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The work of art in the field of cultural production : the principle of legitimization in the digital era /Tkachev, Natalia. January 2006 (has links)
Thesis (M.A.) - Simon Fraser University, 2006. / Theses (School of Communication) / Simon Fraser University.
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Minimalism and maximalism /Gould, Jason. January 2007 (has links)
Thesis (M.F.A.)--Rochester Institute of Technology, 2007. / Typescript. Includes bibliographical references.
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Glitch art : uso do erro digital como procedimento artístico e possibilidade estética /Gazana, Cleber, 1982- January 2016 (has links)
Orientador: Milton Terumitsu Sogabe / Banca: Fernando Luiz Fogliano / Banca: Agnus Valente / Resumo: Esta pesquisa tem como objetivo constatar a possibilidade e potencialidade estética por meio do uso do erro digital e de usos não projetados dos dispositivos técnicos e softwares na Glitch Art . Por ser um tema quase inédito, foi importante explicar o significado dos termos tilt, bug, failure, fault, error e mistake em relação ao campo técnico e artístico da Glitch Art, à sua prática e a nossa experiência, assim como a definição do termo glitch e de seu uso como designação deste recente gênero ar- tístico. Seguiu-se para a investigação de suas bases fundamentais, classificações, características visuais, procedimentos artísticos, relação com o passado da arte, seus artistas visuais mais expressivos e sua aplicação para além da arte digital. Para tanto, este trabalho apoiou-se, principalmente, nos pensamentos de Moradi, Manon, Temkin e Menkman nos aspectos exclusivos da Glitch Art . Por fim, de modo teórico-prático, resultou a criação da obra Decode, de minha autoria, onde se dialo- gou e se experienciou as teorias e os procedimentos aqui discutidos / Abstract: This research aims to verify the possibility and aesthetic potential through the use of digital error and not designed uses of technical devices and software in Glitch Art. For being an almost unheard subject, it was important to explain the meaning of tilt, bug, failure, fault, error and mistake terms in relation to the technical and artistic field of Glitch Art, its practice and our experience as well the definition of glitch term and its use as designation of this recent artistic genre. We proceed to the investigation of its fundamental basis, classifications, visual characteristics, artistic procedures, relationship with the past of art, its more expressive visual artists and its application beyond the digital art. Therefore, this research grounds on mainly thoughts of Moradi, Manon, Temkin, and Menkman in exclusive aspects of Glitch Art. Finally, with theoretical and practical way has resulted in the creation of my own work Decode, where was connected and experienced the theories and procedures discussed herein / Mestre
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IMMERSIVE GALLERY OF DIGITAL ARTBergman, John January 2018 (has links)
A immersive VR-art gallery that investigates and proposes new ways of displaying digital art.
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Virtually AbstractKappers, Michael 01 January 2008 (has links)
My most recent body of work frees me from traditional animation and graphic design principles that had become second nature in my creative practice over years of commercial work in industry. I now find myself unconsciously creating shape and form without a preconceived vision of the final outcome. This allows for a free-flowing approach to my canvas. The canvas in which my forms are created is virtual space and can be described as an infinite cube. The first step I take in each of my pieces is creating a cube with the center residing at Cartesian coordinates 0,0,0. From there, I make the decision either to subdivide the cube into sections or extrude faces from the cube. In either case, I begin to see the possibilities in which the form can take. Some forms are organic and rhythmic while others become machined and rigid. At this stage, color and light are not a part of the equation.
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Multi-camera: interactive rendering of abstract digital imagesSmith, Jeffrey Statler 30 September 2004 (has links)
The purpose of this thesis is the development of an interactive computer-generated rendering system that provides artists with the ability to create abstract paintings simply and intuitively. This system allows the user to distort a computer-generated environment using image manipulation techniques that are derived from fundamentals of expressionistic art. The primary method by which these images will be abstracted stems from the idea of several small images assembled into a collage that represents multiple viewing points rendered simultaneously. This idea has its roots in the multiple-perspective and collage techniques used by many cubist and futurist artists of the early twentieth century.
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Multi-camera: interactive rendering of abstract digital imagesSmith, Jeffrey Statler 30 September 2004 (has links)
The purpose of this thesis is the development of an interactive computer-generated rendering system that provides artists with the ability to create abstract paintings simply and intuitively. This system allows the user to distort a computer-generated environment using image manipulation techniques that are derived from fundamentals of expressionistic art. The primary method by which these images will be abstracted stems from the idea of several small images assembled into a collage that represents multiple viewing points rendered simultaneously. This idea has its roots in the multiple-perspective and collage techniques used by many cubist and futurist artists of the early twentieth century.
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A conversation on globalisation and digital artMilton-Smith, Melissa January 2008 (has links)
Globalisation is one of the most important cultural phenomena of our times and yet, one of the least understood. In popular and critical discourse there has been a struggle to articulate its human affects. The tendency to focus upon macro accounts can leave gaps in our understanding of its micro experiences.1 1 As Jonathon Xavier Inda and Renato Rosaldo argue there is a strong pattern of thinking about globalisation 'principally in terms of very large-scale economic, political, or cultural processes'. (See: Jonathon Xavier Inda and Renato Rosaldo (Eds.), The Anthropology of Globalisation: A Reader, Malden, Blackwell Publishing, 2002, p. 5.) In this thesis, I will describe globalisation as a dynamic matrix of flows. I will argue that globalisation's spatial, temporal, and kinetic re-arrangements have particular impacts upon bodies and consciousnesses, creating contingent and often unquantifiable flows. I will introduce digital art as a unique platform of articulation: a style borne of globalisation's oeuvre, and technically well-equipped to converse with and emulate its affects. By exploring digital art through an historical lens I aim to show how it continues dialogues established by earlier art forms. I will claim that digital art has the capacity to re-centre globalisation around the individual, through sensory and experiential forms that encourage subjective and affective encounters. By approaching it in this way, I will move away from universal theorems in favour of particular accounts. Through exploring a wide array of digital artworks, I will discuss how digital art can capture fleeting experiences and individual expressions. I will closely examine its unique tools of articulation to include: immersive, interactive, haptic, and responsive technologies, and analyse the theories and ideas that they converse with. Through this iterative process, I aim to explore how digital art can both facilitate and generate new articulations of globalisation, as an experiential phenomenon.
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Media Art for the Mid-Levels Escalator, Central /Li, Yan-yan, Linda. January 2002 (has links)
Thesis (M. Arch.)--University of Hong Kong, 2002. / Includes special study report entitled: Media art : space. Includes bibliographical references.
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Media Art for the Mid-Levels Escalator, CentralLi, Yan-yan, Linda. January 2002 (has links)
Thesis (M.Arch.)--University of Hong Kong, 2002. / Includes special study report entitled : Media art : space. Includes bibliographical references. Also available in print.
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