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As janelas de David Hockney: os dispositivos móveis no processo de criação artística / The windows of David Hockney: mobile devices in the process of artistic creationJokowiski, Graciela Johnsson Campos 24 March 2017 (has links)
Esta dissertação apresenta uma abordagem sobre os dispositivos móveis como possíveis mediadores do pensamento artístico. Fundamentada em conceitos teóricos que permeiam as relações entre arte, imagem e tecnologia, pretende compreender a participação destes dispositivos no processo de criação a partir da observação da arte visual de David Hockney nos celulares e tablets. Seus objetivos específicos abrangem estudos de como os artistas da arte contemporânea têm se expressado por meio das imagens e como as janelas digitais têm participado deste movimento. A dissertação se inicia com um estudo teórico sobre as janelas da arte, priorizando aquelas que se inserem na arte contemporânea, seguida por uma investigação da trajetória do artista David Hockney. A pesquisa teórica foi importante para o entendimento de como as artes visuais contemporâneas têm materializado os conceitos dos artistas. A arte de Hockney nos dispositivos móveis é analisada a partir da exposição da série de pinturas Flores Frescas, onde o artista expõe suas obras nos tablets e celulares. A análise das imagens de Hockney complementa a pesquisa por meio de uma observação qualitativa e interpretativa de seis obras da mesma série, fundamentada em parâmetros que a pesquisa teórica indicou como prioritários para a construção de uma estética da arte digital. Esta análise identificou tendências da criação artística incorporadas nas pinturas a partir dos dispositivos móveis. A conclusão mostra uma apropriação do dispositivo por este artista por meio de um processo criativo que colabora para a formação de uma estética contemporânea. / This research presents an approach on mobile devices as possible mediators of artistic thinking. Based on theoretical concepts about the relations between art, image and technology, it aims at understanding the participation of these devices in the process of creation from the observation of the visual art of David Hockney in the cellular phones and tablets. Its specific objectives are the studies of how artists of contemporary art have expressed themselves through images and how digital windows have participated in this movement. The research paper begins with a theoretical study on metaphorical windows in art, prioritizing those of contemporary art, and continues an investigation into the trajectory of the artist David Hockney. Theoretical research was important for the understanding of how visual arts materialize the concepts of contemporary artists. Hockney's art on mobile devices is analyzed from the Fresh Flowers painting exposition, in which the artist exposes his works on tablets and cell phones. The analysis of Hockney’s images complements the research through the observation of six paintings of the same series, based on parameters that the theoretical research indicated as important for the construction of an aesthetic of digital art. This analysis was important in identifying trends in artistic creation embodied in paintings for mobile devices. The conclusion shows an appropriation of the device by this artist through a painting that contributes to the formation of a contemporary aesthetic.
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Artemídia: um olhar sobre a arte contemporânea e suas relações sociais quando vista a partir do contexto do jogo / Media Art: the social aspects of contemporary art in a game contextMelo, Venise Paschoal de 05 May 2017 (has links)
Esta tese apresenta estudos sobre a arte contemporânea inserida nas tecnologias, denominada Artemídia, e suas possíveis correspondências com o contexto do jogo. Embasados em uma metodologia de investigação teórico-bibliográfica, na preocupação de entender e evidenciar nesta trajetória, as possibilidades e os tipos de interações sociais que ocorrem durante a participação do espectador nesta referida proposição artística, buscamos articular, de modo interdisciplinar, conceitos e teorias que envolvem arte, tecnologia e sociedade. Para isso, na observação de diversas instalações artísticas em suas formas de interação, identificamos e analisamos alguns parâmetros que contribuíram para a produção desta associação entre arte, jogo e sociabilidade, dentre eles, olhamos com mais proximidade para as circunstâncias da abertura à participação e interação do sujeito na obra de arte, bem como deslocamento da mesma para os centros urbanos; além disso, foi examinada sua vocação à interatividade quando mediada pelos artefatos tecnológicos, fator que abriu passagem para perceber e considerar a provocação para um olhar de encantamento e fascínio em determinados participantes, observamos também as possibilidades de ampliação das percepções e estímulo às sensações de sinestesia, além de analisar mais a fundo os conceitos contextuais do jogo. Desta maneira, explanamos sobre a Artemídia, suas relações com as tecnologias e seus aspectos voltados para a brincadeira, diversão e entretenimento, o que evidenciou sua capacidade de produção de estímulos, tanto para as interações sociais quanto na motivação de mudanças de comportamento dos sujeitos. Deste modo, consideramos que as possíveis correspondências entre o jogo e a Artemídia, bem como suas formas de interação e mediação, podem constituir um estado de transformação social e produção de socialidade. / This thesis presents studies about contemporary art embedded in recent technologies, denominated as Media Art, and their possible relations with the game context. Based on a theoretical bibliographic research methodology, to understand and evidence in this trajectory, social interactions possibilities that occur during the spectator participation in this referred artistic proposition, we articulate, in interdisciplinary way, concepts and theories that involve art, technology and society. For this, from the observation of the artistic installations and theirs interaction forms, we identified and analyzed some parameters that contributed to the production of this association between art, game and sociability, so we look more closely at the openness circumstances of the art participation and their interaction to the subject, and to displacement of the Media Art to the urban centers were also seen; moreover, its vocation to interactivity was examined when mediated by technological artifacts, the reason that made us to perceive and consider a look of enchantment and fascination in certain participants, was also observed synesthesia as possibilities of expanding perceptions and stimulating feelings, as well as analyzed deeply the game contextual concepts. In this way, we explain about Media Art, their relation with technologies and aspects that with involve play, fun and entertainment, whose motivation ability was demonstrated both for social interactions and for the instigation of subjects' behavior changes. Therefore, we consider that the possible matches between the game and Media Art, including their forms of interaction and mediation, constitute in some kind of social transformation and sociality production.
