Electronic Art and Animation Catalog

Rather than bringing warmth and security , this blanket emits an unsettling electric light and sound . ... of remembered interactions 175 ELECTRONIC ART AND ANIMATION CATALOG cent ) box and becoming part of our everyday environment.

Author:

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ISBN: UOM:39015058776686

Category: Computer graphics

Page: 314

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Multidisciplinary Perspectives on New Media Art

In ACM SIGGRAPH 99 Electronic art and animation catalog (p. 143). ACM. doi:10.1145/312379.312948 Kaprow, A. (1966). Assemblage, environments & happenings. H. N. Abrams. Karimi, H. (2019). Hadi Karimi Website.

Author: Soares, Celia

Publisher: IGI Global

ISBN: 9781799836711

Category: Art

Page: 279

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New media has been gaining importance in the academic world as well as the artistic world through the concept of new media art. As the connections between art and communication technologies grow and further embrace a wide range of concepts, interpretations, and applications, the number of disciplines that will be touched will likewise continue to expand. Multidisciplinary Perspectives on New Media Art is a collection of innovative research on the methods and intersections between new media, artistic practices, and digital technologies. While highlighting topics including audience relationship, digital art, and computer animation, this book is ideally designed for academicians, researchers, high-level art students, and art professionals.

A Companion to Digital Art

“Art in the Information Age: Technology and Conceptual Art.” In SIGGRAPH 2001 Electronic Art and Animation Catalog, 8–15. New York: ACM SIGGRAPH. Expanded in Leonardo 35(4) (2002): 433–438. Shanken, Edward A. 2007. “Historicizing Art ...

Author: Christiane Paul

Publisher: John Wiley & Sons

ISBN: 9781118475188

Category: Art

Page: 632

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Reflecting the dynamic creativity of its subject, this definitive guide spans the evolution, aesthetics, and practice of today’s digital art, combining fresh, emerging perspectives with the nuanced insights of leading theorists. Showcases the critical and theoretical approaches in this fast-moving discipline Explores the history and evolution of digital art; its aesthetics and politics; as well as its often turbulent relationships with established institutions Provides a platform for the most influential voices shaping the current discourse surrounding digital art, combining fresh, emerging perspectives with the nuanced insights of leading theorists Tackles digital art’s primary practical challenges – how to present, document, and preserve pieces that could be erased forever by rapidly accelerating technological obsolescence Up-to-date, forward-looking, and critically reflective, this authoritative new collection is informed throughout by a deep appreciation of the technical intricacies of digital art

Media Art and the Urban Environment

In: ACM SIGGRAPH 2005 electronic art and animation catalog (SIGGRAPH '05). ACM, New York, pp 248–249 Reynolds CW (1987) Flocks, herds and schools: a distributed behavioral model. ACM Siggraph Comput Graph 21(4):25–34 Rowe R (1999) The ...

Author: Francis T. Marchese

Publisher: Springer

ISBN: 9783319151533

Category: Science

Page: 299

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This text formally appraises the innovative ways new media artists engage urban ecology. Highlighting the role of artists as agents of technological change, the work reviews new modes of seeing, representing and connecting within the urban setting. The book describes how technology can be exploited in order to create artworks that transcend the technology’s original purpose, thus expanding the language of environmental engagement whilst also demonstrating a clear understanding of the societal issues and values being addressed. Features: assesses how data from smart cities may be used to create artworks that can recast residents’ understanding of urban space; examines transformations of urban space through the reimagining of urban information; discusses the engagement of urban residents with street art, including collaborative community art projects and public digital media installations; presents perspectives from a diverse range of practicing artists, architects, urban planners and critical theorists.

Generative Systems Art

Edmonds, Ernest, and Pauletto, Sandra, “Audiovisual Discourse in Digital Art”, SIGGRAPH 2004 Electronic Art and Animation Catalogue, New York, NY: ACM Press, 2004, 115–118, 117. Edmonds, Ernest, Martin, Andrew, and Pauletto, Sandra, ...

Author: Francesca Franco

Publisher: Routledge

ISBN: 9781317137436

Category: Language Arts & Disciplines

Page: 158

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In this unique book the author explores the history of pioneering computer art and its contribution to art history by way of examining Ernest Edmonds’ art from the late 1960s to the present day. Edmonds’ inventions of new concepts, tools and forms of art, along with his close involvement with the communities of computer artists, constructive artists and computer technologists, provides the context for discussion of the origins and implications of the relationship between art and technology. Drawing on interviews with Edmonds and primary research in archives of his work, the book offers a new contribution to the history of the development of digital art and places Edmonds’ work in the context of contemporary art history.

Videogames and Art

Bibliography The Association for Computing Machinery (ACM), Siggraph 2002 Electronic Art and Animation Catalog, ACM, New York, 2002. Bollas, Christopher, The Shadow of the Object: Psychoanalysis of the Unthought Known, ...

Author: Andy Clarke

Publisher: Intellect Books

ISBN: 9781841501420

Category: Art

Page: 283

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Videogame art is developing as an area of burgeoning interest, departing from embryonic roots into a flourishing division of scholarly study. The collection provides both an overview of the field, positioning it within a social and commercial context with reference to other forms of digital and pictorial art, and to the mainstream videogames industry.

