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This volume focuses on notions of temporality in artistic practice. It gathers texts by ten cultural scientists who, by reflecting on the work of an artist or another art- or architecture-related protagonist, examine the subject of temporality, its reference systems, its framework, and its consequential phenomena. The contributors pose questions about the specific characteristics and influences of temporalities. The various approaches brought together in the volume enable the reader to delve into particular cases in order to contextualize the question of how temporality initiates action and structures of perception, weaves itself into these structures, and thereby shapes our presence, affecting our bodies, our senses, and our communication.
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A critical mapping of the multiplicities of Finnish artist and technology pioneer Erkki Kurenniemi -- composer of electronic music, experimental filmmaker, inventor, collector, futurologist.
New media art --- Arts, Modern --- Kurenniemi, Erkki, --- Themes, motives. --- DIGITAL HUMANITIES & NEW MEDIA/General --- COMPUTER SCIENCE/Computer Music --- ARTS/Art History/Contemporary Art --- Média --- Art numérique --- Art vidéo --- Kurenniemi, Erkki
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This is a book about video art, and about sound art. The thesis is that sound first entered the gallery via the video art of the 1960s and in so doing, created an unexpected noise. The early part of the book looks at this formative period and the key figures within it - then jumps to the mid-1990s, when video art has become such a major part of contemporary art production, it no longer seems an autonomous form. Paul Hegarty considers the work of a range of artists (including Steve McQueen, Christian Marclay, Ryan Trecartin, and Jane and Louise Wilson), proposing different theories according to the particular strategy of the artist under discussion. Connecting them all are the twinned ideas of intermedia and synaesthesia. Hegarty offers close readings of video works, as influenced by their sound, while also considering the institutional and material contexts. Applying contemporary sound theory to the world of video art, Paul Hegarty offers an entirely fresh perspective on the interactions between sound, sound art, and the visual.
Art vidéo. --- Musique expérimentale. --- Video art. --- Printing --- Electronic art --- Experimental television --- Art, Modern --- Performance art --- Television --- Experimental films --- History. --- Sound in art. --- Theatre studies --- Music --- Theatrical science --- geluidsanalyse --- beeldanalyse --- video-opnamen --- geluiden --- Time-based art
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Joshua Greenberg explains how the combination of neighbourhood video stores and the VCR created a world in which movies became tangible consumer goods, creating a new industry and affecting the dynamics of motion picture production and consumption.
Videocassette recorders --- Video recordings industry --- Electrical & Computer Engineering --- Engineering & Applied Sciences --- Electrical Engineering --- History --- Videocassette recorders. --- History. --- Video industry --- Video tape production industry --- VCR (Video recorders) --- VCRs (Video recorders) --- Video cassette recorders --- Video tape recorders and recording --- Motion picture industry --- Home video systems --- Video tape recorders --- Television/video combinations --- Vidéo --- Video numerique --- Cinéma, histoire --- Art vidéo --- Cinéma
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Art therapy and all of the other creative arts therapies have promoted themselves as ways of expressing what cannot be conveyed in conventional language. Why is it that creative arts therapists fail to apply this line of thinking to research ? In this exciting and innovative book, Shaun McNiff, one of the field's pioneering educators and authors, breaks new ground in defining and inspiring art-based research. He illustrates how practitioner-researchers can become involved in art-based inquiries during their educational studies and throughout their careers, and shows how new types of research can be created that resonate with the artistic process. Clearly and cogently expressed, the theoretical arguments are illustrated by numerous case examples, and the final part of the book provides a wealth of ideas and thought provoking questions for research. This challenging book will prove invaluable to creative art therapy educators, students, and clinicians who wish to approach artistic inquiry as a way of conducting research. It will also find a receptive audience within the larger research community where there is a rising commitment to expanding the theory and practice of research. Integrating artistic and scientific procedures in many novel ways, this book offers fresh and productive visions of what research can be.
Arts --- Art therapy. --- Art --- Psychiatry and art --- Occupational therapy --- Psychotherapy --- Art in hospitals --- Arts, Fine --- Arts, Occidental --- Arts, Western --- Fine arts --- Humanities --- Therapeutic use --- Research. --- Recherche --- Analyse de l'art --- Méthodologie --- Enseignement artistique --- Art vidéo --- Danse --- Rapport existentiel à l'art --- Psychologie --- Psychologie de l'art --- Arts, Primitive
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Focusing on the aesthetics of video, Timeshift tests current semiotic, postmodernist and psychoanalytic approaches in the laboratory of real-life video viewing.
Art video --- Culture [Popular ] --- Culture de rue --- Culture des banlieues populaires --- Culture des classes populaires --- Culture des quartiers populaires --- Culture du peuple --- Culture ouvrière --- Culture populaire --- Cultures populaires --- Enregistrements vidéo --- Mass communication --- Mass culture --- Mass media --- Massamedia --- Media [Mass ] --- Media [The ] --- Moyens de communication de masse --- Média de masse --- Pop culture --- Popcultuur --- Populaire cultuur --- Popular arts --- Popular culture --- Video art --- Video recordings --- Video-opnamen --- Videokunst --- Volkscultuur --- Art vidéo --- Art électronique --- Electronic art --- Experimental television --- Vidéo expérimentale --- Vidéo formelle --- Vidéo-art --- 791.43.097 --- #SBIB:309H162 --- #SBIB:309H525 --- TV-films. --- Videogrammen: functies, genres, historiek --- Sociologie van de audiovisuele boodschap --- Video art. --- Video recordings. --- 791.43.097 TV-films. --- #SBIB:309H040 --- 316.77 --- 316.77 Communicatiesociologie --- Communicatiesociologie --- Videorecordings --- Videos --- Audio-visual materials --- Art, Modern --- Performance art --- Television --- Experimental films --- Culture, Popular --- Communication --- Intellectual life --- Mass society --- Recreation --- Culture --- Media, Mass --- Media, The --- Populaire cultuur algemeen --- TV-films --- Film --- Mass media. --- Popular culture. --- Time-based art
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"The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames. Elegantly defined as "games about games," metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don't simply play videogames--we make metagames"--
Jeux vidéo. --- Jeux vidéo --- Video games --- Video games industry --- Aspect social. --- Design. --- Social aspects. --- Social aspects --- SOCIAL SCIENCE / Popular Culture. --- COMPUTERS / Social Aspects / General. --- GAMES / Video & Electronic. --- Video game industry --- Electronic games industry --- Video games - Social aspects --- Video games industry - Social aspects --- Video games - Design --- Jeu vidéo --- Jeu --- Art vidéo --- Informatique appliquée --- Informatique graphique --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry --- Computer games --- Design --- Jeux vidéo. --- Jeux vidéo
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An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties.Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.
