media art. Telepresence provided a new the participation of art changed in the last 50-60 years. scope for the artist and allowed the viewer parallel experiences in Furthermore, this paper point out the evolution of art and which three different spaces at once: role participation plays in the art context • The real space in which the viewer’s body is physically located Keywords Art Network Internet mass-media participation telematic • Per tele-perception in the virtual, simulated visual space collaboration Openness NetArt satellite communication • Per tele-action at the physical location of the “data- work” 1. INTRODUCTION In this context of telematic art Kit Galloway and Sherrie Duchamp said that artwork is made entirely by those who look at Rabinowitz created a groundbreaking work, which is called “Hole it or read it. The artist, who made it, survives by their accolades or in Space”. In this installation the viewer from Los Angeles were even their condemnation. These points motivated the artist of the able to talk to the viewer from the other side in New York via a 20th Centaury to use and evolve the concepts of interaction, satellite video connection. -
Anita Kocsis Doctor of Philosophy School of Media Arts Icinema Centre for Interactive
Co-Designing New Media Spaces Candidate: Anita Kocsis Doctor of Philosophy School of Media Arts iCinema Centre for Interactive Cinema Research University of New South Wales 2010 1 Abstract Human centred design is a design philosophy that places the human at the centre of any design program. It engages in co-design practices that rely on participatory collaboration between designer and stakeholders. This thesis investigates how making meaning in digitally augmented exhibitions can satisfy the objectives of designers and content providers through the use of human centred design principles. It contends that a reflective analysis of collaborative design processes can improve stakeholder relations and meet the diverse needs and interests of audience members. New media museum exhibits position designers to represent the research of expert content providers. However differing stakeholder visions can turn collaborative design into an incoherent, competitive process in which audience experience, digital mediation, visualisation techniques and the meaning of the work become contested territory. In this thesis two key concepts, “brokering by design”, and the audience experience, are proposed as central to understanding and improving collaborative digital design. Firstly, “brokering by design” can resolve conceptual differences where a design impasse between stakeholders (such as curator, artist, designer, historian, scientist, museum staff) presents itself. Secondly, a study of the audience experience in the digital exhibition makes visible hitherto unseen levels of social interaction and profound experiential aspects. Two Case Studies serve as the analytic foundation of this thesis and assist to address the twofold purpose of this thesis. These are: (a) the problems in the design process and; (b) the reception of the resulting exhibition by the audience. -
Video Installation in Public Space
Center for Open Access in Science ▪ https://www.centerprode.com/ojsa.html Open Journal for Studies in Arts, 2018, 1(1), 29-42. ISSN (Online) 2620-0635 ▪ https://doi.org/10.32591/coas.ojsa.0101.03029d _________________________________________________________________________ Video Installation in Public Space Lili Atila Dzhagarova South-West University “Neofit Rilski”, Blagoevgrad Theater and Cinema Art Received 31 May 2018 ▪ Revised 27 June 2018 ▪ Accepted 29 July 2018 Abstract The present study is dedicated to the research of video installations placed in the public space, such as exhibition halls, streets and theatrical spaces. The theme “Video installations in the public space” is the understanding of the essence of video and space and its aspects through the production of various spatial solutions and practical imaging solutions in the field of video art. The subject of the study is essence of the problem. In the case of this study the object is the video installations, and the subject is the process of their creation, and the concept of environment. The whole range of phenomena studied is related to the works of video art, their development and expression of opportunities and the idea of environment is an aspect of exploring the space in which they are presented. Keywords: installations, video, public space, phenomenon, movement. 1. Introduction When we think of artists, we think of paint on canvas, or clay masterpieces, or beautiful, timeless drawings, but what do you think when you hear digital artists? The acceptance of digital art into the mainstream art community is a controversy that is slowly becoming history. The controversy is essentially what many people believe in that art is created by the computer, and not by the artist. -
2. Very Little Almost Nothing Simon Critchley
Unworking romanticism America, to which I shall return in my discussion of Cavell. It is rather the offer of a new way of inhabiting this place, at this time, a place that Stevens names, in his last poem and piece of prose, ‘the spare region of Connecticut’ , a place inhabited after the time when mythology was possible.51 As Stevens puts it: A mythology reflects its region. Here In Connecticut, we never lived in a time When mythology was possible. Without mythology we are offered the inhabitation of this autumnal or wintry sparseness, this Connecticut, what Stevens calls ‘a dwindled sphere’: The proud and the strong Have departed. Those that are left are the unaccomplished, The finally human, Natives of a dwindled sphere. (CP 504) ‘A dwindled sphere’…this is very little, almost nothing. Yet, it is here that we become ‘finally human natives’. (c) Romantic ambiguity The limping of philosophy is its virtue. True irony is not an alibi; it is a task; and the very detachment of the philosopher assigns to him a certain kind of action among men.52 Romanticism fails. We have already seen how the project of Jena Romanticism is riddled with ambiguity. On the one hand, romanticism is an aesthetic absolutism, where the aesthetic is the medium in which the antinomies of the Kantian system— and the Enlightenment itself—are absolved and overcome. For Schlegel, the aesthetic or literary absolute would have the poetic form of the great novel of the modern world, the Bible of secularized modernity. However, on the other hand, the audacity of romantic naïveté goes together with the experience of failure and incompletion: the great romantic novel of the modern world is never written, and the romantic project can be said to fail by internal and external criteria. -
