Results for 'Video Art'

996 found
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  1.  35
    Aesthetics, Video Art and Television.Curtis L. Carter - unknown
    The author reviews two symposia: 'The Video Arts: Demonstration and Discussion', The American Society for Aesthetics, New York City, 28 Oct. 1978, and 'The Aestheticians Look at Television', National Association of Education Broadcasters, Washington, D.C., 30 Oct. 1978. He also presents an evaluation of the current state of video art in terms of philosophical aesthetics. Furthermore, he attempts to make a clear distinction between television and video art. The differences cited include corporate studio efforts vs efforts of (...)
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  2.  19
    Video Art: Cultural Transformations.Curtis L. Carter - unknown
    In the 1960s, there were efforts to move broadcast television in the direction of the experimental video art by altering television's conventional format. Fred Barzyk, in his role as a producer and director at WGBH-TV in Boston, was uniquely positioned to act as a link between television and experimental video artists who normally would not have had access to the technology available at a major broadcast facility. As the leading innovator in the beginnings of video art, the (...)
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  3.  71
    Michael Fried and beholding video art.Ken Wilder - unknown
    In this paper, I consider Michael Fried’s recent contribution to the debate around the experience of video art, made in relation to the work of Douglas Gordon. Fried speculates that issues of antitheatricality may in fact be key to specifying the medium of video installation. While Fried’s position offers a useful way of framing the relation with the beholder in video art, in a way that pointedly moves beyond tautological notions of activating spectatorship, I question how theatricality (...)
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  4.  2
    Michael Fried and Beholding Video Art.Ken Wilder - 2011 - Estetika: The European Journal of Aesthetics 49 (1):5.
    In this paper, I consider Michael Fried’s recent contribution to the debate around the experience of video art, made in relation to the work of Douglas Gordon. Fried speculates that issues of antitheatricality may in fact be key to specifying the medium of video installation. While Fried’s position offers a useful way of framing the relation with the beholder in video art, in a way that pointedly moves beyond tautological notions of activating spectatorship, I question how theatricality (...)
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  5.  35
    Electronic Media Studies: From Video Art to Artificial Invention.Craig Saper - 1991 - Substance 20 (3):114.
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  6. Hacia una desdefinición del video arte= Towards un-defining video art.Rodrigo Alonso - 2006 - Contrastes: Revista Cultural 45:35-41.
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  7.  2
    Bill Viola’s video art philosophy.N. N. Rostova - forthcoming - Liberal Arts in Russia.
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  8.  18
    Immersive Contemplation in Video Art Environments.Tiffany Sutton - 2005 - Contemporary Aesthetics 3.
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  9.  20
    Lotman’s semiotics of culture in the age of AI: analyzing the cultural dynamics of AI-generated video art in the semiosphere.Daria Arkhipova & Auli Viidalepp - 2023 - Semiotica 2023 (255):149-160.
    The use of AI-generated videos centered on the face raises various concerns among professionals and audiences due to the difficulty of providing coherent descriptive tools of their cultural significance. At the same time, the focus of artists and their audiences shifts from the art as a text to the collaboration process between artificial intelligence (AI) and the involved social actors. This raises significant concerns between policymakers and other social actors looking for guidelines for the appropriate use of AI as a (...)
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  10.  10
    Gestures in Slow Motion: On Making Use of Video Art in Phenomenology.Alexandru Bejinariu - forthcoming - Dialogue:1-21.
    Résumé Cet article aborde la pertinence de l'art vidéo et des techniques filmiques pour la méthode phénoménologique en thématisant comment les scènes au ralenti peuvent être utilisées dans l'analyse des gestes. Inspiré par la théorie de la conscience d'image d'Edmund Husserl, je soutiens que si, pour le chercheur empirique, le ralenti est un moment non analogique qui l'aide à observer le sujet existant, pour le phénoménologue, il dépeint un sujet neutralisé qui sert d'exemple initial. Cette approche révèle en plus une (...)
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  11.  75
    Video Dog Star: William Wegman, Aesthetic Agency, and the Animal in Experimental Video Art.Susan McHugh - 2001 - Society and Animals 9 (3):229-251.
    The canine photographs, videos, and photographic narratives of artist William Wegman frame questions of animal aesthetic agency. Over the past 30 years, Wegman's dog images shift in form and content in ways that reflect the artist's increasing anxiety over his control of the art-making process once he becomes identified, in his own words, as "the dog photographer". Wegman's dog images claim unique cultural prominence, appearing regularly in fine art museums as well as on broadcast television. But, as Wegman comes to (...)