Relive

Media Art Histories Zhang Ga, Brogan Bunt, Darren Tofts Sean Cubitt, Paul Thomas ... E. Shanken, “Art in the Information Age: Technology and Conceptual Art,” SIGGRAPH 2001 Electronic Art and Animation Catalog (New York: ACM SIGGRAPH, ...

Author: Zhang Ga

Publisher: MIT Press

ISBN: 9780262019422

Category: Art

Page: 395

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"... Consider the idea of history and the artwork's moment in time; the intersection of geography and history in regional practice, illustrated by examples from Eastern Europe, Australia, and New Zealand; the contradictory scales of evolution, life cycles, and bodily rhythms in bio art; and the history of the future--how the future has been imagined, planned for, and established as a vector throughout the history of new media arts." --book jacket.

MediaArtHistories

Kristine Stiles and Peter Selz , Theories and Documents of Contemporary Art : A Sourcebook for Artists ( Berkeley : University of ... in SIGGRAPH 2001 Electronic Art and Animation Catalog ( New York : ACM SIGGRAPH , 2001 ) , 8-15 . 27.

Author: Oliver Grau

Publisher: MIT Press

ISBN: 9780262514989

Category: Art

Page: 489

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Leading scholars take a wider view of new media, placing it in the context of art history and acknowledging the necessity of an interdisciplinary approach in new media art studies and practice. Digital art has become a major contemporary art form, but it has yet to achieve acceptance from mainstream cultural institutions; it is rarely collected, and seldom included in the study of art history or other academic disciplines. In MediaArtHistories, leading scholars seek to change this. They take a wider view of media art, placing it against the backdrop of art history. Their essays demonstrate that today's media art cannot be understood by technological details alone; it cannot be understood without its history, and it must be understood in proximity to other disciplines—film, cultural and media studies, computer science, philosophy, and sciences dealing with images. Contributors trace the evolution of digital art, from thirteenth-century Islamic mechanical devices and eighteenth-century phantasmagoria, magic lanterns, and other multimedia illusions, to Marcel Duchamp's inventions and 1960s kinetic and op art. They reexamine and redefine key media art theory terms—machine, media, exhibition—and consider the blurred dividing lines between art products and consumer products and between art images and science images. Finally, MediaArtHistories offers an approach for an interdisciplinary, expanded image science, which needs the "trained eye" of art history. Contributors Rudlof Arnheim, Andreas Broeckmann, Ron Burnett, Edmond Couchot, Sean Cubitt, Dieter Daniels, Felice Frankel, Oliver Grau, Erkki Huhtamo, Douglas Kahn, Ryszard W. Kluszczynski, Machiko Kusahara, Timothy Lenoir, Lev Manovich, W.J.T. Mitchell, Gunalan Nadarajan, Christiane Paul, Louise Poissant, Edward A. Shanken, Barbara Maria Stafford, and Peter Weibel

When the Machine Made Art

“Why It Isn't Art Yet.” SIGGRAPH 1986 Electronic Art and Animation Catalog. New York: SIGGRAPH, ACM, 1986. ———. “Computer Graphics Pioneers: On Frustrations of Collaborating with Artists.”Computer Graphics 35, no.

Author: Grant D. Taylor

Publisher: Bloomsbury Publishing USA

ISBN: 9781623565619

Category: Social Science

Page: 352

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Considering how culturally indispensable digital technology is today, it is ironic that computer-generated art was attacked when it burst onto the scene in the early 1960s. In fact, no other twentieth-century art form has elicited such a negative and hostile response. When the Machine Made Art examines the cultural and critical response to computer art, or what we refer to today as digital art. Tracing the heated debates between art and science, the societal anxiety over nascent computer technology, and the myths and philosophies surrounding digital computation, Taylor is able to identify the destabilizing forces that shape and eventually fragment the computer art movement.

Performance Drawing

148 Jean Ippolito, 'Dare to be digital: Japan's pioneering contributions to today's international art and technology movement', in ACM SIGGRAPH 2005 Electronic Art and Animation Catalog (Los Angeles: ACM, 2005), p. 1.

Author: Maryclare Foá

Publisher: Bloomsbury Publishing

ISBN: 9781350113008

Category: Art

Page: 384

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What is 'performance drawing'? When does a drawing turn into a performance? Is the act of drawing in itself a performative process, whether a viewer is present or not? Through conversation, interviews and essays, the authors illuminate these questions, and what it might mean to perform, and what it might mean to draw, in a diverse and expressive contemporary practice since 1945. The term 'performance drawing' first appeared in the subtitle of Catherine de Zegher's Drawing Papers 20: Performance Drawings, in particular with reference to Alison Knowles and Elena del Rivero. In this book, it is used as a trope, and a thread of thinking, to describe a process dedicated to broadening the field of drawing through resourceful practices and cross-disciplinary influence. Featuring a wide range of international artists, this book presents pioneering practitioners, alongside current and emerging artists. The combination of experiences and disciplines in the expanded field has established a vibrant art movement that has been progressively burgeoning in the last few years. The Introduction contextualises the background and identifies contemporary approaches to performance drawing. As a way to embrace the different voices and various lenses in producing this book, the authors combine individual perspectives and critical methodology in the five chapters. While embedded in ephemerality and immediacy, the themes encompass body and energy, time and motion, light and space, imagined and observed, demonstrating how drawing can act as a performative tool. The dynamic interaction leads to a collective understanding of the term, performance drawing, and addresses the key developments and future directions of this applied drawing process.