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"digital art"
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Aesthetics of interaction in digital art
by
Daniels, Dieter
,
Warde, Niamh
,
Kwastek, Katja
in
20th century
,
21st century
,
Aesthetics, Modern
2013
An art-historical perspective on interactive media art that provides theoretical and methodological tools for understanding and analyzing digital art.Since the 1960s, artworks that involve the participation of the spectator have received extensive scholarly attention. Yet interactive artworks using digital media still present a challenge for academic art history. In this book, Katja Kwastek argues that the particular aesthetic experience enabled by these new media works can open up new perspectives for our understanding of art and media alike. Kwastek, herself an art historian, offers a set of theoretical and methodological tools that are suitable for understanding and analyzing not only new media art but also other contemporary art forms. Addressing both the theoretician and the practitioner, Kwastek provides an introduction to the history and the terminology of interactive art, a theory of the aesthetics of interaction, and exemplary case studies of interactive media art.Kwastek lays the historical and theoretical groundwork and then develops an aesthetics of interaction, discussing such aspects as real space and data space, temporal structures, instrumental and phenomenal perspectives, and the relationship between materiality and interpretability. Finally, she applies her theory to specific works of interactive media art, including narratives in virtual and real space, interactive installations, and performance-with case studies of works by Olia Lialina, Susanne Berkenheger, Stefan Schemat, Teri Rueb, Lynn Hershman, Agnes Hegedüs, Tmema, David Rokeby, Sonia Cillari, and Blast Theory.
Digital mayhem: 3D landscape techniques : where inspiration, techniques and digital art meet
\"The secrets to creating stunning landscapes are at your fingertips with Digital Mayhem 3D Landscapes Techniques. Compiled by Duncan Evans, launch Editor of 3D Artist Magazine, Digital Mayhem features a variety of beautiful art from some of the finest digital artists working today. Inspiration and technique meet here as you learn how to create every type of landscape from harsh desert savannahs to icy tundra. Using a blend of showcase images, step-by-step and long-form tutorials, you will be guided through the featured artist's process so you can incorporate their techniques and workflow into your own projects. Not just another button-pushing manual or coffee table book, Digital Mayhem will help develop your critical eye for composition, choice of camera lens, lighting, rendering, and post production, allowing you to work more intuitively. With insight from some of the best digital artists in the world, Digital Mayhem will have you creating your own masterpiece in no time! - Unique coverage on a variety of software allows you to hone your skills across different platforms. - Illustrious and colorful artwork coupled with artist insight will both inspire and inform your creative decisions. - Comprehensive companion website offers additional resources for you to further expand your skillset\"-- Provided by publisher.
Toward an extended metadata standard for digital art
2024
PurposeThe interpretation of any emerging form or period in art history was never a trivial task. However, in the case of digital art, technology, becoming an integral part, multiplied the complexity of describing, systematizing and evaluating it. This article investigates the most common metadata standards for the documentation of art as a broad category and suggests possible next steps toward an extended metadata standard for digital art.Design/methodology/approachDescribing several techno-cultural phenomena formed in the last decade, manifesting the extendibility of digital art (its ability to be easily extended across multiple modalities), the article, at first, points to the long overdue need to re-evaluate the standards around it. Then it suggests a deeper analysis through a comparative study. In the scope of the study three artworks, The Arnolfini Portrait (Jan van Eyck), an iconic example of the early Renaissance, The World's First Collaborative Sentence (Douglas Davis), a classic example of early Internet art and Fake It Till You Make It (Maya Man), a prominent example of the blockchain art, are examined following the structure of the VRA Core 4.0 standard.FindingsThe comparative study demonstrates that digital art is more multi-semantic than traditional physical art, and requires new taxonomies as well as approaches for data acquisition.Originality/valueAcknowledging that digital art simply has not yet evolved to the stage of being systematically collected by cultural institutions for documentation, curation and preservation, but otherwise, in the past few years, it has been at the front-center of social, economic and technological trends, the article suggests looking for hints on the future-proof extended metadata standard in some of those trends.
Journal Article
Between film, video, and the digital : hybrid moving images in the post-media age
\"A wide-ranging theoretical and aesthetic exploration of hybrid moving images based on the intersection of film, video, and digital technology\"-- Provided by publisher.
Special Effects on the Screen
2022
Since the very first days of cinema, audiences have marveled at the special effects imagery presented on movie screens. While long relegated to the margins of film studies, special effects have recently become the object of a burgeoning field of scholarship. With the emergence of a digital cinema, and the development of computerized visual effects, film theorists and historians have been reconsidering the traditional accounts of cinematic representation, recognising the important role of special effects. Understood as a constituent part of the cinema, special effects are a major technical but also aesthetic component of filmmaking and an important part of the experience for the audience. In this volume, new directions are charted for the exploration of this indispensable aspect of the cinematic experience. Each of the essays in this collection offers new insight into the theoretical and historical study of special effects. The contributors address the many aspects of special effects, from a variety of perspectives, considering them as a conceptual problem, recounting the history of specific special effects techniques, and analysing notable effects films.
A companion to digital art
by
Christiane Paul
in
Computer art
2016
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
Music Generations in the Digital Age
2023
What do we do when we listen? The act of engagement with music in everyday life may seem simple on the surface but participation, interpretation, circulation and cultural production in the digital age are more complex and entangled than ever before. It is especially so in Japan, with its vast multimedia idol and vocaloid industries. This unique ethnographic work at the intersection of cultural, media and music studies covers a wide spectrum of music-related activities embedded in the daily lives of two Japanese cohorts. The varied case studies, including teen idol groups and virtual idols, aid the detailed examination of the relation between music, generation, and society.