Creating Continuity Between Computer Art History and Contemporary Art
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Between the Viewer and the Work: Encounters in Space. Essays on ZERO
Introduction: Please Turn … TIZIANA CAIANIELLO The conference Between the Viewer and the least thanks to the efforts of the ZERO founda- Work: Encounters in Space took place on October tion2 — ZERO’s involvement in the expansion of 18 19, 2018, at the unstakademie sseldorf the artwork into space and in breaking barriers to open the event ZERO: Please turn!, organized between the viewer and the work had not as yet by the ZERO foundation to celebrate its tenth been adequately explored.3 Thus the conference anniversary and the sixtieth anniversary of ZERO. was dedicated to this subject. In the following, I’ll Even if we were aware that the title ZERO: Please introduce some topics of the conference. turn! could sound obscure, we chose it not only because a work by Otto Piene in our collection is PLEASE TURN … THE PAGE! entitled Please turn (fig. 6) but also because it can In 1958, sixty years before the event ZERO: Please be completed in different ways that fit the topics turn!, the artists Heinz Mack and Otto Piene 15 of the conference, as we shall see below. “turned the page” by publishing in Düsseldorf the A general tendency toward abandoning painting first issue of the magazineZERO , which would be can be witnessed in the art around 1960: from the catalyst for a new artistic movement (fig. 1).4 two-dimensional pictures to relief-like objects Three years later, in 1961, appeared the third and and assemblages, spatial installations and the last issue of the magazine, which contained the integration of performative elements, the works contributions of over thirty artists from ten different increasingly encroach on the space of the view- countries (fig. -
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. -
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. -
Press Release E.A.T.—Experiments in Art and Technology
Press Release E.A.T.—Experiments in Art and Technology July 25–November 1, 2015 Mönchsberg [3] & [4] The Museum der Moderne Salzburg presents an international premiere: a Presse comprehensive survey of the groundbreaking projects of E.A.T.—Experiments Mönchsberg 32 in Art and Technology, an evolving association of artists and technologists 5020 Salzburg who wrote history in the 1960s and 1970s with projects between New York and Austria Osaka. The show is on view on the Mönchsberg. T +43 662 842220-601 F +43 662 842220-700 Salzburg, July 24, 2015. The Museum der Moderne Salzburg mounts the first-ever comprehensive retrospective of the activities of Experiments in Art and Technology [email protected] www.museumdermoderne.at (E.A.T.), a unique association of engineers and artists who wrote history in the 1960s and 1970s. Artists like Robert Rauschenberg (1925–2008) and Robert Whitman (b. 1935) teamed up with Billy Klüver (1927–2004), a visionary technologist at Bell Telephone Laboratories, and his colleague Fred Waldhauer (1927–1993) to launch a groundbreaking initiative that would realize works of art in an unprecedented collaborative effort. The Museum der Moderne Salzburg dedicates two levels of its temporary exhibition galleries on the Mönchsberg with over 16,000 sq ft of floor space to this seminal venture fusing art and technology; around two hundred works of art and projects ranging from kinetic objects, installations, and performances to films, videos, and photographs as well as drawings and prints exemplify the most important stages of E.A.T.’s evolution. “In the past smaller exhibitions have highlighted the best-known events in E.A.T.’s history, but a comprehensive panorama of the group’s activities that reveals the full range and diversity of E.A.T.’s output has long been overdue. -
Course Catalogue 2016 /2017
Course Catalogue 2016 /2017 1 Contents Art, Architecture, Music & Cinema page 3 Arabic 19 Business & Economics 19 Chinese 32 Communication, Culture, Media Studies 33 (including Journalism) Computer Science 53 Education 56 English 57 French 71 Geography 79 German 85 History 89 Italian 101 Latin 102 Law 103 Mathematics & Finance 104 Political Science 107 Psychology 120 Russian 126 Sociology & Anthropology 126 Spanish 128 Tourism 138 2 the diversity of its main players. It will thus establish Art, Architecture, the historical context of this production and to identify the protagonists, before defining the movements that Music & Cinema appear in their pulse. If the development of the course is structured around