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161,916 result(s) for "Art and technology."
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Art and technology : the practice and influence of art and technology in education
The challenge of how to integrate art and technology in education faces educators all around the world. Approaches for addressing this challenge in ways that enhance the learner's educational experience can be found in different cultures and in different disciplines. Embracing the idea of collaboration among art and technology educators and practitioners, was what Menano and Fidalgo proposed to the authors of the chapters in this book. This book presents ideas that help educators to re-evaluate and re-think how to approach art and technology in the educational setting and offers solutions to develop new experiences for students and communities. 0Each chapter presents teaching practices and successful activities that address the challenges facing art and technology education professionals. Along with descriptions of the learners, the settings, the schools and the communities in which they work, the authors share their thoughts and concerns about the changing educational landscape around them. The authors are respected and experienced instructors who are engaged with the use of art and technology and each chapter reflects the authors' diverse practices, their students at different educational levels, and the different educational and socio-cultural contexts in which the learning and teaching takes place. The authors hope that the varied approaches presented in this book will motivate educators to connect beyond the classroom as well as to embrace new strategies and think more creatively and broadly about educational practices.
Performative Images
Performative Images draws upon the work of video artists and activists in France between the 1970s and the early 2020s and focuses on significant practices with technology. Video art and video activism are analysed together in the book to reevaluate key concepts in media studies and foreground a performative approach to the theory of image technology. The book engages works in visual culture, performance studies, digital studies, critical race theory, and feminist methodologies to account for the changes brought about by video technology in social and psychic life. Performative Images is about art and activists' engagement in video technology - an engagement that unsettles the hegemonic narrative of dominant media, as well as the apparently politically neutral dimension of communication technology. In this book, the author explores how video-image technology shapes our psychic and social environments from an art historiographical perspective. We know media technology is dramatically shaping our political and epistemological landscape: this book foregrounds the emergence of performative video images as a key factor in the revaluation of culture and politics.
A philosophy of computer art
What is computer art? Do the concepts we usually employ to think about art, such as 'meaning', 'form', or 'expression' apply to computer art? A Philosophy of Computer Art is the first book to explore these questions. Dominic Lopes argues that computer art challenges some of the basic tenets of traditional ways of thinking about and making art, and that to understand computer art we need to place particular emphasis on the idea of 'interactivity' and the 'user'. Drawing on a wealth of examples he also explains how the computer artist and computer art user differ from makers and spectators of the traditional art and he argues that computer art allows us to understand better the role of technology as an art medium.
The future of art in a postdigital age
In The Future of Art in a Postdigital Age, artist and educator Mel Alexenberg offers a prophetic vision of a postdigital future that reveals a paradigm shift from the Hellenistic to the Hebraic roots of Western culture. The author surveys new art forms emerging from a postdigitial age that address the humanization of digital technologies. He ventures beyond the digital to explore postdigital perspectives rising from creative encounters between art, science, technology and human consciousness.
Porcelain for the Emperor
The exquisite ceramic ware produced at the Imperial Porcelain Manufactory at Jingdezhen in southern China functioned as a kind of visual propaganda for the Qing dynasty (1644-1911) court. Porcelain for the Emperor charts the career of bannerman Tang Ying, a technocrat in the porcelain industry, through the first half of the eighteenth century to uncover the wider role of specialist officials in producing the technological knowledge and distinctive artistic forms that were essential to cultural policies of the Chinese state. Through fiscal management, technical experimentation, and design, these imperial technocrats facilitated rationalized manufacturing in precapitalist and preindustrial society. Drawing on museum collections and firsthand archaeological evidence, as well as the voluminous Archive of the Imperial Workshops , this book contributes new insights to scholarship on global empires and the history of science and technology in China. Readers will learn how the imperial state's intervention in industry left a lingering imprint on modern China through its modes of labor-intensive production, the division of domestic and foreign markets, and, above all, a technocratic culture of centralization.
Digital art
Digital technology has revolutionized the way we produce and experience art today. Not only have traditional forms of art such as printing, painting, photography and sculpture been transformed by digital techniques and media, but entirely new forms such as internet art, software art, digital installation and virtual reality have emerged as recognized artistic practices. Christiane Paul surveys the developments in digital art from its appearance in the 1980s to the present day and looks ahead to what the future may hold. Drawing a distinction between work that uses digital technology as a tool to produce traditional forms and work that uses it as a medium to create new types of art, she discusses the key artists and works. The book explores themes addressed and raised by these artworks, such as viewer interaction, artificial life and intelligence, political and social activism, networks and telepresence, and issues surrounding the collection, presentation and preservation of digital art. This third, expanded edition investigates key areas of digital art practice that have gained in prominence in recent years, including the emergence and impact of locative media, interactive public installation, augmentive and mixed reality, social networking, and file-sharing and tablet technologies.
