White Heat Cold Logic


White Heat Cold Logic
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White Heat Cold Logic


White Heat Cold Logic
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Author : Paul Brown
language : en
Publisher:
Release Date : 2008

White Heat Cold Logic written by Paul Brown and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008 with Art categories.


"In this heroic period of computer art, artists were required to build their own machines, collaborate closely with computer scientists, and learn difficult computer languages. White Heat Cold Logic's chapters, many written by computer art pioneers themselves, describe the influence of cybernetics, with its emphasis on process and interactivity; the connections to the constructivist movement; and the importance of work done in such different venues as commercial animation, fine art schools, and polytechnics."--Jaquette.



The Experience Machine


The Experience Machine
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Author : Gloria Sutton
language : en
Publisher: MIT Press
Release Date : 2015-02-13

The Experience Machine written by Gloria Sutton and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-02-13 with Art categories.


An argument that the collaborative multimedia projects produced by Stan VanDerBeek in the 1960s and 1970s anticipate contemporary new media and participatory art practices. In 1965, the experimental filmmaker Stan VanDerBeek (1927–1984) unveiled his Movie-Drome, made from the repurposed top of a grain silo. VanDerBeek envisioned Movie-Drome as the prototype for a communications system—a global network of Movie-Dromes linked to orbiting satellites that would store and transmit images. With networked two-way communication, Movie-Dromes were meant to ameliorate technology's alienating impulse. In The Experience Machine, Gloria Sutton views VanDerBeek—known mostly for his experimental animated films—as a visual artist committed to the radical aesthetic sensibilities he developed during his studies at Black Mountain College. She argues that VanDerBeek's collaborative multimedia projects of the 1960s and 1970s (sometimes characterized as “Expanded Cinema”), with their emphases on transparency of process and audience engagement, anticipate contemporary art's new media, installation, and participatory practices. VanDerBeek saw Movie-Drome not as pure cinema but as a communication tool, an “experience machine.” In her close reading of the work, Sutton argues that Movie-Drome can be understood as a programmable interface. She describes the immersive experience of Movie-Drome, which emphasized multi-sensory experience over the visual; display strategies deployed in the work; the Poemfield computer-generated short films; and VanDerBeek's interest, unique for the time, in telecommunications and computer processing as a future model for art production. Sutton argues that visual art as a direct form of communication is a feedback mechanism, which turns on a set of relations, not a technology.



Colliding Worlds How Cutting Edge Science Is Redefining Contemporary Art


Colliding Worlds How Cutting Edge Science Is Redefining Contemporary Art
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Author : Arthur I. Miller
language : en
Publisher: W. W. Norton & Company
Release Date : 2014-06-16

Colliding Worlds How Cutting Edge Science Is Redefining Contemporary Art written by Arthur I. Miller and has been published by W. W. Norton & Company this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-06-16 with Science categories.


A dazzling look at the artists working on the frontiers of science. In recent decades, an exciting new art movement has emerged in which artists utilize and illuminate the latest advances in science. Some of their provocative creations—a live rabbit implanted with the fluorescent gene of a jellyfish, a gigantic glass-and-chrome sculpture of the Big Bang (pictured on the cover)—can be seen in traditional art museums and magazines, while others are being made by leading designers at Pixar, Google’s Creative Lab, and the MIT Media Lab. In Colliding Worlds, Arthur I. Miller takes readers on a wild journey to explore this new frontier. Miller, the author of Einstein, Picasso and other celebrated books on science and creativity, traces the movement from its seeds a century ago—when Einstein’s theory of relativity helped shape the thinking of the Cubists—to its flowering today. Through interviews with innovative thinkers and artists across disciplines, Miller shows with verve and clarity how discoveries in biotechnology, cosmology, quantum physics, and beyond are animating the work of designers like Neri Oxman, musicians like David Toop, and the artists-in-residence at CERN’s Large Hadron Collider. From NanoArt to Big Data, Miller reveals the extraordinary possibilities when art and science collide.



