When the Machine Made Art INTERNATIONAL TEXTS in CRITICAL MEDIA AESTHETICS
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Women's Colleges with Digital Media Majors/Minors Carlow University
Women’s Colleges with Digital Media Majors/Minors Carlow University, Pittsburgh PA, has Art/Graphic Design, Media Arts & Animation, and Multimedia and Web Design majors. These are associated with the Art Institute of Pittsburgh, and are designed to combine a liberal arts education with concentration in the arts using the Art Institute’s established computer studios. http://www.carlow.edu/academics/schools/div-humanities/art-graphic-major.html Chatham University, Pittsburgh PA, offers a Visual Arts major with an Electronic Media Concentration, in which courses “emphasize emerging media production and critical analysis of new media forms.” The University has new technology and software and other resources within the Electronic Media program. http://www.chatham.edu/departments/artdesign/undergrad/visualart/index.cfm College of Notre Dame, Baltimore MD, has a new Digital Media Arts major for academic year 2007-2008. This major will include “a solid foundation in technology, a rich creative background in the arts, and the communication skills necessary to convey ideas in the digital realm.” Part of the reason for the major is because of the value digital media in businesses and communication. In order to fulfill the major, students complete an advanced internship with a local business in order to “refine their professional competencies.” http://www.ndm.edu/Academics/UndergraduateMajors/digitalmediaarts.cfm Georgian Court University, Lakewood NJ, offers a Bachelor of Fine Arts degree in Art with a graphic design/illustration concentration. Required courses for this major include Computer Graphics, Professional Practices in Imaging, and Digital Imaging. This program relates more to the business/communications aspect of graphic design, rather than having a technological focus. -
Fractal 3D Magic Free
FREE FRACTAL 3D MAGIC PDF Clifford A. Pickover | 160 pages | 07 Sep 2014 | Sterling Publishing Co Inc | 9781454912637 | English | New York, United States Fractal 3D Magic | Banyen Books & Sound Option 1 Usually ships in business days. Option 2 - Most Popular! This groundbreaking 3D showcase offers a rare glimpse into the dazzling world of computer-generated fractal art. Prolific polymath Clifford Pickover introduces the collection, which provides background on everything from Fractal 3D Magic classic Mandelbrot set, to the infinitely porous Menger Sponge, to ethereal fractal flames. The following eye-popping gallery displays mathematical formulas transformed into stunning computer-generated 3D anaglyphs. More than intricate designs, visible in three dimensions thanks to Fractal 3D Magic enclosed 3D glasses, will engross math and optical illusions enthusiasts alike. If an item you have purchased from us is not working as expected, please visit one of our in-store Knowledge Experts for free help, where they can solve your problem or even exchange the item for a product that better suits your needs. If you need to return an item, simply bring it back to any Micro Center store for Fractal 3D Magic full refund or exchange. All other products may be returned within 30 days of purchase. Using the software may require the use of a computer or other device that must meet minimum system requirements. It is recommended that you familiarize Fractal 3D Magic with the system requirements before making your purchase. Software system requirements are typically found on the Product information specification page. Aerial Drones Micro Center is happy to honor its customary day return policy for Aerial Drone returns due to product defect or customer dissatisfaction. -
MANFRED MOHR B.1938 in Pforzheim, Germany Lives and Works in New York, Since 1981