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  12.  26
    The Time Phenomenon of Chinese Zen and Video Art in China: 1988-1998.Yang Geng & Lingling Peng - 2016 - Cultura 13 (2):103-124.
    As a response to the problems of language in Chinese modern and avant-garde art from 1988 to 1998, early video art reclaimed the independence of language from social reality and political influence and established it on the basis of the time phenomenon. By comparing the category of time in the Western philosophical tradition and in Chinese traditional thought, we find that the “immediacy” of Zen provides a hermeneutical approach to the nature of language as a reflective medium, closely related (...)
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  13.  29
    A desrepresentação do "outro" nos trabalhos de vídeo-arte de Maurício Dias e Walter Riedweg.Fernando Do Nascimento Gonçalves, Andre Gomes & Ana Paula Santos - 2011 - Logos: Comuniação e Univerisdade 18 (2).
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  14.  16
    The Autobiography of Video: Outline for a Revisionist Account of Early Video Art.Ina Blom - 2013 - Critical Inquiry 39 (2):276-295.
  15. Are Video Games Art?Aaron Smuts - 2005 - Contemporary Aesthetics 3.
    I argue that by any major definition of art many modern video games should be considered art. Rather than defining art and defending video games based on a single contentious definition, I offer reasons for thinking that video games can be art according to historical, aesthetic, institutional, representational and expressive theories of art. Overall, I argue that while many video games probably should not be considered art, there are good reasons to think that some video (...)
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  16.  31
    Appropriating Video Surveillance for Art and Environmental Awareness: Experiences from ARTiVIS.Mónica Mendes, Pedro Ângelo, Nuno Correia & Valentina Nisi - 2018 - Science and Engineering Ethics 24 (3):947-970.
    Arts, Real-Time Video and Interactivity for Sustainability is an ongoing collaborative research project investigating how real-time video, DIY surveillance technologies and sensor data can be used as a tool for environmental awareness, activism and artistic explorations. The project consists of a series of digital contexts for aesthetic contemplation of nature and civic engagement, aiming to foster awareness and empowerment of local populations through DIY surveillance. At the core of the ARTIVIS efforts are a series of interactive installations, that (...)
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  17. Video Games and the Philosophy of Art.Aaron Smuts - 2005 - American Society for Aesthetics Newsletter.
    The most cursory look at video games raises several interesting issues that have yet to receive any consideration in the philosophy of art, such as: Are videogames art and, if so, what kind of art are they? Are they more closely related to film, or are they similar to performance arts, such as dance? Perhaps they are more akin to competitive sports and games like diving and chess? Can we even define “video game” or “game”? We often say (...)
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  18.  23
    The art of education: Creative thinking and video games.Lina Georgieva & Alexander Nikulin - 2023 - Balkan Journal of Philosophy 15 (2):179-186.
    The COVID-19 pandemic has shed new light on some significant problems that have been present in the education systems for decades. Тhe lack of various educational methods is becoming more and more evident, leading to a decreasing interest in learning and critical thinking. Оn the other hand, more and more research shows that different types of digital games can enhance creative and critical thinking in students. А closer look at the requirements of the educational programs shows how strict they are (...)
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  19.  85
    Video Games as Mass Art.Grant Tavinor - 2011 - Contemporary Aesthetics 9.
  20.  7
    Le muse dell'arte comica nel sublime delirio della commedia umana: un saggio analitico di ricerca scientifica interdisciplinare nell'etica e nell'estetica del riso come prospettiva storico-globale dal punto di vista socio-antropologico, etno-filologico, video-umanistico, filosofico-letterario nel disincanto dello spirito moderno tra passato arcaico e presente d'avanguardia nel sublime delirio del mondo che verrà.Rino Di Silvestro - 2009 - Roma: Edilazio.