Art Practice In A Digital Culture


Art Practice In A Digital Culture
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Author : Hazel Gardiner
language : en
Publisher: Routledge
Release Date : 2016-04-15

Art Practice In A Digital Culture written by Hazel Gardiner and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-04-15 with Language Arts & Disciplines categories.


Much as art history is in the process of being transformed by new information communication technologies, often in ways that are either disavowed or resisted, art practice is also being changed by those same technologies. One of the most obvious symptoms of this change is the increasing numbers of artists working in universities, and having their work facilitated and supported by the funding and infrastructural resources that such institutions offer. This new paradigm of art as research is likely to have a profound effect on how we understand the role of the artist and of art practice in society. In this unique book, artists, art historians, art theorists and curators of new media reflect on the idea of art as research and how it has changed practice. Intrinsic to the volume is an investigation of the advances in creative practice made possible via artists engaging directly with technology or via collaborative partnerships between practitioners and technological experts, ranging through a broad spectrum of advanced methods from robotics through rapid prototyping to the biological sciences.



Mainframe Experimentalism


Mainframe Experimentalism
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Author : Hannah Higgins
language : en
Publisher: Univ of California Press
Release Date : 2023-09-01

Mainframe Experimentalism written by Hannah Higgins and has been published by Univ of California Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-09-01 with Art categories.


Mainframe Experimentalism challenges the conventional wisdom that the digital arts arose out of Silicon Valley’s technological revolutions in the 1970s. In fact, in the 1960s, a diverse array of artists, musicians, poets, writers, and filmmakers around the world were engaging with mainframe and mini-computers to create innovative new artworks that contradict the stereotypes of "computer art." Juxtaposing the original works alongside scholarly contributions by well-established and emerging scholars from several disciplines, Mainframe Experimentalism demonstrates that the radical and experimental aesthetics and political and cultural engagements of early digital art stand as precursors for the mobility among technological platforms, artistic forms, and social sites that has become commonplace today.



Book Of Abstracts Drha2014


Book Of Abstracts Drha2014
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Author : Anastasios Maragiannis
language : en
Publisher: Lulu.com
Release Date : 2014-10-28

Book Of Abstracts Drha2014 written by Anastasios Maragiannis and has been published by Lulu.com this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-10-28 with Reference categories.


The DRHA2014 publication includes ground breaking academic papers and well-known speakers and series of installations and exhibitions. The "book of Abstract" publication for the DRH2014 conference showcase up to-date discussions, dynamic debates, innovative keynotes and experimental performances and aims to open a discussion on defining digital communication futures, as a theme that connects interdisciplinary practices, focusing particularly on issues of communication and its impact on creative industries .



Dismantling The Patriarchy Bit By Bit


Dismantling The Patriarchy Bit By Bit
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Author : Judith K. Brodsky
language : en
Publisher: Bloomsbury Publishing
Release Date : 2021-09-09

Dismantling The Patriarchy Bit By Bit written by Judith K. Brodsky and has been published by Bloomsbury Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-09-09 with Art categories.


In Dismantling the Patriarchy, Bit by Bit, Judith K. Brodsky makes a ground-breaking intellectual leap by connecting feminist art theory with the rise of digital art. Technology has commonly been considered the domain of white men but-unrecognized until this book-female artists, including women artists of color, have been innovators in the digital art arena as early as the late 1960s when computers first became available outside of government and university laboratories. Brodsky, an important figure in the feminist art world, looks at various forms of visual art that are quickly becoming the dominant art of the 21st century, examining the work of artists in such media as video (from pioneers Joan Jonas and Adrian Piper to Hannah Black today), websites and social networking (from Vera Frenkel to Ann Hirsch), virtual and augmented reality art (Jenny Holzer to Hyphen-Lab), and art using artificial intelligence. She also documents the work of female-identifying, queer, transgender, and Black and brown artists including Legacy Russell and Micha Cárdenas, who are not only innovators in digital art but also transforming technology itself under the impact of feminist theory. In this radical study, Brodsky argues that their work frees technology from its patriarchal context, illustrating the crucial need to transform all areas of our culture in order to achieve the goals of #MeToo, Black Lives Matter (BLM), and Black and Minority Ethnic (BAME) representation, to empower female-identifying and Black and brown people, and to document their contributions to human history.



