Download or read book From Technological to Virtual Art written by Frank Popper and published by . This book was released on 2007 with total page 482 pages. Available in PDF, EPUB and Kindle. Book excerpt: Frank Popper traces the development of immersive, interactive new media art from its antecedents through today's digital, multimedia, & networked art.
Download or read book Immersed in Technology written by Banff Centre for the Arts and published by MIT Press. This book was released on 1996 with total page 400 pages. Available in PDF, EPUB and Kindle. Book excerpt: Produced as part of the Art and Virtual Environment Project conducted at the Banff Centre for the Arts in Banff, Canada from 1991 to 1994.
Download or read book Digital Media and Technologies for Virtual Artistic Spaces written by Harrison, Dew and published by IGI Global. This book was released on 2013-02-28 with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt: Emerging new technologies such as digital media have helped artists to position art into the everyday lives and activities of the public. These new virtual spaces allow artists to utilize a more participatory experience with their audience. Digital Media and Technologies for Virtual Artistic Spaces brings together a variety of artistic practices in virtual spaces and the interest in variable media and online platforms for creative interplay. Presenting frameworks and examples of current practices, this book is useful for artists, theorists, curators as well as researchers working with new technologies, social media platforms and digital culture.
Download or read book Virtual Art written by Oliver Grau and published by Mit Press. This book was released on 2003 with total page 416 pages. Available in PDF, EPUB and Kindle. Book excerpt: An overview of the art historical antecedents to virtual reality and the impact of virtual reality on contemporary conceptions of art.
Download or read book Art Therapy and Computer Technology written by Cathy A. Malchiodi and published by Jessica Kingsley Pub. This book was released on 2000 with total page 159 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cathy Malchiodi reviews the hardware and software most pertinent to art therapists and demonstrates how the Internet can be used to conduct research and establish links with other art therapists. She also discusses the ethical and legal issues of communicating online, particularly the confidentiality and copyright of data.
Download or read book Char Davies Immersive Virtual Art and the Essence of Spatiality written by Laurie McRobert and published by University of Toronto Press. This book was released on 2007-01-01 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this first book-length study of the internationally renowned Canadian artist Char Davies, Laurie McRobert examines the digital installations Osmose and Ephémère in the context of Davies' artistic and conceptual inspirations. Davies, originally a painter, turned to technology in an effort to create the effect of osmosis between self and world. By donning a head-mounted display unit and a body vest to monitor breathing and balance, participants are immersed in 3D-virtual space where they interact with abstract images of nature while manoeuvring in an artificial spatial environment. Char Davies' Immersive Virtual Art and the Essence of Spatiality explores spatiality through a broad scope of disciplines, including philosophy, mythology, biology, and visual studies, in order to familiarize the reader with virtual reality art - how it differs from traditional artistic media and why immersive virtual art promises to expand our imaginative horizons. This original study provides us with an important exposition of two of Char Davies' acclaimed projects and an exploration of the future impact of digital virtual art on our worldviews.
Download or read book Virtual Words written by Jonathon Keats and published by Oxford University Press. This book was released on 2010-10-14 with total page 191 pages. Available in PDF, EPUB and Kindle. Book excerpt: The technological realm provides an unusually active laboratory not only for new ideas and products but also for the remarkable linguistic innovations that accompany and describe them. How else would words like qubit (a unit of quantum information), crowdsourcing (outsourcing to the masses), or in vitro meat (chicken and beef grown in an industrial vat) enter our language? In Virtual Words: Language on the Edge of Science and Technology, Jonathon Keats, author of Wired Magazine's monthly Jargon Watch column, investigates the interplay between words and ideas in our fast-paced tech-driven use-it-or-lose-it society. In 28 illuminating short essays, Keats examines how such words get coined, what relationship they have to their subject matter, and why some, like blog, succeed while others, like flog, fail. Divided into broad categories--such as commentary, promotion, and slang, in addition to scientific and technological neologisms--chapters each consider one exemplary word, its definition, origin, context, and significance. Examples range from microbiome (the collective genome of all microbes hosted by the human body) and unparticle (a form of matter lacking definite mass) to gene foundry (a laboratory where artificial life forms are assembled) and singularity (a hypothetical future moment when technology transforms the whole universe into a sentient supercomputer). Together these words provide not only a survey of technological invention and its consequences, but also a fascinating glimpse of novel language as it comes into being. No one knows this emerging lexical terrain better than Jonathon Keats. In writing that is as inventive and engaging as the language it describes, Virtual Words offers endless delights for word-lovers, technophiles, and anyone intrigued by the essential human obsession with naming.
