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Char Davies' Immersive Virtual Art and the Essence of Spatiality

Char Davies' Immersive Virtual Art and the Essence of Spatiality PDF Author: Laurie McRobert
Publisher: University of Toronto Press
ISBN: 080209094X
Category : Art
Languages : en
Pages : 209

Book Description
In this first book-length study of the internationally renowned Canadian artist Char Davies, Laurie McRobert examines the digital installations Osmose and Ephémère in the context of Davies' artistic and conceptual inspirations. Davies, originally a painter, turned to technology in an effort to create the effect of osmosis between self and world. By donning a head-mounted display unit and a body vest to monitor breathing and balance, participants are immersed in 3D-virtual space where they interact with abstract images of nature while manoeuvring in an artificial spatial environment. Char Davies' Immersive Virtual Art and the Essence of Spatiality explores spatiality through a broad scope of disciplines, including philosophy, mythology, biology, and visual studies, in order to familiarize the reader with virtual reality art - how it differs from traditional artistic media and why immersive virtual art promises to expand our imaginative horizons. This original study provides us with an important exposition of two of Char Davies' acclaimed projects and an exploration of the future impact of digital virtual art on our worldviews.

Char Davies' Immersive Virtual Art and the Essence of Spatiality

Char Davies' Immersive Virtual Art and the Essence of Spatiality PDF Author: Laurie McRobert
Publisher: University of Toronto Press
ISBN: 080209094X
Category : Art
Languages : en
Pages : 209

Book Description
In this first book-length study of the internationally renowned Canadian artist Char Davies, Laurie McRobert examines the digital installations Osmose and Ephémère in the context of Davies' artistic and conceptual inspirations. Davies, originally a painter, turned to technology in an effort to create the effect of osmosis between self and world. By donning a head-mounted display unit and a body vest to monitor breathing and balance, participants are immersed in 3D-virtual space where they interact with abstract images of nature while manoeuvring in an artificial spatial environment. Char Davies' Immersive Virtual Art and the Essence of Spatiality explores spatiality through a broad scope of disciplines, including philosophy, mythology, biology, and visual studies, in order to familiarize the reader with virtual reality art - how it differs from traditional artistic media and why immersive virtual art promises to expand our imaginative horizons. This original study provides us with an important exposition of two of Char Davies' acclaimed projects and an exploration of the future impact of digital virtual art on our worldviews.

Virtual Art

Virtual Art PDF Author: Oliver Grau
Publisher: MIT Press
ISBN: 9780262572231
Category : Art
Languages : en
Pages : 438

Book Description
An overview of the art historical antecedents to virtual reality and the impact of virtual reality on contemporary conceptions of art. Although many people view virtual reality as a totally new phenomenon, it has its foundations in an unrecognized history of immersive images. Indeed, the search for illusionary visual space can be traced back to antiquity. In this book, Oliver Grau shows how virtual art fits into the art history of illusion and immersion. He describes the metamorphosis of the concepts of art and the image and relates those concepts to interactive art, interface design, agents, telepresence, and image evolution. Grau retells art history as media history, helping us to understand the phenomenon of virtual reality beyond the hype. Grau shows how each epoch used the technical means available to produce maximum illusion. He discusses frescoes such as those in the Villa dei Misteri in Pompeii and the gardens of the Villa Livia near Primaporta, Renaissance and Baroque illusion spaces, and panoramas, which were the most developed form of illusion achieved through traditional methods of painting and the mass image medium before film. Through a detailed analysis of perhaps the most important German panorama, Anton von Werner's 1883 The Battle of Sedan, Grau shows how immersion produced emotional responses. He traces immersive cinema through Cinerama, Sensorama, Expanded Cinema, 3-D, Omnimax and IMAX, and the head mounted display with its military origins. He also examines those characteristics of virtual reality that distinguish it from earlier forms of illusionary art. His analysis draws on the work of contemporary artists and groups ART+COM, Maurice Benayoun, Charlotte Davies, Monika Fleischmann, Ken Goldberg, Agnes Hegedues, Eduardo Kac, Knowbotic Research, Laurent Mignonneau, Michael Naimark, Simon Penny, Daniela Plewe, Paul Sermon, Jeffrey Shaw, Karl Sims, Christa Sommerer, and Wolfgang Strauss. Grau offers not just a history of illusionary space but also a theoretical framework for analyzing its phenomenologies, functions, and strategies throughout history and into the future.