Digital Dynamics in Nordic Contemporary Art
Affected by technology and globalization, the Nordic region is experiencing large shifts in its socio-political conditions and international outlook today.  As digital dynamics affect life worlds, contemporary artists are making new inquiries in response to the changing Nordic context. As a result of these ever-evolving circumstances, conditions and motivations for making art change as well. As technology and digital culture become more deeply embedded in the contemporary art scene, there is a renewed need to examine the role of art in society and everyday life, and to consider how the digital inspires artists to evolve and tackle socio-political realities, locally and in the wider world. The first section of Digital Dynamics in Nordic Contemporary Art features a collection of testimonials from 78 artists connected to Nordic art who employ concepts and tools relating to the digital in their practice. These testimonials form the basis of essays in the book's second section, penned by leading scholars and curators of Nordic art. They investigate the digital influences on contemporary art, with particular attention paid to the national and international Nordic socio-political context.
Reset modernity!
\"Modernity has had so many meanings and tries to combine so many contradictory sets of attitudes and values that it has become impossible to use it to define the future. It has ended up crashing like an overloaded computer. Hence the idea is that modernity might need a sort of reset. Not a clean break, not a “tabula rasa,” not another iconoclastic gesture, but rather a restart of the complicated programs that have been accumulated, over the course of history, in what is often called the “modernist project.” This operation has become all the more urgent now that the ecological mutation is forcing us to reorient ourselves toward an experience of the material world for which we don't seem to have good recording devices. Reset Modernity! is organized around six procedures that might induce the readers to reset some of those instruments. Once this reset has been completed, readers might be better prepared for a series of new encounters with other cultures. After having been thrown into the modernist maelstrom, those cultures have difficulties that are just as grave as ours in orienting themselves within the notion of modernity. It is not impossible that the course of those encounters might be altered after modernizers have reset their own way of recording their experience of the world. At the intersection of art, philosophy, and anthropology, Reset Modernity! has assembled close to sixty authors, most of whom have participated, in one way or another, in the Inquiry into Modes of Existence initiated by Bruno Latour. Together they try to see whether such a reset and such encounters have any practicality. Much like the two exhibitions Iconoclash and Making Things Public, this book documents and completes what could be called a “thought exhibition:” Reset Modernity! held at ZKM Center for Art and Media Karlsruhe from April to August 2016. Like the two others, this book, generously illustrated, includes contributions, excerpts, and works from many authors and artists.\"--Provided by the publisher.
3-D Experimental VR and Art Practices
The book addresses themes such as visual perception, perception of 3-D and stereo. With the event of the stereoscope and the theatre, dioramas and panoramas before it, vision and perception in the eighteenth and nineteenth century is seen to be marketed to a mass audience. As such the spectacle of the stereoscope and other optical devices can be seen as a precursor to mass media dissemination today. Yet artists use the stereoscope and VR to signify the spectacle, clairvoyance, vision and the mechanism of vision as well as a symbol for the act of looking, being looked at while looking and the gaze within an art new media practice. Other artists have used 3-D and virtual reality to address themes such as theories of consciousness or embodied consciousness, the human – machine relationship and the idea of mapping reality, alternative networked realities. The book includes an introduction and summary of chapters, 86 anaglyphic 3-D images and presents a survey of artists working in 3-D and virtual reality, VR art. The convergence of other fields such as new media art, video art and early virtual reality art is described through many examples within the scope of the book. Artists discussed include Mert Akbal, Zoe Beloff , Geoffrey Berliner, Lygia Clark, Dan Graham, Salvador Dali, Marcel Duchamp, Scott S. Fisher, Rebecca Hackemann, Perry Hoberman, Daniel Iglesia, Ken Jacobs, William Kentridge, Susan MacWilliam, Patrick Meagher, Rosa Menkman, Jim Naughten, Tony Ousler, Alfons Schilling, Joel Schlemowitz, Christopher Schneberger, Judith Sönniken, Ethan Turpin, Aga Ousseinov, Colleen Woolpert. 3-D glasses included with hardback book.