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  21. State of the Art of Audio- and Video-Based Solutions for AAL.Slavisa Aleksic, Michael Atanasov, Jean Calleja Agius, Kenneth Camilleri, Anto Cartolovni, Pau Climent-Perez, Sara Colantonio, Stefania Cristina, Vladimir Despotovic, Hazim Kemal Ekenel, Ekrem Erakin, Francisco Florez-Revuelta, Danila Germanese, Nicole Grech, Steinunn Gróa Sigurđardóttir, Murat Emirzeoglu, Ivo Iliev, Mladjan Jovanovic, Martin Kampel, William Kearns, Andrzej Klimczuk, Lambros Lambrinos, Jennifer Lumetzberger, Wiktor Mucha, Sophie Noiret, Zada Pajalic, Rodrigo Rodriguez Perez, Galidiya Petrova, Sintija Petrovica, Peter Pocta, Angelica Poli, Mara Pudane, Susanna Spinsante, Albert Ali Salah, Maria Jose Santofimia, Anna Sigríđur Islind, Lacramioara Stoicu-Tivadar, Hilda Tellioglu & Andrej Zgank - 2022 - Alicante: University of Alicante.
    It is a matter of fact that Europe is facing more and more crucial challenges regarding health and social care due to the demographic change and the current economic context. The recent COVID-19 pandemic has stressed this situation even further, thus highlighting the need for taking action. Active and Assisted Living technologies come as a viable approach to help facing these challenges, thanks to the high potential they have in enabling remote care and support. Broadly speaking, AAL can be referred (...)
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  22.  2
    Nouvelles donnes : les jeux vidéo et les théories de l’art.Alexis Anne-Braun - 2022 - Nouvelle Revue d'Esthétique 30 (2):31-42.
    Les jeux vidéo sont des artefacts qui possèdent des propriétés esthétiques et qui donnent lieu à des pratiques d’appréciation riches et variées. Dans la littérature contemporaine, plusieurs philosophes se sont demandé s’ils entraient dans la catégorie traditionnelle de l’art. Une autre façon de considérer la chose, qui ne présuppose aucune définition de l’art, consiste à appréhender la forme artistique particulière à laquelle appartiennent les œuvres vidéoludiques. Cet article propose ainsi de repérer les propriétés esthétiques standards et variables des œuvres vidéoludiques (...)
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  23.  31
    Multiple-channel video installation as a precursor to transmedia-based art.Ge Wu, Phillip Gough & Caitilin De Berigny Wall - 2012 - Technoetic Arts 10 (2-3):329-339.
    The use of cross-media and transmedia-based art installation has generated new ways for the audience to appreciate, understand and experience art. Transmedia, the integration of multiple media forms to augment a single narrative, has not only been largely used in commercial films, but has also been used by artists to communicate their message more effectively. In this article, we explore some remarkable multi-channel video installations and transmedia artworks to highlight how this technology has shaped new uses of technology as (...)
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  24. State of the Art on Ethical, Legal, and Social Issues Linked to Audio- and Video-Based AAL Solutions.Alin Ake-Kob, Aurelija Blazeviciene, Liane Colonna, Anto Cartolovni, Carina Dantas, Anton Fedosov, Francisco Florez-Revuelta, Eduard Fosch-Villaronga, Zhicheng He, Andrzej Klimczuk, Maksymilian Kuźmicz, Adrienn Lukacs, Christoph Lutz, Renata Mekovec, Cristina Miguel, Emilio Mordini, Zada Pajalic, Barbara Krystyna Pierscionek, Maria Jose Santofimia Romero, Albert AliSalah, Andrzej Sobecki, Agusti Solanas & Aurelia Tamo-Larrieux - 2021 - Alicante: University of Alicante.
    Ambient assisted living technologies are increasingly presented and sold as essential smart additions to daily life and home environments that will radically transform the healthcare and wellness markets of the future. An ethical approach and a thorough understanding of all ethics in surveillance/monitoring architectures are therefore pressing. AAL poses many ethical challenges raising questions that will affect immediate acceptance and long-term usage. Furthermore, ethical issues emerge from social inequalities and their potential exacerbation by AAL, accentuating the existing access gap between (...)
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  25. Video Games, Violence, and the Ethics of Fantasy: Killing Time.Christopher Bartel - 2020 - London: Bloomsbury Academic.
    Is it ever morally wrong to enjoy fantasizing about immoral things? Many video games allow players to commit numerous violent and immoral acts. But, should players worry about the morality of their virtual actions? A common argument is that games offer merely the virtual representation of violence. No one is actually harmed by committing a violent act in a game. So, it cannot be morally wrong to perform such acts. While this is an intuitive argument, it does not resolve (...)
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  26. Philosophy through video games.Jon Cogburn - 2009 - New York: Routledge. Edited by Mark Silcox.