Sounding New Media

Sounding New Media PDF Author: Frances Dyson
Publisher: Univ of California Press
ISBN: 0520944844
Category : Music
Languages : en
Pages : 260

Book Description
Sounding New Media examines the long-neglected role of sound and audio in the development of new media theory and practice, including new technologies and performance art events, with particular emphasis on sound, embodiment, art, and technological interactions. Frances Dyson takes an historical approach, focusing on technologies that became available in the mid-twentieth century-electronics, imaging, and digital and computer processing-and analyzing the work of such artists as John Cage, Edgard Varèse, Antonin Artaud, and Char Davies. She utilizes sound's intangibility to study ideas about embodiment (or its lack) in art and technology as well as fears about technology and the so-called "post-human." Dyson argues that the concept of "immersion" has become a path leading away from aesthetic questions about meaning and toward questions about embodiment and the physical. The result is an insightful journey through the new technologies derived from electronics, imaging, and digital and computer processing, toward the creation of an aesthetic and philosophical framework for considering the least material element of an artwork, sound.

Virtual Reality

Virtual Reality PDF Author: Melanie Chan
Publisher: Bloomsbury Publishing USA
ISBN: 1623564743
Category : Social Science
Languages : en
Pages : 216

Book Description
The idea of virtual realities has a long and complex historical trajectory, spanning from Plato's concept of the cave and the simulacrum, to artistic styles such as Trompe L'oeil, and more recently developments in 3D film, television and gaming. However, this book will pay particular attention to the time between the 1980s to the 1990s when virtual reality and cyberspace were represented, particularly in fiction, as a wondrous technology that enabled transcendence from the limitations of physical embodiment. The purpose of this critical historical analysis of representations of virtual reality is to examine how they might deny, repress or overlook embodied experience. Specifically, the author will contend that embodiment is a fundamental aspect of immersion in virtual reality, rather than something which is to be transcended. In this way, the book aims to challenge distorted ideas about transcendence and productively contribute to debates about embodiment and technology.

Art School

Art School PDF Author: Steven Henry Madoff
Publisher: MIT Press
ISBN: 0262134934
Category : Art
Languages : en
Pages : 387

Book Description
Leading international artists and art educators consider the challenges of art education in today's dramatically changed art world. The last explosive change in art education came nearly a century ago, when the German Bauhaus was formed. Today, dramatic changes in the art world—its increasing professionalization, the pervasive power of the art market, and fundamental shifts in art-making itself in our post-Duchampian era—combined with a revolution in information technology, raise fundamental questions about the education of today's artists. Art School (Propositions for the 21st Century) brings together more than thirty leading international artists and art educators to reconsider the practices of art education in academic, practical, ethical, and philosophical terms. The essays in the book range over continents, histories, traditions, experiments, and fantasies of education. Accompanying the essays are conversations with such prominent artist/educators as John Baldessari, Michael Craig-Martin, Hans Haacke, and Marina Abramovic, as well as questionnaire responses from a dozen important artists—among them Mike Kelley, Ann Hamilton, Guillermo Kuitca, and Shirin Neshat—about their own experiences as students. A fascinating analysis of the architecture of major historical art schools throughout the world looks at the relationship of the principles of their designs to the principles of the pedagogy practiced within their halls. And throughout the volume, attention is paid to new initiatives and proposals about what an art school can and should be in the twenty-first century—and what it shouldn't be. No other book on the subject covers more of the questions concerning art education today or offers more insight into the pressures, challenges, risks, and opportunities for artists and art educators in the years ahead. Contributors Marina Abramovic, Dennis Adams, John Baldessari, Ute Meta Bauer, Daniel Birnbaum, Saskia Bos, Tania Bruguera, Luis Camnitzer, Michael Craig-Martin, Thierry de Duve, Clémentine Deliss, Charles Esche, Liam Gillick, Boris Groys, Hans Haacke, Ann Lauterbach, Ken Lum, Steven Henry Madoff, Brendan D. Moran, Ernesto Pujol, Raqs Media Collective, Charles Renfro, Jeffrey T. Schnapp, Michael Shanks, Robert Storr, Anton Vidokle

Digital Creativity

Digital Creativity PDF Author: Colin Beardon
Publisher: Taylor & Francis
ISBN: 9789026519390
Category : Art
Languages : en
Pages : 264

Book Description
Presenting highlights from five years of the field journal Digital Creativity , this volume republishes twenty-seven contributions from international artists and scientists.