Download or read book Digital Performance written by Steve Dixon and published by MIT Press. This book was released on 2007-02-23 with total page 1027 pages. Available in PDF, EPUB and Kindle. Book excerpt: The historical roots, key practitioners, and artistic, theoretical, and technological trends in the incorporation of new media into the performing arts. The past decade has seen an extraordinarily intense period of experimentation with computer technology within the performing arts. Digital media has been increasingly incorporated into live theater and dance, and new forms of interactive performance have emerged in participatory installations, on CD-ROM, and on the Web. In Digital Performance, Steve Dixon traces the evolution of these practices, presents detailed accounts of key practitioners and performances, and analyzes the theoretical, artistic, and technological contexts of this form of new media art. Dixon finds precursors to today's digital performances in past forms of theatrical technology that range from the deus ex machina of classical Greek drama to Wagner's Gesamtkunstwerk (concept of the total artwork), and draws parallels between contemporary work and the theories and practices of Constructivism, Dada, Surrealism, Expressionism, Futurism, and multimedia pioneers of the twentieth century. For a theoretical perspective on digital performance, Dixon draws on the work of Philip Auslander, Walter Benjamin, Roland Barthes, Jean Baudrillard, and others. To document and analyze contemporary digital performance practice, Dixon considers changes in the representation of the body, space, and time. He considers virtual bodies, avatars, and digital doubles, as well as performances by artists including Stelarc, Robert Lepage, Merce Cunningham, Laurie Anderson, Blast Theory, and Eduardo Kac. He investigates new media's novel approaches to creating theatrical spectacle, including virtual reality and robot performance work, telematic performances in which remote locations are linked in real time, Webcams, and online drama communities, and considers the "extratemporal" illusion created by some technological theater works. Finally, he defines categories of interactivity, from navigational to participatory and collaborative. Dixon challenges dominant theoretical approaches to digital performance—including what he calls postmodernism's denial of the new—and offers a series of boldly original arguments in their place.
Download or read book Virtual and Augmented Reality in Education Art and Museums written by Guazzaroni, Giuliana and published by IGI Global. This book was released on 2019-11-22 with total page 385 pages. Available in PDF, EPUB and Kindle. Book excerpt: Due to the growing prevalence of artificial intelligence technologies, schools, museums, and art galleries will need to change traditional ways of working and conventional thought processes to fully embrace their potential. Integrating virtual and augmented reality technologies and wearable devices into these fields can promote higher engagement in an increasingly digital world. Virtual and Augmented Reality in Education, Art, and Museums is an essential research book that explores the strategic role and use of virtual and augmented reality in shaping visitor experiences at art galleries and museums and their ability to enhance education. Highlighting a range of topics such as online learning, digital heritage, and gaming, this book is ideal for museum directors, tour developers, educational software designers, 3D artists, designers, curators, preservationists, conservationists, education coordinators, academicians, researchers, and students.
Download or read book Paik s Virtual Archive written by Hanna Hölling and published by Univ of California Press. This book was released on 2017-02-21 with total page 262 pages. Available in PDF, EPUB and Kindle. Book excerpt: Two works -- Conceptual and material aspects of media art -- Musical roots of performed and performative media -- Zen for film -- Changeability and multimedia art -- Time and conservation -- Heterotemporalities -- The material and the immaterial archive -- Archival implications -- Conclusion: the many archai of conservation and curation
Download or read book Augmented Reality Art written by Vladimir Geroimenko and published by Springer. This book was released on 2014-06-17 with total page 322 pages. Available in PDF, EPUB and Kindle. Book excerpt: Written by a team of world-renowned artists, researchers and practitioners - all pioneers in using augmented reality based creative works and installations as a new form of art - this is the first book to explore the exciting new field of augmented reality art and its enabling technologies. As well as investigating augmented reality as a novel artistic medium the book covers cultural, social, spatial and cognitive facets of augmented reality art. Intended as a starting point for exploring this new fascinating area of research and creative practice it will be essential reading not only for artists, researchers and technology developers, but also for students (graduates and undergraduates) and all those interested in emerging augmented reality technology and its current and future applications in art.
Download or read book The Virtual Embodied written by John Wood and published by . This book was released on 1998 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt: Intended to inform, provoke and delight, this book explores the ideas of embodiment, knowledge, space, virtue and virtuality to address fundamental questions about technology and human presence.
Download or read book Encyclopedia of Virtual Communities and Technologies written by Dasgupta, Subhasish and published by IGI Global. This book was released on 2005-10-31 with total page 620 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This encyclopedia of virtual communities and technologies provides a much needed integrated overview of all the critical concepts, technologies and issues in the area of virtual communities"--Provided by publisher.