    I, player : the puzzle of personal identity (MMORPGS and Virtual Communities) -- The game inside the mind, the mind inside the game (The Nintendo Wii Gaming Console) -- Realistic blood and gore : do violent games make violent gamers? (First-person Shooters) -- Games and God's goodness (World-builder and Tycoon Games) -- The metaphysics of interactive art (Puzzle and Adventure Games) -- Artificial and human intelligence (Single-player RPGS) -- Epilogue: Video games and the meaning of life.
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  27. Video Games as Self‐Involving Interactive Fictions.Jon Robson & Aaron Meskin - 2012 - Journal of Aesthetics and Art Criticism 74 (2):165-177.
    This article explores the nature and theoretical import of a hitherto neglected class of fictions which we term ‘self-involving interactive fictions’. SIIFs are interactive fictions, but they differ from standard examples of interactive fictions by being, in some important sense, about those who consume them. In order to better understand the nature of SIIFs, and the ways in which they differ from other fictions, we focus primarily on the most prominent example of the category: video-game fictions. We argue that (...)
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  28.  42
    Ethics and Video Games.Christopher Bartel - 2023 - In James Harold (ed.), Oxford Handbook of Ethics and Art. New York, NY: Oxford University Press.
    Ethics in video gaming is broad topic that extends beyond the familiar instances of “moral panics”. This chapter will first divide ethical issues into internal and external moral questions. Roughly, this equates to a distinction between the ethics in games and the ethics of games. The ethical issues internal to video games arise due to both their status as fictions and their status as games. Many games afford players the opportunity to perform violent and vicious acts; however, these (...)
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  29.  5
    Ciudades, Cámaras de Seguridad y Video-Vigilancia: Estado Del Arte y Perspectivas de Investigación.Vanesa Lio - 2015 - Astrolabio: Nueva Época 15:273-302.
    Durante las últimas décadas, la vinculación entre las imágenes y la seguridad pública se profundizó en dimensiones impensadas. Las políticas de seguridad incorporaron sistemáticamente circuitos cerrados de televisión (CCTV) para monitoreo del espacio público entre sus tecnologías para el control social y la prevención situacional del delito. Producto de la expansión de la video-vigilancia, comenzó a crecer notablemente el interés académico por la temática, sobre todo en Europa y América del Norte. América Latina, por su parte, se ha incorporado (...)
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  30.  10
    The Power of (Re)Creation and Social Transformation of Binomial ‘Art-Technology’ in Times of Crisis: Musical Poetic Narrative in Rozalén’s ‘Lyric Video’ “Aves Enjauladas”.María del Mar Rivas-Carmona - 2020 - Cultura 17 (2):217-231.
    The epidemic outbreak of the coronavirus has meant a sudden, temporary ceasing of activities as we knew them. The health crisis has led to a social and economic crisis, and these circumstances have revealed solidarity on a global scale. In moments of separation, when culture has brought us closer together, the global phenomenon of charity songs has emerged, generating financial aid for scientific research and care for the most vulnerable people. This work focuses on a charity song turned into a (...)
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  31. Video Games as Self-Involving Interactive Fictions.Jon Robson & Aaron Meskin - 2016 - Journal of Aesthetics and Art Criticism 74 (2):165-177.
    This article explores the nature and theoretical import of a hitherto neglected class of fictions which we term ‘self-involving interactive fictions’. SIIFs are interactive fictions, but they differ from standard examples of interactive fictions by being, in some important sense, about those who consume them. In order to better understand the nature of SIIFs, and the ways in which they differ from other fictions, we focus primarily on the most prominent example of the category: video-game fictions. We argue that (...)
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  32.  1
    Sul film e video d'artista: nuovi studi.Guido Bartorelli - 2021 - Padova: CLEUP.
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  33. Marx, the Video a Politics of Revolting Bodies.Rick Maxwell, Marilyn Wulff, Chuck France, Murray Smith & Yvonne Schofer - 1990 - Video Data Bank [Distributor].
     
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  34.  60
    All the World's a Stage: On Timothy Murray, Drama Trauma: Specters of Race and Sexuality in Performance, Video and Art.Joan Hawkins - 1998 - Film-Philosophy 2 (1).