Women, Art, and Technology

Women, Art, and Technology PDF Author: Judy Malloy
Publisher: MIT Press
ISBN: 9780262134248
Category : Art
Languages : en
Pages : 580

Book Description
A sourcebook of documentation on women artists at the forefront of work at the intersection of art and technology. Although women have been at the forefront of art and technology creation, no source has adequately documented their core contributions to the field. Women, Art, and Technology, which originated in a Leonardo journal project of the same name, is a compendium of the work of women artists who have played a central role in the development of new media practice.The book includes overviews of the history and foundations of the field by, among others, artists Sheila Pinkel and Kathy Brew; classic papers by women working in art and technology; papers written expressly for this book by women whose work is currently shaping and reshaping the field; and a series of critical essays that look to the future. Artist contributors Computer graphics artists Rebecca Allen and Donna Cox; video artists Dara Birnbaum, Joan Jonas, Valerie Soe, and Steina Vasulka; composers Cecile Le Prado, Pauline Oliveros, and Pamela Z; interactive artists Jennifer Hall and Blyth Hazen, Agnes Hegedus, Lynn Hershman, and Sonya Rapoport; virtual reality artists Char Davies and Brenda Laurel; net artists Anna Couey, Monika Fleischmann and Wolfgang Strauss, Nancy Paterson, and Sandy Stone; and choreographer Dawn Stoppiello; critics include Margaret Morse, Jaishree Odin, Patric Prince, and Zoe Sofia

The Real and the Virtual: Critical Issues in Cybercultures

The Real and the Virtual: Critical Issues in Cybercultures PDF Author:
Publisher: BRILL
ISBN: 184888012X
Category : Social Science
Languages : en
Pages : 218

Book Description
The papers in this volume reflect the debates that progressed during the 4th Global conference on Cybercultures: Exploring Critical Issues, held as a part of Cyber Hub activity in Salzburg, Austria in March 2009. The edited draft papers make up a snapshot for the actual publishing.

Data and Information in Online Environments

Data and Information in Online Environments PDF Author: Edgar Bisset Álvarez
Publisher: Springer Nature
ISBN: 3030774171
Category : Computers
Languages : en
Pages : 479

Book Description
This book constitutes the refereed post-conference proceedings of the Second International Conference on Data Information in Online Environments, DIONE 2021, which took place in March 2021. Due to COVID-19 pandemic the conference was held virtually. DIONE 2021 presents theoretical proposals and practical solutions in the treatment, processing and study of data and information produced in online environments, the latest trends in the analysis of network information, media metrics social, data processing technologies and open science. The 40 revised full papers were carefully reviewed and selected from 86 submissions. The papers are grouped in thematical sessions on evaluation of science in social networking environment; scholarly publishing and online communication; and education in online environments.

Parables for the Virtual

Parables for the Virtual PDF Author: Brian Massumi
Publisher: Duke University Press
ISBN: 0822383578
Category : Philosophy
Languages : en
Pages : 337

Book Description
Although the body has been the focus of much contemporary cultural theory, the models that are typically applied neglect the most salient characteristics of embodied existence—movement, affect, and sensation—in favor of concepts derived from linguistic theory. In Parables for the Virtual Brian Massumi views the body and media such as television, film, and the Internet, as cultural formations that operate on multiple registers of sensation beyond the reach of the reading techniques founded on the standard rhetorical and semiotic models. Renewing and assessing William James's radical empiricism and Henri Bergson's philosophy of perception through the filter of the post-war French philosophy of Deleuze, Guattari, and Foucault, Massumi links a cultural logic of variation to questions of movement, affect, and sensation. If such concepts are as fundamental as signs and significations, he argues, then a new set of theoretical issues appear, and with them potential new paths for the wedding of scientific and cultural theory. Replacing the traditional opposition of literal and figural with new distinctions between stasis and motion and between actual and virtual, Parables for the Virtual tackles related theoretical issues by applying them to cultural mediums as diverse as architecture, body art, the digital art of Stelarc, and Ronald Reagan's acting career. The result is an intriguing combination of cultural theory, science, and philosophy that asserts itself in a crystalline and multi-faceted argument.