MANFRED MOHR b.1938 in Pforzheim, Germany Lives and works in New York, since 1981 Manfred Mohr is a leader within the field of software-based art. Co-founder of the "Art et Informatique" seminar in 1968 at Vincennes University in Paris, he discovered Professor Max Bense's writing on information aesthetics in the early 1960s. These texts radically changed Mohr's artistic thinking, and within a few years, his art transformed from abstract expressionism to computer-generated algorithmic geometry. Encouraged by the computer music composer Pierre Barbaud, whom he met in 1967, Mohr programmed his first computer drawings in 1969. His first major museum exhibition, Une esthétique programmée, took place in 1971 at the Musée d'Art Moderne de la Ville de Paris. It has since become known as the first solo show in a museum of works entirely calculated and drawn by a digital computer. During the exhibition, Mohr demonstrated his process of drawing his computer-generated imagery using a Benson flatbed plotter for the first time in public. Mohr’s pieces have been based on the logical structure of cubes and hypercubes—including the lines, planes, and relationships among them—since 1973. Recently the subject of a retrospective at ZKM, Karlsruhe, Mohr’s work is in the collections of the Centre Pompidou, Paris; Joseph Albers Museum, Bottrop; Ludwig Museum, Cologne; Victoria and Albert Museum, London; Mary and Leigh Block Museum of Art; Wilhelm-Hack-Museum, Ludwigshafen; Kunstmuseum Stuttgart; Stedelijk Museum, Amsterdam; Museum Kulturspeicher, Würzburg; Kunsthalle Bremen; Musée d'Art Moderne et Contemporain, Strasbourg; Daimler Contemporary, Berlin; Musée d’Art Contemporain, Montreal; McCrory Collection, New York; and Esther Grether Collection, Basel. -
Visualizing Research
Visualizing Research A Guide to the Research Process in Art and Design Carole Gray and Julian Malins ASHGATE These methods are particularly useful if your own practice forms part of the research Vehicles for research: inventing new 'wheels' for artists and methodology. designers! Other methods described come from Social Science research, for example In the absence of an established and validated set of research methods in Art and www.sosig.ac.uk (accessed 15 August 2003); Denzin and Lincoln (1994); and some Design, we have had to be similarly adaptive and inventive; for example, a participatory specifically from educational research, for example Cohen and MaOion (1994), 3D 'game' as a means of externalizing teaching styles (Gray, 1988); experimental object McKernan (1998) . These are particularly relevant for human inqUIry related to Art and making in exploring issues of 'chance' and 'choice' in sculpture (Watson, 1992); site Design, for example the study of an individual's practice, and user feedback for deSIgned specific commissioned artworks for investigating the feasibility of architectural ceram roducts. In some circumstances, particular areas of deSIgn, for example Industnal ics (Wheeler, 1996); curation of a major exhibition on interactive art, and the ~eSign, a more scientific approach may be appropriate, in which case 'design methods' production of an interactive artwork in order to allow the audience/user direct experi may be useful. Documented examples of projects using design methods can be found In ence of the research concepts (Graham, 1997). Although these methods have been the journal Design Studies - www.elsevier.nl/locate/destud (accessed 16 June 2003). -
Transformations in Sirigu Wall Painting and Fractal Art
TRANSFORMATIONS IN SIRIGU WALL PAINTING AND FRACTAL ART SIMULATIONS By Michael Nyarkoh, BFA, MFA (Painting) A Thesis Submitted to the School of Graduate Studies, Kwame Nkrumah University of Science and Technology in partial fulfilment of the requirements for the degree of DOCTOR OF PHILOSOPHY Faculty of Fine Art, College of Art and Social Sciences © September 2009, Department of Painting and Sculpture DECLARATION I hereby declare that this submission is my own work towards the PhD and that, to the best of my knowledge, it contains no material previously published by another person nor material which has been accepted for the award of any other degree of the University, except where due acknowledgement has been made in the text. Michael Nyarkoh (PG9130006) .................................... .......................... (Student’s Name and ID Number) Signature Date Certified by: Dr. Prof. Richmond Teye Ackam ................................. .......................... (Supervisor’s Name) Signature Date Certified by: K. B. Kissiedu .............................. ........................ (Head of Department) Signature Date CHAPTER ONE INTRODUCTION Background to the study Traditional wall painting is an old art practiced in many different parts of the world. This art form has existed since pre-historic times according to (Skira, 1950) and (Kissick, 1993). In Africa, cave paintings exist in many countries such as “Egypt, Algeria, Libya, Zimbabwe and South Africa”, (Wilcox, 1984). Traditional wall painting mostly by women can be found in many parts of Africa including Ghana, Southern Africa and Nigeria. These paintings are done mostly to enhance the appearance of the buildings and also serve other purposes as well. “Wall painting has been practiced in Northern Ghana for centuries after the collapse of the Songhai Empire,” (Ross and Cole, 1977). -