    Drama Trauma is a difficult book to review because it both does and does not hang together as one sustained linear argument. Made up of pieces originally written for another book-length project and of more recent critical readings of cultural performance, the book moves from a lengthy section on Shakespeare to much briefer sections on contemporary drama, performance art and installation pieces. And since there's no conclusion, it's not always clear how the sections interact with one another; how they hang (...)
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  35. Philosophy Through Video Games.Jon Cogburn & Mark Silcox - 2008 - New York: Routledge. Edited by Mark Silcox.
    How can _Wii Sports_ teach us about metaphysics? Can playing _World of Warcraft_ lead to greater self-consciousness? How can we learn about aesthetics, ethics and divine attributes from _Zork_, _Grand Theft Auto_, and _Civilization_? A variety of increasingly sophisticated video games are rapidly overtaking books, films, and television as America's most popular form of media entertainment. It is estimated that by 2011 over 30 percent of US households will own a Wii console - about the same percentage that owned (...)
     
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  36.  39
    It’s about Time: Film, Video Games, and the Advancement of an Artform.Steven Gimbel & Joseph Roman - 2019 - Philosophies 4 (4):56.
    Jon Robson and Aaron Meskin have argued that the insights obtained through the philosophical analysis of video games is not specific to video games, but to a larger class of artistic creations they term Self-Involving Interactive Fictions, or SIIFs. But there is at least one aspect of SIIF video games that is philosophically interesting and does not apply to the class of SIIFs as a whole, the ability to represent non-classical time. If SIIF video games are (...)
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  37.  28
    Video Games, Design, and Aesthetic Experience.James Paul Gee - 2016 - Rivista di Estetica 63:149-160.
    L’articolo colloca i videogiochi nell’area di ciò che chiamo “esperienze progettate”. Le esperienze progettate sono esperienze – nel mondo reale o attraverso i media – che sono progettate per sollecitare specifici effetti o affetti. Nei miei lavori precedenti, ho indagato il modo in cui gli insegnanti, nelle loro classi, o i designer dei videogiochi, nei loro giochi, progettino esperienze volte, in entrambi i casi, a condurre verso l’apprendimento. Tuttavia, le esperienza progettate possono essere volte a sollecitare attività diverse dall’apprendimento. Esse (...)
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  38.  29
    Croisement de regards. La phénoménologie de M. Merleau-Ponty et lʼart vidéo de Bill Viola.Isabel Matos Dias - 2008 - Daimon: Revista Internacional de Filosofía 44:85-92.
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  39.  20
    A video mnemonic: Consciousness research through creative practice.Pam Payne - 2013 - Technoetic Arts 11 (2):163-172.
    This article describes an artwork in progress; a digital video of synchronized visual patterns based in part on rhythmic practices that are said to reliably lead to a shifted state of consciousness. The artwork is being developed to further understand the correlation of rhythm and consciousness. The investigation is based on a comparative study of the following practices: ‘The Art of Memory’ and Raymon Llull’s thirteenth-century diagrammatic mnemonics, the Lucid Dreaming exercises developed at Stanford University and the African Yoruba (...)
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  40.  94
    Video Games and Imaginative Identification.Stephanie Patridge - 2017 - Journal of Aesthetics and Art Criticism 75 (2):181-184.
  41.  8
    Video Playback Speed Influence on Learning Effect From the Perspective of Personalized Adaptive Learning: A Study Based on Cognitive Load Theory.Chuan-Yu Mo, Chengliang Wang, Jian Dai & Peiqi Jin - 2022 - Frontiers in Psychology 13.
    Following the COVID-19 pandemic, online learning has become a new mode of learning that students must adapt to. However, the mechanisms by which students receive and grasp knowledge in the online learning mode remain unknown. Cognitive load theory offers instructions to students considering the knowledge of human cognition. Therefore, this study considers the CLT to explore the internal mechanism of learning under the online mode in an experimental study. We recruited 76 undergraduates and randomly assigned them to four groups in (...)
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  42.  3
    The Value of Art in BioShock.Jason Rose - 2015-05-26 - In Luke Cuddy (ed.), BioShock and Philosophy. Wiley. pp. 15–26.
    BioShock made a big splash not only for the depth of its subject matter, but also for the way it utilized its video game medium to present its big ideas in a uniquely engaging way. The game weaves many themes into its complicated narrative, complete with shifting identities, science fiction superpowers, and survival‐horror overtones. It is clear that BioShock wants to be taken as a spiritual sequel to Rand's philosophical novel Atlas Shrugged, revealing a possible fate for John Galt's (...)