Download or read book The Art of Tinkering written by Karen Wilkinson and published by Weldon Owen International. This book was released on 2014-02-04 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt: Some of the most creative artists from today’s maker scene discuss their process, workspaces and more in this inspiring guide to tinkering. The Art of Tinkering is an unprecedented celebration of what it means to tinker: to take things apart, explore tools and materials, and build wondrous, wild art that’s part science, part technology, and entirely creative. Join 150+ makers as they share the stories behind their beautiful and bold work—then do some tinkering yourself! This collection of exhibits, artwork, and projects explores a whole new way to learn, in which people expand their knowledge through making and doing, working with readily available materials, getting their hands dirty, collaborating with others, and problem-solving in the most fun sense of the word. Each artist featured in The Art of Tinkering shares their process and the backstory behind their work. Whether it’s dicussing their favorite tools (who knew toenail clippers could be so handy?) or offering a glimpse of their workspaces (you’d be amazed how many electronics tools you can pack into a pantry!), the stories, lessons, and tips in The Art of Tinkering offer a fascinating portrait of today’s maker scene. Artists include: Scott Weaver, Arthur Ganson, Moxie, Tim Hunkin, AnnMarie Thomas, Ranjit Bhatnajar and Jie Qi.
Download or read book Virtual Memory written by Homay King and published by Duke University Press. This book was released on 2015-10-23 with total page 214 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Virtual Memory, Homay King traces the concept of the virtual through the philosophical works of Henri Bergson, Gilles Deleuze, and Giorgio Agamben to offer a new framework for thinking about film, video, and time-based contemporary art. Detaching the virtual from its contemporary associations with digitality, technology, simulation, and speed, King shows that using its original meaning—which denotes a potential on the cusp of becoming—provides the means to reveal the "analog" elements in contemporary digital art. Through a queer reading of the life and work of mathematician Alan Turing, and analyses of artists who use digital technologies such as Christian Marclay, Agnès Varda, and Victor Burgin, King destabilizes the analog/digital binary. By treating the virtual as the expression of powers of potential and change and of historical contingency, King explains how these artists transcend distinctions between disembodiment and materiality, abstraction and tangibility, and the unworldly and the earth-bound. In so doing, she shows how their art speaks to durational and limit-bound experience more than contemporary understandings of the virtual and digital would suggest.
Download or read book Journalism in the Age of Virtual Reality written by John V. Pavlik and published by Columbia University Press. This book was released on 2019-09-17 with total page 263 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the advent of the internet and handheld or wearable media systems that plunge the user into 360o video, augmented—or virtual reality—technology is changing how stories are told and created. In this book, John V. Pavlik argues that a new form of mediated communication has emerged: experiential news. Experiential media delivers not just news stories but also news experiences, in which the consumer engages news as a participant or virtual eyewitness in immersive, multisensory, and interactive narratives. Pavlik describes and analyzes new tools and approaches that allow journalists to tell stories that go beyond text and image. He delves into developing forms such as virtual reality, haptic technologies, interactive documentaries, and drone media, presenting the principles of how to design and frame a story using these techniques. Pavlik warns that although experiential news can heighten user engagement and increase understanding, it may also fuel the transformation of fake news into artificial realities, and he discusses the standards of ethics and accuracy needed to build public trust in journalism in the age of virtual reality. Journalism in the Age of Virtual Reality offers important lessons for practitioners seeking to produce quality experiential news and those interested in the ethical considerations that experiential media raise for journalism and the public.
Download or read book Filming the Fantastic with Virtual Technology written by Mark Sawicki and published by Routledge. This book was released on 2020-03-27 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book brings fantasy storytelling to a whole new level by providing an in-depth insight into the tools used for virtual reality, augmented reality, 360 cinema and motion capture in order to repurpose them to create a virtual studio for filmmaking. Gone are the long days and months of post before seeing your final product. Composites and CG characters can now be shot together as fast as a live-action show. Using off-the-shelf software and tools, authors Mark Sawicki and Juniko Moody document the set-up and production pipelines of the modern virtual/mocap studio. They reveal the procedures and secrets for making movies in virtual sets. The high-end technology that enabled the creation of films such as The Lord of the Rings, Avatar and The Jungle Book is now accessible for smaller, independent production companies. Do you want your actors to perform inside of an Unreal® Game Engine set and interact with the environment? Do you want to be able to put your live-action camera on a jib or dolly and move effortlessly through both a live-action and virtual space together? Do you want live performers interacting with giants, elves and other creatures manipulated by motion capture in real time? This book discusses all of these scenarios and more, showing readers how to create high-quality virtual content using alternative, cost-effective technology. Tutorials, case studies, and project breakdowns provide essential tips on how to avoid and overcome common pitfalls, making this book an indispensable guide for both beginners to create virtual backlot content and more advanced VFX users wanting to adopt best practices when planning and directing virtual productions with RealityTM software and performance capture equipment such as Qualysis.