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Notions of Temporalities in Artistic Practice

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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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Writing and unwriting (media) art history : Erkki Kurenniemi in 2048
Authors: --- ---
ISBN: 026233111X 9780262331111 9780262029582 0262029588 Year: 2015 Publisher: Cambridge, Massachusetts : The MIT Press,

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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.


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Rumour and radiation : sound in video art
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ISBN: 9781623562694 9781623566685 1623566681 9781623564131 1623562694 1623564131 9781322307770 1322307776 9781623564131 Year: 2020 Publisher: London, England : London, England : Bloomsbury Academic, Bloomsbury Publishing,

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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.

From BetaMax to Blockbuster : video stores and the invention of movies on video
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ISBN: 0262072904 0262514990 9786612099519 0262274280 1282099515 1435635248 9780262072908 9780262514996 026226076X 9780262274289 9781435635241 9781282099517 6612099518 Year: 2008 Publisher: Cambridge, Mass. : The MIT Press,

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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.

Art-based research
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ISBN: 1846428955 0585122520 9780585122526 1853026204 1853026212 9781846428951 9781853026218 9781853026201 Year: 1998 Publisher: London, England ; Philadelphia, Pennsylvania : Jessica Kingsley Publishers,

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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.

Timeshift : on video culture
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ISBN: 0415016789 0203375718 1588514331 1138176915 9786610023769 1280023767 0203358953 1134979487 1134979479 9780203358955 9780415055482 0415055482 9780415016780 0415055482 Year: 1991 Publisher: London ; New York : Routledge,

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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.


Book
Metagaming : playing, competing, spectating, cheating, trading, making, and breaking videogames
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ISBN: 9781452954158 1452954151 0816687161 9780816687169 Year: 2017 Publisher: Minneapolis, Minnesota ; London, [England] : University of Minnesota Press,

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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"--

Persuasive games : the expressive power of videogames
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ISBN: 1282100785 9786612100789 0262268914 1429480289 9780262268912 9781429480284 0262026147 9780262026147 6612100788 9780262514880 0262261944 0262514885 Year: 2007 Publisher: Cambridge ; London : The MIT Press,

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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.


Book
Hanan al-cinema : affections for the moving image
Author:
ISBN: 9780262029308 0262029308 0262331071 026233108X Year: 2015 Publisher: Cambridge, Massachusetts ; London, England : The MIT Press,


Book
After uniqueness : a history of film and video art in circulation
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ISBN: 9780231176927 9780231176934 0231176929 0231176937 0231543123 9780231543125 Year: 2017 Publisher: New York : Columbia University Press,

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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.

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