Manfred Mohr 1964- 2011, Réflexions Sur Une Esthétique Programmée
bitforms gallery nyc For Immediate Release 529 West 20th St Contact: Laura Blereau New York NY 10011 [email protected] (212) 366-6939 www.bitforms.com Manfred Mohr 1964- 2011, Réflexions sur une esthétique programmée Sept 9 – Oct 15, 2011 bitforms gallery nyc Opening Reception: Friday, Sept 9, 6:00 – 8:30 PM Gallery Hours: Tue – Sat, 11:00 AM – 6:00 PM It was May 11, 1971 when the Musée d'Art Moderne de la Ville de Paris opened the influential exhibition “Computer Graphics - Une Esthétique Programmée”. A solo exhibition by Manfred Mohr, it featured the first display in a museum of works entirely calculated and drawn by a digital (rather than analog) computer. Revolutionary for its time, these drawings were more than mere curiosities – they signaled a new era of image creation, setting in motion a trajectory of modernism and information aesthetics. Using Manfred Mohr’s work as a touchstone, "1964-2011, Réflexions sur une Esthétique Programmée" reveals, through his art work, a critical period of development in media arts. It examines shifting perspectives in art and the working methods that made the visual conversation of information aesthetics possible. How the computer emerged as a tool for art, results from its capacity for handling systems of high complexity, beyond our normal abilities. Discovering the theoretical writings of the German philosopher Max Bense in the early 1960’s, Mohr was fascinated by the idea of a programmed aesthetic, which coincided with his strong interest in designing electronic sound devices and using scientific imagery in his paintings. Mohr studied in Germany and in Paris at the Ecole de Beaux-Arts, and in 1968 he was a founding member of the seminar 'Art et Informatique' at the University of Vincennes. -
Leonardo Reviews Quarterly 2.02 | 2012
L|R|Q Leonardo Reviews Quarterly 2.02 | 2012 Executive Editor: Roger Malina Editor-in-Chief: Michael Punt Associate Editor: Claudy Op den Kamp www.leonardo.info © ISAST L|R|Q Leonardo Reviews Quarterly 2.02 | 2012 Science, Spectacle and Imagination Executive Editor: Roger Malina Editor-in-Chief: Michael Punt Associate Editor: Claudy Op den Kamp www.leonardo.info © ISAST Leonardo Reviews Leonardo Reviews Reviews Panel Leonardo Reviews is the work of an international Allan Graubard, Amy Ione, Anastasia Filip- panel of scholars and professionals invited from poupoliti, Annick Bureaud, Anna B. Creagh, a wide range of disciplines to review books, exhi- Anthony Enns, Aparna Sharma, Boris Jardine, bitions, DVDs, CDs, websites, and conferences. Brian Reffin Smith, Brigitta Zics, Catalin Brylla, Collectively they represent an intellectual commit- Chris Cobb, Chris Speed, Claudia Westermann, ment to engaging with the emergent debates and Claudy Op den Kamp, Craig Harris, Craig Hilton, manifestations that are the consequences of the Dene Grigar, David Bering-Porter, Dene Grigar, convergence of the arts, science and technology. Eduardo Miranda, Elizabeth McCardell, Ellen Pearlman, Enzo Ferrara, Eugene Thacker, Flor- Leonardo Reviews publishes all reviews received ence Martellini, Flutor Troshani, Franc Cham- from the panel monthly at www.leonardo.info. In berlain, Fred Andersson, Frieder Nake, George addition, four times a year a selection of reviews Gessert, George K. Shortess, Giovanna Cos- is printed in Leonardo and now Leonardo Reviews tantini, Hannah Drayson, Hannah Rogers, Har- Quarterly will be publishing an even larger selec- riet Hawkins, Ian Verstegen, Jac Saorsa, Jack tion as a PDF together with introductory material Ox, Jacques Mandelbrojt, Jan Baetens, Jennifer and overview essays. -
Videogame Art and the Legitimation of Videogames by the Art World
