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Indexing TraceSmith, Zachary E 01 January 2009 (has links) (PDF)
This thesis aims to critically examine the relationship of digital technology and the modern art gallery in order to find the possible role of art galleries in the future. The integration of technology and the modern art gallery can change the way people experience art in built space.
In order to examine this, certain questions needed to be asked. The most important of these questions is authenticity and originality in a digital art gallery. What if, in order for the notion of originality to exist, it needs the notion of the copy; a kind of parasite. What if we don’t consider them as opposites, but rather as variables of a knot. What if there was never an original voice, but only writing. The process of writing itself undermines any notion of a primary original. It creates a space of difference, a gap. The space from one letter to the next, from one word to the next, from the graphite to the paper, and to continue to the digital, the space from 1 to 0.
The difference described by Derrida in of Gramatology is the idea of difference through “trace.” Derrida says “The trace is in fact the absolute origin of sense in general. Which amounts to saying once again that there is no absolute origin of sense in general. The trace is the difference which opens appearance and signification.” Through a process of language study a series of spatial conditions were derived from a structured process of analyzing trace.
This series of spatial conditions were then used to design the interior and exterior spaces along with arranging the buildings program and circulation through the new University Gallery. These spatial conditions allowed for a development of space that looked beyond simple geometric forms to form genuine experiences derived from a process.
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Pitiful CreaturesWightman, Shaun 01 January 2008 (has links)
By focusing on character, humor, and loose narrative, I create a world full of quirky, pitiful creatures that blur the lines between illustration and "Fine Art". Inspired by golden age cartoons, Pop-Surrealism, and late 50's commercial art, I make work that speaks of the awkwardness of human emotion while keeping a "tongue in cheek" attitude about everyday life. This work is expressed through illustration, animation, sculpture, and a lot of sarcasm.
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[en] NFTS: REVOLUTION OR DYSTOPIA? / [pt] NFTS: REVOLUÇÃO OU DISTOPIA?CECILIA FORTES FIGUEIREDO 02 October 2023 (has links)
[pt] Em 2021, os NFTs ganharam notoriedade no universo das artes visuais, após
uma obra de arte utilizando essa tecnologia ser leiloada na Christie s, por USD 69,3
milhões, despertando a curiosidade de apreciadores e críticos de arte, artistas,
colecionadores e instituições. Uma grande excitação tomou conta do circuito,
gerando questionamentos; entre eles, se um novo momento histórico estava se
iniciando, no qual a arte tradicional perderia espaço para a criptoarte como reflexo
de um mundo cada vez mais digital, e se o surgimento dessa novidade apontava
para uma nova revolução estética. A proposta desta pesquisa é apresentar e
problematizar a novidade dos NFTs no universo da arte, tendo em vista a sua
complexidade, desafios e oportunidades, com o objetivo de mapear o debate em
torno do tema e estimular uma reflexão crítica. A dissertação está dividida em três
partes. A primeira é dedicada a explicar o que são os NFTs, o contexto no qual eles
surgiram e a sua repercussão no mercado de arte tradicional. A segunda traz uma
reflexão sobre as perspectivas de transformação do mercado, considerando os
desafios apresentados pela arte digital e ideias associadas a conceitos como
originalidade e autenticidade. Para isso, recorro ao legado de três artistas que
revolucionaram o sistema da arte no último século: Marcel Duchamp, Andy Warhol
e Damien Hirst. E a terceira parte, a conclusão, apresenta uma análise do impacto
da chegada dos NFTs no universo da arte, ponderando as expectativas iniciais e
considerando as direções para as quais esta nova tecnologia aponta no atual estágio
de exploração. / [en] In 2021, NFTs gained notoriety in the universe of visual arts, after a work
of art using this technology was auctioned at Christie s for USD 69.3 million,
arousing the curiosity of art lovers and critics, artists, collectors and institutions. A
great excitement took over the circuit, raising questions, including whether a new
historical moment was beginning, in which traditional art would lose ground to
crypto art as a reflection of an increasingly digital world, and whether the
emergence of this novelty pointed to a new aesthetic revolution. The purpose of this
research is to present and problematize the novelty of NFTs in the art universe, in
view of their complexity, challenges and opportunities, with the aim of mapping
the debate around the theme and stimulating a critical reflection. The dissertation is
divided into three parts. The first is dedicated to explaining what NFTs are, the
context in which they emerged and their impact on the traditional art market. The
second brings a reflection on the prospects for market transformation, considering
the challenges presented by digital art and ideas associated with concepts such as
originality and authenticity. For this, I turn to the legacy of three artists who
revolutionized the art system in the last century: Marcel Duchamp, Andy Warhol
and Damien Hirst. And the third part, the conclusion, presents an analysis of the
impact of the arrival of NFTs in the art universe, weighing the initial expectations
and considering the directions in which this new technology points in its current
stage of exploration.
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Fukushima Meltdown Reactor: Burn EverythingSimmons, Josh C. 20 April 2015 (has links)
No description available.
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Art Games: Performativity and InteractivityGrabner, Sarah M. 15 June 2018 (has links)
No description available.