Mppwp1 2019 SR
The Aesthetic Turn The Cultivation and Propagation of Aesthetic Experience after its Declaration of Independence Raffnsøe, Sverre Document Version Final published version Publication date: 2019 License CC BY-NC-ND Citation for published version (APA): Raffnsøe, S. (2019). The Aesthetic Turn: The Cultivation and Propagation of Aesthetic Experience after its Declaration of Independence. Department of Management, Politics and Philosophy, CBS. MPP Working Paper No. 2019/1 Link to publication in CBS Research Portal General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. Take down policy If you believe that this document breaches copyright please contact us ([email protected]) providing details, and we will remove access to the work immediately and investigate your claim. Download date: 26. Sep. 2021 Porcelænshaven 18B DK-2000 Frederiksberg T: +45 3815 3636 E: [email protected] cbs.dk/mpp facebook.com/mpp.cbs twitter.com/MPPcbsdk THE AESTHETIC TURN The Cultivation and Propagation of Aesthetic Experience after its Declaration of Independence Sverre Raffnsøe Department of Management, Politics and Philosophy Copenhagen Business School Working paper no [1] - 2019 MPP WORKING PAPER ISBN: 978-87-91839-39-9 2 The Aesthetic Turn The Cultivation and Propagation of Aesthetic Experience after its Declaration of Independence Sverre Raffnsøe Table of Contents I. The genie of aestheticism .......................................................................................................................... 3 II. Aesthetic transitions .................................................................................................................................. 5 III. The normative ‘poetic’ approach to aesthetics in Plato, Baumgarten and Boileau ............................. -
New Art Historical Resources on the Web [2]
New art historical resources on the web [2] H-ArtHist Redaktion [1] The Archive of Digital Art 2.0 [2] Piktorialismus-Portal --------------------------------------------------------------- [1] The Archive of Digital Art 2.0 From: Prof. Dr. Oliver Grau <[email protected]> Date: 02.09.2014 Subject: ANN: The ARCHIVE OF DIGITAL ART 2.0 is online Krems The Archive of Digital Art (former Database of Virtual Art) has become the most important scholarly online archive for media art. In cooperation with established media artists, researchers, and institutions, it has been documenting the rapidly evolving world of digital art and its related fields for more than a decade and today contains a selection of thousands of artwork at the intersection of art, science, and technology. A New Tool Enables Collaborative Archiving With two large international grants, by FWF and ARC, the archive is evolving into a web 2.0 environment. The idea is to provide community features and user-oriented applications to enable a collective scientific exchange between artists, researchers and the public to foster interdisciplinary and global collaborative analysis and a proactive process of knowledge transfer. ADA invites scholars to create their ADA scholar profile, upload their pdf publications, announce upcoming events, lectures, conferences etc., and explore and research digital art collectively, as the archive is for research and teaching. Meta-Thesaurus Cross-links Media Art with Art History Furthermore the archive’s rich data collection - based on a 'concept of expanded documentation’ for media art - will be semantically cross-linked with classical art from the Renaissance to the present by a newly developed meta-thesaurus. -
Museum and Archive on the Move Introduction
Oliver Grau / Wendy Coones / Viola Rühse Museum and Archive on the Move Introduction Landscape of Museum and Archive The world-wide museum community is more than 55,000 institutions strong. The US has more than 17,000 alone, Japan 5,700, and Germany 6,300. It may seem that this infrastruc- ture in all its diversity and history is such a mighty monolith that drastic change would be difficult to imagine. But the digital age enters with force and alters that status quo. It comes with new tools to present, collect, access (cultural artefacts), connect, explore, research, manage, and visualize data. It comes with its own digital-born arts and cultures, which have their own history of more than five decades. Digital arts and cultures play a role in 200 biennials around the world and in hundreds of specialized festivals, but do not signifi- cantly enter the walls of the museum world. The museum setting in our contemporary world has diversified not only due to the digital revolution that has come to permeate global culture and interaction, but also due to many other non-digital transitions that have come about alongside or due to digital developments. Digital technology has introduced new multifarious ways of expression that change the nature of the object to be collected, as well and changing the expressive methods available for displaying and archiving collections. These new objects and the tech- niques used to preserve and interpret them embrace interactivity, make use of linear and non-linear structures equally, and encourage new methods and ever deepening degrees of participation.