Videogame Art and the Legitimation of Videogames by the Art World xCoAx 2015 Computation Communication Sofia Romualdo Aesthetics Independent researcher, Porto, Portugal and X [email protected] Glasgow Scotland Keywords: videogames, art, art world, legitimation 2015.xCoAx.org The legitimation process of a new medium as an accepted form of art is often accelerated by its adaptation by acclaimed artists. Examining the process of acceptance of popular culture, such as cinema and comic books, into the art world, we can trace histori- cal parallels between these media and videogames. In recent years, videogames have been included in exhibitions at specialty muse- ums or as design objects, but are conspicuously absent from tra- ditional art museums. Artists such as Cory Arcangel, Anne-Marie Schleiner and Feng Mengbo explore the characteristics of videog- ames in their practices, modding and adapting the medium and its culture to their needs, creating what is often called Videogame art, which is widely exhibited in art museums but often criticised within the videogames community. This paper aims to give a per- spective of Videogame art, and explore its role in the legitimation process of the videogame medium by the art world. 152 1 Introduction The assimilation of a new medium into the art world has, tradi- tionally, been a matter of contention throughout the history of art. Media such as photography, film, television, street art and comic books struggled to be recognized and respected for several years after their creation, but were eventually accepted into the network comprised of galleries, museums, biennials, festivals, auctions, critics, curators, conservators, and dealers, defined thus by art historian Robert Atkins: The art world is a professional realm – or subculture in anthropological lan- guage – akin to those signified by the terms Hollywood or Wall Street. -
Painting in a Digital World: I Told You So
AUTHOR James Faure Walker University of the Arts, Camberwell London, United Kingdom Painting in a Digital World: [email protected] I Told You So Over the past 10 years, the proportion of painters who use comput like say hello. The curator of new media will casually mention that ers in their work has been rising, and rising dramatically. They may painting is "over" as if it were a given among the digerati. Here is not all be expert users, and they probably know next to nothing a phrase from the SIGGRAPH 2005 Electronic Art and Animation about digital art or its origins, and nothing at all about its pioneer art Catalog: "... the now-weary exertions of the 20th century's picture ists. They will not have heard of SIGGRAPH. They read Frieze. They plane." Yet the pot-pourri of post-modernist styles suggests oth probably outnumber hardcore digital artists by a factor of 50 to one. erwise. That concept of progress in art, of one phase superseding So if we are to speak of the way things are going in "digital art," they another, whether tired or not - that's history. So "new media" is on a are part of the picture. somewhat anachronistic track: a one-way track. No going back! No mixing! It's all historically determined! Goodbye non-interactive art! In the 1990s, it was different. Only a handful of galleries (special- You're exhausted! Any attempt to integrate, to reconcile the disci ist digital art galleries) exhibited inkjet prints as fine art. Today it is plines of that wretched, tired-out 20 picture-plane, is doomed. -
Cyberarts 2018
Hannes Leopoldseder · Christine Schöpf · Gerfried Stocker CyberArts 2018 International Compendium Prix Ars Electronica Computer Animation · Interactive Art + · Digital Communities Visionary Pioneers of Media Art · u19–CREATE YOUR WORLD STARTS Prize’18 Grand Prize of the European Commission honoring Innovation in Technology, Industry and Society stimulated by the Arts INTERACTIVE ART + Navigating Shifting Ecologies with Empathy Minoru Hatanaka, Maša Jazbec, Karin Ohlenschläger, Lubi Thomas, Victoria Vesna Interactive Art was introduced to Prix Ars Electronica farewell and prayers of a dying person into the robot as a key category in 1990. In 2016, in response to a software; seeking life-likeness—computational self, growing diversity of artistic works and methods, the and environmental awareness; autonomous, social, “+” was added, making it Interactive Art +. and unpredictable physical movement; through to Interactivity is present everywhere