• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 83
  • 57
  • 4
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 1
  • 1
  • 1
  • 1
  • 1
  • Tagged with
  • 164
  • 164
  • 84
  • 81
  • 26
  • 26
  • 24
  • 24
  • 22
  • 18
  • 17
  • 15
  • 12
  • 12
  • 11
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
91

Experimentações artísticas no ambiente imersivo da Cave / Experimentações artísticas no ambiente imersivo da Cave

Modia Junior, Roberto Cabado 24 March 2006 (has links)
Os paradigmas da criação artística para a CAVE (CAVE Automatic Virtual Environment) ainda estão sendo elaborados pois, no âmbito da Realidade Virtual, é uma tecnologia recente e ainda bastante onerosa, fatores que dificultam sua disseminação. Ainda assim, algumas instituições possuem CAVEs para pesquisas artístico-culturais. Dentre elas, figura o centro de pesquisas Ars Electronica que, em parceria com o artista transmídia Maurice Benayoun, produziu em sua CAVE, cuja visitação é aberta ao público, a premiada obra World Skin. Com o intuito de situar o atual estado da arte das experimentações artísticas em CAVEs, esta obra mereceu análise detalhada de seus processos criativos e metodológicos. Nela, o autor investiga as reações cognitivas dos visitantes e propõe uma nova relação espaçocorporal dentro de um mundo virtual. A potencialidade artística da CAVE é grande e existe interesse dos artistas em explorá-la. As novas pesquisas e avanços tecnológicos apontam perspectivas de um maior acesso a este tipo de ambiente imersivo, consolidando-o como um prolífero suporte artístico. / The paradigms behind artistic creation for CAVE (CAVE Automatic Virtual Environment) are yet to be elaborate, since in the realm of Virtual Reality, this is a recent and expensive technology, which poses barriers to its own spreading. Even so, some institutions do have CAVEs for culture and artistic research. Among them, there\'s the research center Ars Electronica, which, in partnership with transmedia artist Maurice Benayoun, has produced in its CAVE (which is open for public visits), the award-winning work World Skin. With the objective of placing experimental artistic manifestations in CAVEs, this work has been deeply analyzed, concerning its creative processes and methods. The author evaluates the cognitive reactions of the visitors and proposes a new corporal-space relationship in a virtual world. The artistic potential behind a CAVE seems to be huge, and artists are willing to explore it. According to new researches and recent developed technologies, there will be a broader access to this kind of immersive environment, which might become a highly productive platform for artists.
92

Ctrl+art+del: contexto, arte e tecnologia / Ctrl+art+del: contexto, arte e tecnologia

Nunes, Fábio Oliveira 10 December 2007 (has links)
Este trabalho é uma reflexão sobre a produção artística em artemídia em que o contexto em suas diversas esferas social, público, tecnológico ou econômico é parte fundamental de sua proposta. Interessa-nos investigar em quais circunstâncias a arte tecnológica poderá atuar em questionamentos do cotidiano e da própria tecnologia. Para tanto, este percurso apóia-se inicialmente na teoria da Estética Relacional de Nicolas Bourriaud, aproximandose de diversas estratégias artísticas de intervenção ou desvio contra o uso homogêneo dos meios. A pesquisa contempla também a análise de diversos trabalhos artísticos de autores nacionais e estrangeiros, dentro do escopo assinalado, e resultou igualmente na elaboração de dois projetos poéticos em desenvolvimento conjunto com o artista Edgar Franco, o site Freakpedia e o Projeto Vislumbres Pós-humanos. / This work is a reflection about a new media art production which the context in different forms social, public, technological or economic is elemental part proposition. Interest us to explore what situations the technological art will act in quotidian questions and technology. Therefore, this way is supported initially in Nicolas Bourriauds theory Relational Aesthetics and also, in second moment, in several artistic strategies of intervention or transgression against homogeneous media use. The research contemplate analysis of national and foreign artworks, inside of scope marked, and resulted also in elaboration of two practical projects in development with the artist Edgar Franco, the web site Freakpedia e o Project Vislumbres Pós-humanos.
93

Bioarte Brasileira e Vida Artificial: Investigação Teórica e Prática Artística / Bioarte Brasileira e Vida Artificial: Investigação Teórica e Prática Artística / Brazilian s Bioart and Artificial Life: Theory Research and Artistic Practice / Brazilian s Bioart and Artificial Life: Theory Research and Artistic Practice