a chronological continuity, their links and how these trends overlap in reality into each IMPORTANT: ALL OUR ART COURSES ARE other will be raised and studied. TAUGHT IN FRENCH UNLESS OTHERWISE INDICATED COURSE CONTENT : Course Outline: AS1/1b : HISTORY OF CLASSIC CINEMA introduction Fall Semester • Impressionism • Project Genesis Lectures: 2 hours ECTS credits: 3 • "Impressionist" • The Post-Impressionism OBJECTIVE: • The néoimpressionnism To discover the great movements in the history of • The synthetism American and European cinema from 1895 to 1942. • The symbolism • Gauguin and the Nabis PontAven COURSE PROGRAM: • Modern and avantgarde The three cinematic eras: • Fauvism and Expressionism Original: • Cubism - The Lumière brothers : realistic art • Futurism - Mélies : the beginnings of illusion • Abstraction Avant-garde : - Expressionism -
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. -
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. -
COMPUTER ART As a WAY of LIFE
COMPUTER ART as a WAY OF LIFE By Gene Youngblood hen I think of computer art I think of Chicago, and of four people there- Jane Veeder, Phil Morton, Dan Sandin and Tom De Fanti-who are pioneer- ring a visual art form that ultimately is not visual at all, but rather the cre- ation of language, and of conversational "envi- ronments" out of which will emerge our future images and the images of our future. Together Wwith Steina and Woody Vasulka in Santa Fe, they inspired me, taught me, and changed me profoundly over thelast tenyears. With infinite patience and dedication, with the passion of vi- sionary seekers, they guided me ever deeper into the digital domain and caused me at last to understand that computer graphics is some- thing more than art, that it is a kind of practical philosophy, a way of life, a way of being in the world anda way of creating a world to be in. No story reflects this more vividlythan that of Jane Veeder, an artist-programmer whose life and work epitomize both the unique computer- art community in Chicago and a personal path- way of growth and discovery that will become representative of the life of the artist in our time. In my opinion, Veeder stands with Ed Em- shwiller and Larry Cuba as one of the most gifted computer artists working in America to- day. Relatively unknown until recently, she is beginning to get the recognition she deserves. Her 1982 animation Montana is the only work of computer graphics in the Museum of Modern Art's video collection, and her interactive paint program/arcade game Warpitout-the sensation of the SIGGRAPH '82 Art Show in Boston-will later this year be installed at the Ontario Sci- ence Center in Toronto, one of the most presti- gious science museums in the world. -
Redalyc.Virtual Art -The Aura of the Digital Fortunately, It Is Unknown
Interin E-ISSN: 1980-5276 [email protected] Universidade Tuiuti do Paraná Brasil Schuricht, Susanne Virtual Art -the Aura of the Digital Fortunately, it is unknown where the journey will end. Dr. Oliver Grau, based in Berlin, Germany, interviewed by Susanne Schurich Interin, vol. 1, núm. 1, 2006 Universidade Tuiuti do Paraná Curitiba, Brasil Available in: http://www.redalyc.org/articulo.oa?id=504450754010 How to cite Complete issue Scientific Information System More information about this article Network of Scientific Journals from Latin America, the Caribbean, Spain and Portugal Journal's homepage in redalyc.org Non-profit academic project, developed under the open access initiative Virtual Art - the Aura of the Digital Fortunately, it is unknown where the journey will end Dr. Oliver Grau, based in Berlin, Germany, interviewed by Susanne Schuricht Dr. Oliver Grau is a media art historian researching and lecturing at the Art History department at Humboldt University, Berlin. He studied art history, economics, archaeology and Italian literature in Hamburg, London and Siena. He has also done field research in the USA and Japan. Since 1988 he has been head of the German Science Foundation’s project on History of the Arts and Media Theory of Virtual Reality, and has led the "immersive art" project since 2001. Besides this, he and his team are developing a database for virtual art which will provide an overview of interactive installations over recent decades. He has published widely in Europe, the USA and Japan. His research focuses on the history of illusion and immersion in media and art, the history of the idea and culture of telepresence and telecommunication, genetic art and artificial intelligence. -
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.