and our idea of the raising of a robot as one's own child. This is just what it means to engage with technology has shifted a small sample of the artificial ‘life sparks’ in this from solely human–machine interfaces to a broader year’s category. Interacting with such artificial enti- experience that goes beyond the anthropocentric ties draws us into both a practical and ethical dia- point of view. We are learning to accept machines as logue about the future of robotics, advances in this other entities we share our lives with while our rela- field, and their role in our lives and society. tionship with the biological world is intensified by At the same time, many powerful works that deal the urgency of environmental disasters and climate with social issues were submitted. -
Siggraph 1986
ACM SIGGRAPH 86 ART SHOW ART SHOW CHAIR CONFERENCE CO-CHAIRS Patric Prince Ellen Gore California State University, Los Angeles ISSCO Raymond L. Elliott Los Alamos National Laboratory ART SHOW COMMITTEE Maxine D. Brown Maxine Brown Associates SPACE COMMITTEE Donna J. Cox Darcy Gerbarg University of Illinois School of Visual Arts Paul Allen Newell Barbara Mones Abel Image Research Montgomery College Sylvie Rueff John. C. Olvera Jet Propulsion Laboratory North Texas State University Gary Walker Jet Propulsion Laboratory PROFESSIONAL ASSISTANCE Gayle Westrate Independent Deborah Sokolove Colman PHOTOGRAPHS Monochrome Color ESSAYS Herbert W. Franke John Whitney Ken Knowlton Frank Dietrich Patric Prince LISTS OF WORKS Tho-dimensional/Three-dimensional Works Installations Animations FRONT COVER CREDIT ISBN 800-24 7-7004 © 1986 ACM SIGGRAPH © 1985 David Em, Zotz I 1986 ACM SIGGRAPH ART SHOW: A RETROSPECTIVE Since the mid-Sixties, computer art has been seen in museums and galleries world-wide, with several recent major exhibitions. However, the pieces shown were usually the artists' newer works. It is appropriate and pertinent at this year's exhibition to show computer-aided art in the context of that which went before. The 1986 art show traces the development of computer art over the past twenty-five years through the work of artists who have been involved with it from its inception. The 1986 art show is the fifth exhibition of fine art that ACM SIGGRAPH has sponsored in conjunction with its annual SIGGRAPH conference. Patric D. Prince ACKNOWLEDGMENTS I thank Louise Ledeen for her support and advice, the Art Show committee for their billions and billions of donated hours, and the nucleus of dedicated volunteers who have worked diligently to produce this art show. -
Cybernetics in Society and Art
Stephen Jones Visiting Fellow, College of Fines Arts, University of NSW [email protected] Cybernetics in Society and Art Abstract: This paper argues that cybernetics is a description of systems in conversation: that is, it is about systems “talk- ing” to each other, engaging in processes through which information is communicated or exchanged between each system or each element in a particular system, say a body or a society. It proposes that cybernetics de- scribes the process, or mechanism, that lies at the basis of all conversation and interaction and that this factor makes it valuable for the analysis of not only electronic communication systems but also of societal organisation and intra-communication and for interaction within the visual/electronic arts. The paper discusses the actual process of Cybernetics as a feedback driven mechanism for the self-regulation of a collection of logically linked objects (i.e., a system). These may constitute a machine of some sort, a biological body, a society or an interactive artwork and its interlocutors. The paper then looks at a variety of examples of systems that operate through cybernetic principles and thus demonstrate various aspects of the cybernetic pro- cess. After a discussion of the basic principles using the primary example of a thermostat, the paper looks at Stafford Beer's Cybersyn project developed for the self-regulation of the Chilean economy. Following this it examines the conversational, i.e., interactive, behaviour of a number of artworks, beginning with Gordon Pask's Colloquy of Mobiles developed for Cybernetic Serendipity in 1968. It then looks at some Australian and inter- national examples of interactive art that show various levels of cybernetic behaviours.