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Playing with my LuckAmpatzi, Vasiliki Traikos 19 January 2022 (has links)
Playing with my luck is a performance which comments on feminine expectations and satirizes the oppressive social structures that women must follow in order to be accepted by patriarchal societies. The 10 Commandments short film borrows religious recognizable elements and displays some of Orthodox Christianity's conservative beliefs to parody the patriarchal and misogynistic ideologies that religion often promotes. / Master of Fine Arts / Playing with my luck is a performance which comments on feminine expectations and satirizes the oppressive social structures that women must follow in order to be accepted by patriarchal societies. The 10 Commandments short film borrows religious recognizable elements and displays some of Orthodox Christianity's conservative beliefs to parody the patriarchal and misogynistic ideologies that religion often promotes.
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PROJECTION DESIGN FOR A CONTEMPORARY DANCE WORK BY IVÁN ANGELUS IN HUNGARYDixon, Tennessee 05 August 2011 (has links)
The purpose of this thesis is to document and analyze my projection design for a new dance piece, "VŰ", directed by Angelus Iván and staged at Trafó in Budapest, Hungary. Included is an account of the design process, the concept and projection development described scene by scene, execution, performance and evaluation. The paper ends with reflections on the relatively new field of image projections, and my professional goals in scenic design.
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Grounded : Locative art and embodied digitalitySaid, Mitchell Andrew 21 October 2008 (has links)
My research is comprised of two connected components – a written report, and an
original artwork. In the written segment of the research, I critically assess arguments
sourced from digital theorists writing mainly in the 1990s, who positioned “cyberspace”
as means of bodily escape, physical transcendence and disconnection from lived reality. I
link their writings to a larger notion of technological determinism. I use a combination of
theoretical sources and case studies to argue that these determinist attitudes are being
challenged by the emergence of a recent artistic practice (termed “locative art”), itself
made possible through changes in the understanding of the integration of digital
information into the material world.
The second part of my research consists of an original locative work, entitled “Tree ID”.
It is integrated into my written research in my third chapter, in which I discuss the
technical function and conceptual background of the work. “Tree ID” functions alongside
my case studies as an artistic response to technological determinism, and, additionally, as
a practical investigation into the South African context of locative art.
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Móveis: da visualidade à visualização / Móveis: da visualidade à visualizaçãoSoares, Ana Elisa Carramaschi Villela 29 November 2017 (has links)
Móveis: da visualidade à visualização é uma pesquisa teóricoprática que pretende discutir como o senso de espaço se transforma na percepção do mundo digitalizado e como isso é manifestado na arte contemporânea. Para isso, visamos aliar a prática artística, através da conclusão de um experimento artístico denominado Móveis, à reflexão. O experimento se realiza por processos híbridos possibilitados pelo digital e consolida-se como uma metacriação a partir do processamento da grande variedade de imagens e informações dispostas e trocadas diariamente pela cultura. No processo de desenvolvimento do experimento artístico Móveis, diferentes práticas e softwares são integrados para a visualização de informações e \"mineração\" visual de dados, composição de arquivos de pesquisa, remixagem e apresentação da obra. Nesses desdobramentos, consideramos práticas como remix e a visualização de dados não apenas como agentes de uma forma final específica ou de análise e demonstração de dados, mas como geradoras de um projeto para a criação. Na construção do projeto, instrumentos são utilizados como meio e não como fim, portanto pretendeu-se enfatizá-los enquanto geradores de métodos, estratégias e etapas para o projeto artístico -- não ficando aparente em sua forma final e sendo possível de ser verificados enquanto processo. No decorrer desse desenvolvimento, a elaboração conceitual funde-se à prática, determinando o caminho de compreensão das atividades envolvidas. / Movable: from Visuality to Visualization is a practise-based research that intends to discuss on how the sense of space changes through the perception of the digitized world and how this is manifested in contemporary art. For this purpose, we aim to combine artistic practice to the reflection, through the conclusion of an artistic experiment called Movable. The experiment was carried out by hybrid processes made possible by digital media and was consolidated as a meta-creation from the processing of a huge variety of imagery and information arranged and exchanged daily by the culture. In the process of developing the artistic experiment \"Movable\", different practices and softwares were integrated for information visualization and visual data mining, for the composition of research files, remixing and for presentation of the work. In these developments, we have considered practices such as remixing and visualization of data not only as agents of a specific final form or of analysis and data demonstration but as generators of a project for creation. In the construction of the project, instruments were used as a medium and not as an end, so it was intended to emphasize them as generators of methods, strategies and stages for the artistic project - not becoming apparent in its final form and being possible to be verified as a process. In the course of this development, conceptual elaboration was based on practice, determining the path of understanding of the activities involved.
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Evoking meaning: from tangible objects to digital experienceUnknown Date (has links)
The intent of this thesis is to focus on evocative objects to explore what is lost in the transition from tangible to digital and how personal meaning is altered by digitalization. "We are witnessing the sudden dematerialization of our arts and entertainment, their transfer from unique artifacts to universal on-demand screen availability."1 As we replace objects like photographs, books and music CDs with intangible digital versions, social and physical experiences get reconfigured. With more time being spent on-line, there is a growing emphasis on exchanging digital content and the network of self-projections shared virtually. As we continue towards an increasing digital environment, understanding emerging socio-cultural practices can provide insight into new directions for graphic design. / by Lenny C. Salas Moreno. / Thesis (M.F.A.)--Florida Atlantic University, 2013. / Includes bibliography. / Mode of access: World Wide Web. / System requirements: Adobe Reader.
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