An examination of telepresence technologies through the lens of contemporary artistic experiments, from early video art through current ""drone vision"" works.OCLC-licensed vendor bibliographic record.
In No Medium, Craig Dworkin looks at works that are blank, erased, clear or silent, writing critically and substantively about works for which there would seem to be not only nothing to see but nothing to say. Examined closely, these ostensibly contentless works of art, literature and music point to a new understanding of media and the limits of the artistic object. Dworkin considers works pred…
In a time of climate crisis, a growing number of artists use weather or atmosphere as an artistic medium, collaborating with scientists, local communities, and climate activists. Their work mediates scientific modes of knowing and experiential knowledge of weather, probing collective anxieties and raising urgent ecological questions, oscillating between the "big picture systems view" and a grou…
This is a collection of theoretical and practical perspectives from a range of disciplines on the challenges of using digital media in research, preservation, management, interpretation, and representation of cultural heritage.OCLC-licensed vendor bibliographic record.
Maud Lavin approaches design from the broader field of visual culture criticism, asking challenging questions about about who really has a voice in the culture and what unseen influences affect the look of things designers produce. Our culture is dominated by the visual. Yet most writing on design reflects a narrow preoccupation with products, biographies, and design influences. Maud Lavin appr…
"The first book to showcase and analyze the diversity of Germany's contemporary cultural production, while arguing against its myth of homogeneity"--OCLC-licensed vendor bibliographic record.
An overview of the art historical antecedents to virtual reality and the impact of virtual reality on contemporary conceptions of art.Although many people view virtual reality as a totally new phenomenon, it has its foundations in an unrecognized history of immersive images. Indeed, the search for illusionary visual space can be traced back to antiquity. In this book, Oliver Grau shows how virt…
How the interface has moved from the PC into cultural platforms, as seen in a series of works of net art, software art and electronic literature. The computer interface is both omnipresent and invisible, at once embedded in everyday objects and characterized by hidden exchanges of information between objects. The interface has moved from office into culture, with devices, apps, the cloud, and d…
"A history of "homebrew" gaming, focusing explicitly on the Australian and New Zealand contexts"--OCLC-licensed vendor bibliographic record.
"Wearable technology--whether a Walkman in the 1970s, an LED-illuminated gown in the 2000s, or Google Glass today--makes the wearer visible in a technologically literate environment. Twenty years ago, wearable technology reflected cultural preoccupations with cyborgs and augmented reality; today, it reflects our newer needs for mobility and connectedness. In this book, Susan Elizabeth Ryan exam…