NOMURA, Luciana Hidemi Santana 25 May 2011 (has links)
Made available in DSpace on 2014-07-29T16:27:52Z (GMT). No. of bitstreams: 1 Dissertacao Luciana Hidemi.pdf: 3481606 bytes, checksum: adfb828aa4bd9a6c32fe387bc93496e2 (MD5) Previous issue date: 2011-05-25 / This paper focuses on Brazilian production of one the currents of technology and arte, called bioart, with emphasis on one of its aspects called "artificial life art" - inspired by the dynamic processes of biological systems - which promote the emergency of digital artificial systems, dynamic and self-sustaining, named "artificial life". This reserach presentes featured works of Brazilian production of this emerging artistic category and analyses the poetic propositions of the artistis with emphasis on verifying the forms of interactivity of these works. Simultaneously with the exploraty investigation of the art in Brazil, it has been developed a project on "bioart" in which its goal is to explore some interactive possibilities of a system based on evolutionary algorithm and artificial life. / Esta dissertação enfoca a produção brasileira de uma das correntes de arte e tecnologia, a chamada bioarte, com ênfase em uma de suas vertentes a chamada "arte da vida artificial" - inspirada nos processos dinâmicos dos sistemas biológicos - que promove a emergência de sistemas artificiais digitais, dinâmicos e auto-sustentáveis, denominados de ""vida artificial". A pesquisa apresenta obras de destaque na produção brasileira dessa categoria de expressão artística emergente, e analisa as propostas poéticas dos artistas com ênfase na verificação das formas de interatividade destes trabalhos. Simultaneamente à investigação exploratória da produção da arte em vida artificial no Brasil, foi desenvolvido um projeto em bioarte que objetiva explorar algumas possibilidades interativas de um sistema baseados em algoritmos evolucionários e vida artificial.
94

A estética do erro digital / The aesthetics of the digital error

Fernandes, José Carlos Silvestre 19 February 2010 (has links)
Made available in DSpace on 2016-04-29T14:23:54Z (GMT). No. of bitstreams: 1 Jose Carlos Silvestre Fernandes.pdf: 2842549 bytes, checksum: 564b7814528253ff647a36247f79cc8c (MD5) Previous issue date: 2010-02-19 / This dissertation proposes an outline of an aesthetics of the error in Digital Art. We start with a survey of works in Digital Art that explore the theme of the error, and advance a rigorous definition of what we call error, to introduce our main hypothesis: that the error is a revealing of the Materiality of Informatics. We investigate the particularities of this materiality and this revealing, fundamented in authors such as Hayles, Kittler, Simondon and Fuller. Next, we consider the cultural reverberations of the error state from this revealing of materiality: its subversive connotations, its association with hacker culture, and its sub-text of nostalgia. Our main sources for this second part are Kittler, Stiegler and Pias. Throughout our theoretical discussion, we analyse the works of many artists to demonstrate how each of these themes and concerns are explored therein; we give particular attention to the works of Ant Scott, JODI, and Cory Arcangel. We adopt, however, an anti-hermeneutic approach to most works, molded after the practice of Friedrich Kittler: an emphasis in the technical and social systems implicated rather than in interpretation and a search for meaning contained in the works themselves. We hope to finally present a theoretical framework which may support the analysis and exploration of the aesthetics of error, a fairly unprecedented topic. Moreover, much of our discussion is of interest in fields beyond Digital Art / Esta dissertação propõe-se a esboçar os princípios de uma estética do Erro na Arte Digital. Principiamos com um levantamento de obras de Arte Digital que exploram o tema do erro, bem como com uma definição rigorosa de o que entenderemos por erro, para partir para nossa principal hipótese: de que o erro é um revelar da Materialidade da Informática. Investigamos as particularidades desta materialidade e deste revelar, fundamentados em autores como Hayles, Kittler, Simondon e Fuller. Em seguida, consideramos as reverberações culturais do estado de erro a partir desta revelação da materialidade: sua conotação de subversão, sua associação com a cultura hacker, e seu sub-texto de nostalgia. Nossas principais fontes, para esta segunda parte, são Kittler, Stiegler e Pias. No decorrer da explanação teórica, analisamos as obras de vários artistas para demonstrar como cada um destes temas e destas preocupações ocorre em suas obras no que toca o tema do erro; damos particular atenção para os trabalhos de Ant Scott, JODI, e Cory Arcangel. Adotamos, todavia, uma leitura anti-hermenêutica da maioria das obras, aos moldes daquela praticada por Friedrich Kittler: uma ênfase nos sistemas técnicos e sociais implicados, e não na interpretação e na busca por significados contidos nas próprias obras. Ao fim, acreditamos ter apresentado um framework teórico a partir do qual a estética do erro, um tema relativamente inédito, pode ser pensada e analisada. Além disso, muitos dos temas porque passamos tem interesse para além da Arte Digital
95