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  43.  13
    Art Portraying Medicine.Kaisu Koski - 2011 - Journal of Research Practice 7 (1):Article P2.
    A number of art projects are currently tackling the medical domain. This activity stems from a perceived need to increase the transparency and democracy of the medical domain, and it often questions the power relations and the one-dimensionality in current medical practices. This article sheds light on how artists process medical themes, elaborates on research elements embedded in art making processes, and considers the relevance of artists' projects for researchers from other disciplines. It deliberates on the author's media and performance (...)
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  44.  3
    Expressive space: embodying meaning in video game environments.Gregory Whistance-Smith - 2022 - Boston: De Gruyter Oldenbourg.
    Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book (...)
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  45.  19
    Theatrical documentary of performance art.Dagmar Podmaková - 2013 - Human Affairs 23 (1):81-90.
    M.H.L. is a theatrical production dedicated to the first Slovak professional female director Magda Husáková-Lokvencová, which combines documentary theatre and performance. Sláva Daubnerová wrote the script and scene concept and is director and plays the sole character in the play. She portrays the private and professional life of M.H.L. in a chronologically sequenced and mosaic-like fashion. M.H.L. is portrayed as an educated, broad-minded and intelligent woman who knows her own mind. She graduated in law and then took up theatre direction. (...)
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  46.  10
    Nervous systems: art, systems, and politics since the 1960s.Johanna Gosse, Tim Stott & Judith F. Rodenbeck (eds.) - 2021 - Durham: Duke University Press.
    The contributors to Nervous Systems reassess contemporary artists' and critics' engagement with social, political, biological, and other systems as a set of complex and relational parts: an approach commonly known as systems thinking. Demonstrating the continuing relevance of systems aesthetics within contemporary art, the contributors highlight the ways that artists adopt systems thinking to address political, social, and ecological anxieties. They cover a wide range of artists and topics, from the performances of the Argentinian collective the Rosario Group and the (...)
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  47.  99
    Euthanasia in Video Games – Exemplifying the Importance of Moral Experience in Digital Gameworlds.Luka Perušić - 2022 - Pannoniana 6 (1):53-98.
    The paper classifies euthanasia and discusses its typological presence in storytelling video games. It aims to illustrate the importance of experiencing simulated moral challenges in the context of gameworlds as a significantly influential, exponentially growing form of interactive media. In contrast to older works of art and media, such as film and literature, the difference should be emphasized in light of the player’s ability to make choices in video games. Although the influence of gameworld content depends on the (...)
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  48. The art of videogames.Grant Tavinor - 2009 - Malden, MA: Wiley-Blackwell.
    The new art of videogames -- What are videogames anyway? -- On definition -- Theories of gaming -- A definition of videogames -- Videogames and fiction -- From tennis for two to worlds of warcraft -- Imaginary worlds and works of fiction -- Fictional or virtual? -- Interactive fiction -- Stepping into fictional worlds -- Welcome to rapture -- Meet niko bellic -- Experiencing game worlds -- Acting in game worlds -- Games through fiction -- The nature of gaming -- (...)
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  49.  9
    Nuevo Medio En El Arte.Pedro Ortuño Mengual - 2023 - Human Review. International Humanities Review / Revista Internacional de Humanidades 20 (2):1-9.
    El vídeo fue considerado por Gene Youngblood (1979) como un nuevo medio de creación artística, cuyos códigos abrirán nuevas perspectivas a la imagen en movimiento dándole entidad estética propia. Se analiza diversas teorías relacionadas con la comunicación y el arte de autores como Wiener, Benjamin, Brecht, McLuhan, Burris. Así mismo estudia obras pioneras y el uso del feedback loop como elemento de retroalimentación entre emisor receptor. Wipe Cycle (1969) de Frank Gillette e Ira Schneider y Time Delay Room (1974) de (...)
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    The Invisible Hand in Virtual Worlds: The Economic Order of Video Games.Matthew McCaffrey (ed.) - 2021 - Cambridge University Press.
    Video games aren't merely casual entertainment: they are the heart of one of the fastest-growing media industries in the world, and a cultural phenomenon in their own right. Gaming has evolved from a niche pastime into a global business that rivals film and television, creating, in the process, new art forms and social arenas and have become the subject of endless public debate. This book shows that games also provide a unique space in which to study economic behavior. Games, (...)
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