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Abraham Palatnik, pionnier brésilien de l’art cinétique / Abraham Palatnik, Brazilian pioneer of kinetic artBeuzard, Marjolaine 15 December 2016 (has links)
Cette recherche analyse la contribution de l’artiste brésilien Abraham Palatnik (Natal, 1928) au domaine de l’art optico-cinétique. Elle s’intéresse au contexte international de sa présentation et de sa réception critique. L’appareil cinéchromatique Azul e roxo em Primeiro movimento distingué à la Première Biennale de São Paulo en 1951, fait de lui un pionnier de l’art cinétique et de l’art technologique. A Rio de Janeiro, dans le cercle de Mario Pedrosa, il fonde un groupe avec Almir Mavignier et Ivan Serpa. La théorie de la Gestalt et l’art des fous d’Engenho de Dentro au centre de leurs discussions, les conduisent à pratiquer un « abstractionnisme sensible ». Formé à Tel Aviv en mécanique et en art plastique avant son retour au Brésil fin 1947, Palatnik met son talent d’inventeur au service de la création artistique et de ses activités industrielles. Artiste et designer, il participe aux mouvements d’avant-garde brésiliens et internationaux. Il intègre le groupe Frente en 1954. Invité à huit biennales de São Paulo jusqu’en 1969 et à la trente deuxième Biennale de Venise en 1964, la diffusion de ses œuvres est en synchronie avec celles de ses pairs « cinétistes ». Elle connaît un essor considérable durant les années 1960 en Europe, en Amérique du Sud et aux États-Unis. L’expérimentation perceptuelle, au cœur de son projet esthétique, induit une forme de participation ludique et cognitive du spectateur. Palatnik explore les propriétés des matériaux immatériels et celles contenues dans la matière. Il réinvente la peinture en utilisant la lumière artificielle, le bois de jacaranda, des objets électromécaniques ou des composés chimiques. / This research examines the contribution of the Brazilian artist Abraham Palatnik (Natal, 1928) to the optico-kinetic art. It is focused on the international context of his exhibitions and the critical reception. The kinecromatic device Azul e roxo em Primeiro movimento was granted by a presentation in the First Biennal of São Paulo in 1951, which made him a pioneer of the kinetic art and technological art. In Rio de Janeiro, in Mario Pedrosa’s circle, he builds up a group with Almir Mavignier and Ivan Serpa. The theory of Gestalt and the art of the mentally ill from Engenho de Dentro, draw into their discussions, lead them to practise an « abstractionism sensitive ». He is specialized in mechanical and in visual art in Tel Aviv before his return in Brazil later in 1947. Palatnik uses his inventor’s talent for the benefits of the artistic creation and for his industrial activities. As an artist and designer, he participates in the Brazilian and international vanguard movements. He joins the group Frente in 1954. He has been invited to São Paulo Biennal eight times until 1969 and in the thirty second Venice Biennal in 1964. The diffusion of his works in synchrony with those of his peers « kinetists », knows a considerable development during the 1960s in Europe, in South America and in the United States. The perceptual experimentation, at the inner of his aesthetic project, involves a sort of playful and cognitive participation of the spectator. Palatnik explores the properties of the abstract materials and those contained in the materiality. He reinvents the paint by using the artificial light, the wood of jacaranda, electromechanic objects or chemical compounds.
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The Alternative Video Network: Recovering Video’s Utopian MomentCroggon, Nicholas January 2024 (has links)
The history of video art has tended to be told through a narrow lens, one that understands video as a single, coherent medium, or as defined by a single political project: an opposition to broadcast television. This thesis proposes instead to look at “actually existing video”, a methodology adapted from music scholar Benjamin Piekut that looks at the concrete variety of forms that video took at particular moments and in particular places, and in the hands of particular people. Such an approach does not seek to predetermine what video is, but rather insists on video’s heterogeneity.
This thesis applies this methodology by outlining the contours of what I call, following critic Jud Yalkut, “the alternative video network”. This network was an open-ended assemblage of people, instruments, practices and shared ideas that, in the 1960s and early 1970s, embraced video as a means of engaging with the politics of technology. It included the New York-based figures Nam June Paik, Woody and Steina Vasulka, Aldo Tambellini, Juan Downey and the Raindance collective (especially Paul Ryan, Frank Gillette, Michael Shamberg, Beryl Korot and Phyllis Gershuny), and a contingent from the West Coast and Canada including the collectives T.R. Uthco, Ant Farm, Image Bank and General Idea. Its ideas and practices were circulated at places like The Kitchen in New York and the Everson Museum in Syracuse (under the guidance of curators James Harithas and David Ross), and in the publications Radical Software (edited by Korot and Gershuny) and FILE (edited by General Idea).
Ultimately, I argue that this network, which assembles a variety of different art histories, and social and theoretical concerns, was unified by a shared engagement with the central problem of Cold War US discourse: how to integrate humans with the new electronic technologies that proliferated in the US in the wake of World War Two. The alternative video network analyzed the dominant solutions to this problem, and offered their own alternatives.
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