Video games --- Persuasion (Rhetoric) --- Social aspects. --- Rhetoric --- Forensics (Public speaking) --- Oratory --- GAME STUDIES/General --- GAME STUDIES/Game History --- SOCIAL SCIENCES/Media Studies --- Sociology of culture --- Mass communications --- Computer. Automation --- Persuasion (Rhetoric). --- Persuasion (rhétorique) --- Jeux vidéo --- Publicité intégrée dans les jeux vidéo. --- Médias en éducation. --- Aspect politique. --- Aspect social. --- Social aspects --- Jeux vidéo --- Argumentation --- Aspect social --- 527 --- Games --- video games --- informatica - specifieke toepassingen --- Jeu vidéo --- Jeu --- Art vidéo --- Informatique appliquée --- Informatique graphique --- Video games - Social aspects --- #SBIB:309H17 --- #SBIB:309H402 --- Computer- en videogames --- Media en publiekgroepen: gebruik van de boodschap, effecten van de media, --- Persuasion (rhétorique) --- Publicité intégrée dans les jeux vidéo. --- Médias en éducation.
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An examination of experimental cinema and media art from the Arabic-speaking world that explores filmmakers' creative and philosophical inventiveness in trying times.
Motion pictures --- Documentary films --- Motion picture industry --- Video art --- Cinéma --- Documentaires --- Art vidéo --- History --- Histoire --- Industrie --- film --- video --- videokunst --- documentaire --- experimentele film --- nieuwe media --- eenentwintigste eeuw --- Arabische wereld --- Zaatari Akram --- Suleiman Elia --- Khan Hassan --- Fatmi Mounir --- Hadjithomas Joana --- Joreige Khalil --- 791.43 --- Cinéma --- Art vidéo --- #SBIB:39A8 --- #SBIB:309H1313 --- #SBIB:309H1320 --- Antropologie: linguïstiek, audiovisuele cultuur, antropologie van media en representatie --- Geschiedenis en/of organisatie van het filmwezen: algemeen en per land (met inbegrip van de rol van het filmwezen in de ontwikkelingsproblematiek) --- De filmische boodschap: algemene werken (met inbegrip van algemeen filmhistorische werken en filmhistorische werken per land) --- Cinéma, histoire --- Film documentaire --- Film militant --- Politique --- Film d'artiste --- Arabie saoudite --- ARTS/Photography & Film/History, Theory & Criticism --- DIGITAL HUMANITIES & NEW MEDIA/New Media Art --- CULTURAL STUDIES/Global Studies
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Images have never been as freely circulated as they are today. They have also never been so tightly controlled. As with the birth of photography, digital reproduction has created new possibilities for the duplication and consumption of images, offering greater dissemination and access. But digital reproduction has also stoked new anxieties concerning authenticity and ownership. From this contemporary vantage point, After Uniqueness traces the ambivalence of reproducibility through the intersecting histories of experimental cinema and the moving image in art, examining how artists, filmmakers, and theorists have found in the copy a utopian promise or a dangerous inauthenticity-or both at once.From the sale of film in limited editions on the art market to the downloading of bootlegs, from the singularity of live cinema to video art broadcast on television, Erika Balsom investigates how the reproducibility of the moving image has been embraced, rejected, and negotiated by major figures including Stan Brakhage, Leo Castelli, and Gregory Markopoulos. Through a comparative analysis of selected distribution models and key case studies, she demonstrates how the question of image circulation is central to the history of film and video art. After Uniqueness shows that distribution channels are more than neutral pathways; they determine how we encounter, interpret, and write the history of the moving image as an art form.
Motion picture audiences --- Video art --- Motion pictures and the arts. --- Art and motion pictures. --- Motion picture industry --- History. --- Technological innovations. --- kunst --- film --- filmtheorie --- filmgeschiedenis --- video --- videkunst --- filmproductie --- filmdistributie --- experimentele film --- 791.41 --- Film industry (Motion pictures) --- Moving-picture industry --- Art and moving-pictures --- Motion pictures and art --- Arts and motion pictures --- Moving-pictures and the arts --- Electronic art --- Experimental television --- Film audiences --- Filmgoers --- Moviegoers --- Moving-picture audiences --- Motion pictures and the arts --- Art and motion pictures --- History --- Technological innovations --- Cultural industries --- Motion pictures --- Arts --- Art, Modern --- Performance art --- Television --- Experimental films --- Performing arts --- Audiences --- Art et cinéma. --- Art vidéo --- Cinéma Industrie --- Cinéma et arts. --- Cinéma --- Media Studies. --- Motion picture audiences. --- Video art. --- Histoire. --- Innovations. --- Publics. --- Time-based art
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