Confronting The Machine


Confronting The Machine
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Author : Boris Magrini
language : en
Publisher: Walter de Gruyter GmbH & Co KG
Release Date : 2017-03-20

Confronting The Machine written by Boris Magrini and has been published by Walter de Gruyter GmbH & Co KG this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-03-20 with Art categories.


Artists who work with new media generally adopt a critical media approach in contrast to artists who work with traditional art media. Where does the difference lie between media artists and artists who produce modern art? Which key art objects illustrate this trend? The author investigates the relationship between art and technology on the basis of work produced by Edward Ihnatowicz and Harald Cohen, and on the basis of the pioneering computer art exhibition at Dokumenta X in 1997. His line of argument counters the generally held view that computer art straddles the gap between art and technology. Instead, he is seeking a genuine interpretation of the origin of media art, and to develop new perspectives for it.



Technology Design And The Arts Opportunities And Challenges


Technology Design And The Arts Opportunities And Challenges
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Author : Rae Earnshaw
language : en
Publisher: Springer Nature
Release Date : 2020-06-22

Technology Design And The Arts Opportunities And Challenges written by Rae Earnshaw and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-06-22 with Computers categories.


This open access book details the relationship between the artist and their created works, using tools such as information technology, computer environments, and interactive devices, for a range of information sources and application domains. This has produced new kinds of created works which can be viewed, explored, and interacted with, either as an installation or via a virtual environment such as the Internet. These processes generate new dimensions of understanding and experience for both the artist and the public’s relationships with the works that are produced. This has raised a variety of interdisciplinary opportunities and issues, and these are examined. The symbiotic relationship between artistic works and the cultural context in which they are produced is reviewed. Technology can provide continuity by making traditional methods and techniques more efficient and effective. It can also provide discontinuity by opening up new perspectives and paradigms. This can generate new ideas, and produce a greater understanding of artistic processes and how they are implemented in practice. Tools have been used from the earliest times to create and modify artistic works. For example, naturally occurring pigments have been used for cave paintings. What has been created provides insight into the cultural context and social environment at the time of creation. There is an interplay between the goal of the creator, the selection and use of appropriate tools, and the materials and representations chosen. Technology, Design and the Arts - Opportunities and Challenges is relevant for artists and technologists and those engaged in interdisciplinary research and development at the boundaries between these disciplines.



Buckminster Fuller S World Game And Its Legacy


Buckminster Fuller S World Game And Its Legacy
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Author : Timothy Stott
language : en
Publisher: Routledge
Release Date : 2021-06-29

Buckminster Fuller S World Game And Its Legacy written by Timothy Stott and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-06-29 with Science categories.


This book studies R. Buckminster Fuller’s World Game and similar world games, past and present. Proposed by Fuller in 1964 and first played in colleges and universities across North America at a time of growing ecological crisis, the World Game attempted to turn data analysis, systems modelling, scenario building, computer technology, and information design to more egalitarian ends to meet human needs. It challenged players to redistribute finite planetary resources more equitably, to ‘make the world work’. Criticised and lauded in equal measure, the World Game has evolved through several formats and continues today in correspondence with debates on planetary stewardship, gamification, data management, and the democratic deficit. This book looks again at how the World Game has been played, focusing on its architecture, design, and gameplay. With hindsight, the World Game might appear naïve, utopian, or technocratic, but we share its problems, if not necessarily its solutions. Such a study will be of interest to scholars working in art history, design history, game studies, media studies, architecture, and the environmental humanities.