Ambivalent animal

Thomas, Geoffrey Piers 01 April 2010 (has links)
The Ambivalent Animal project explores the interactions of animals, culture and technology. The project employs both artistic practice and critical theory, each in ways that inspire the other. My creative practice centers around two projects that focus on domestic pets. These projects highlight the animal's uncertain status as they explore the overlapping ontologies of animal, human and machine. They provide concrete artifacts that engage with theoretical issues of anthropocentrism, animality and alterity. My theoretical work navigates between the fields of animal studies, art and design, media and culture studies, and philosophy. My dissertation explores animality through four real and imagined animal roles: cyborg, clone, chimera and shapeshifter. Each animal role is considered in relation to three dialectics: irreducibility and procedurality, autonomy and integration, aura and abjection. These dialectics do not seek full synthesis but instead embrace the oscillations of irresolvable debates and desires. The dialectics bring into focus issues of epistemology, ontology, corporeality and subjectivity. When the four animal roles engage the three dialectics, connected yet varied themes emerge. The cyborgian animal is simultaneously liberated and regulated, assisted and restricted, integrated and isolated. The cloned animal is an emblem of renewal and loss; she is both idealized code and material flesh and finds herself caught in the battles of nature and nurture. The chimera is both rebel and conformist; his unusual juxtapositions pioneer radical corporeal transgressions but also conform to the mechanisms of global capital. And the shapeshifter explores the thrill and anxiety of an altered phenomenology; she gains new perceptions though unstable subjectivity. These roles reveal corporeal adjustments and unfamiliar subjectivities that inspire the creative practice. Both my writing and making employ an ambivalent aesthetic--an aesthetic approach that evokes two or more incompatible sensibilities. The animal's uncertain status contributes to this aesthetic: some animals enjoy remarkable care and attention, while others are routinely exploited, abused and discarded. Ambivalence acknowledges the complexity of lived experience, philosophical and political debate, and academic inquiry. My approach recognizes the light and dark of these complex ambivalences--it privileges paradox and embraces the confusion and wonder of creative research. Rather than erase, conceal or resolve ambiguity, an ambivalent aesthetic foregrounds the limits of language and representation and highlights contradiction and irresolution.
96

The effect of digital technology on late 20th century and early 21st century culture [electronic resource] / by Jennifer Clarke.

Clarke, Jennifer, 1974- January 2003 (has links)
Title from PDF of title page. / Document formatted into pages; contains 65 pages / Thesis (M.L.A.)--University of South Florida, 2003. / Includes bibliographical references. / Text (Electronic thesis) in PDF format. / ABSTRACT: Recently, artists have begun using digital technology to create new cultural forms in the fields of art, literature, and music, and a new cultural form known as interactive digital multimedia has emerged, which combines elements from the new artistic, literary, and musical forms. Many of these artists have produced works that explore the interactive capabilities of digital technology. These interactive digital cultural forms have encouraged collaborative efforts that would have otherwise been difficult or even impossible to achieve before the advent of digital technology. In addition, this element of interactivity has redefined the traditional relationship between artist and audience. As the line between creator and consumer becomes increasingly blurred in interactive digital cultural forms, it becomes necessary to use terms such as "source artist" and "mix artist" to better define this new artist/audience relationship. / ABSTRACT: Postmodern theorists such as Roland Barthes and Michel Foucault anticipate this new artist/audience relationship in their writings. More recent theorists, such as Margot Lovejoy, George Landow, and Paul Théberge, writing after the advent of digital technology, have suggested that interactive digital cultural forms and the changing nature of the artist/audience relationship present opportunities for cultural creation and participation that extend the opportunities afforded by traditional artistic production and consumption. Works such as the As Worlds Collide website, Stuart Moulthrop's Victory Garden, the music of the Chemical Brothers, and Peter Gabriel's multimedia CD-ROM EVE are examples of these new interactive digital cultural forms. These works present navigable constructs (often incorporating elements culled from other source artists) that can be experienced and "re-mixed" by subsequent mix artists who choose to interact with these works. / ABSTRACT: The increased agency provided by these interactive works brings with it new responsibilities for both the source artist and the mix artist. By encouraging collaboration and experimentation, redefining the artist/audience relationship, and expanding the responsibilities of the source artist and the mix artist, interactive digital media extend the possibilities for cultural creation and participation. As digital technology develops, so do the opportunities for cultural development among society as a whole. / System requirements: World Wide Web browser and PDF reader. / Mode of access: World Wide Web.
97

The relationship of art to science and technology in the United States, 1957-1971 : five case studies

Goodyear, Anne Collins 16 May 2011 (has links)
Not available / text
98

Yin-Yang O-Hang and technological art /

Kim, Kyung-ah. January 1997 (has links)
Thesis (MA (Hons.)) -- University of Western Sydney, Nepean, 1997. / Bibliography : p. 60-63.
99

Martin Heidegger : art & technology /

Blackwell, Kerry J. January 1997 (has links)
Thesis (M.A. (Hons.)- Visual Arts) -- University of Western Sydney, Nepean, 1997. / The thesis includes : Appendix 1- Catalogue of Works which comprises 59 coloured slides. The intent of this body of work is to visually interpret the book of poems "Akhenaten" by the Australian contemporary poet, Dorothy Porter. Thesis submitted for the degree of Master of Arts (Honuors) Visual Arts, University of Western Sydney, Nepean, Faculty of Visual and Performing Arts. Bibliography : p. 58-61.
100

Living machine /

Guo, Hao. January 2009 (has links)
Thesis (MFineArt)--University of Melbourne, VCA Art, The Faculty of the Victorian College of the Arts, 2009. / Typescript. Includes bibliographical references (p. 41-42)

Page generated in 0.1001 seconds