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A Stone in the Stomach: Artistic installation / performance 胃里的石头:艺术装置/表演
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483776
Gilberto Reis, Sérgio Eliseu, N. Sousa
Interactive artistic installation proposal featuring the kitchen as a magnifying glass for degrowth, which seeks to expose the need for a coexistence agreement between animals of the human species and other species, as well as nature as a whole. An installation which is meant to stand as both a starting point for a performative class and an extended conversation about degrowth. This art installation is under the scope of a larger project entitled “The house for a man who wants to die dry”. The aforementioned house has several rooms, each with its own traits and corresponding artistic proposals. The division herein brought forth is the kitchen: “A stone in the stomach – a class as a work of art”. A tale to be told. Its materialization implies interaction with local resources (human and natural - existing autochthonous foodsand communities, among others). As an installation, the kitchen will encompass the use of visual elements embodied as diet charts, nutrient value charts for each species and food cartographies for different cuts of animal bodies, as well as infographics, videos, projections and virtual reality elements
互动艺术装置方案将厨房作为一个去生长的放大镜,旨在揭示人类物种与其他物种以及整个自然之间共存协议的需求。这个装置既是一个表演课程的起点,也是一个关于去生长的延伸对话。这个艺术装置是一个更大的项目的一部分,名为“一个想死得干干净净的人的房子”。前面提到的房子有几个房间,每个房间都有自己的特点和相应的艺术建议。这里提出的划分是厨房:“胃里的一块石头——一个作为艺术品的班级”。一个要讲的故事。它的物质化意味着与当地资源(人类和自然-现有的本地食物和社区等)的相互作用。作为一个装置,厨房将包含视觉元素的使用,包括饮食图表、每种物种的营养价值图表和动物身体不同部位的食物地图,以及信息图表、视频、投影和虚拟现实元素
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引用次数: 0
Transient Pattern – the Model of Digital Layout 瞬态模式——数字布局模型
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483716
Andrea Gogova
Unlike a rectangular grid arrangement, electronic writing has a character of a cross-linked and developing writing technique. The network of interconnected hypertext was compared with the human neural network Writing identity is reflected in the hypertext, as dynamic, flexible, variable, and even random. According to several authors [Manovich, 2001; Aarseth, 1997; Bootz and Baldwin, 2010 and others], the paradigm of digital mediation is manifested by changes in the approach to the production, storage, media distribution, and reception of literary, conceptual, or other "textual" artworks. In the position of an e-literature programmed form, Philippe Bootz reflected that those changes in the description of a procedural model of communication and the introduction of performative signs are a part of the aesthetic approach. The information which flows from the source (made by authors) to the target (reader's reading) could be embodied in the digital text and represented, manifested, or articulated by the digital text layout, which will be shaped on/in various interfaces, instead of the plane and rectangular of "screens". Digital text which is manifested by a layout should take place on/in current and future, digital and hybrid interfaces. This kind of layout could bring the reader into the text work, and closer to its essence. The posthumanistic approach of the digital layout problem solution will change the point of view, which is focused on a human, to the wider equal interrelations of technical, biological, and human intelligent actors. The flexible shape of complex and experimental digital layout solutions could be manifested on/in many different interfaces. In my work I propose a new definition of digital layout and a hypothetical solution - the model Transient Pattern. The model offers a space in which the creation of a digital layout could take place in different solutions - free of a grid pattern organization. These considerations pave the way for a new approach to the formal grasp of a digital text arrangement in a more comprehensive, unbiased, and experimental way. The new approach subsequently leads to a change in the aesthetic paradigm: from creating a digital text layout as a finally programmed form of an object to variable variations of running the program in the process of becoming. It includes both a dialectical complex pattern (presenting a systematic rational and formal approach) and randomness (of actual reading and variability of interfaces) that open access to hybrid unstable forms. The solution enables the flexible organization of a text in digital and post-digital spaces, in current and future conditions of monitoring the possibilities of new techniques of text production and reception, co-created by human, computer and the other nonhuman intelligent actors. At the same time, it changes our understanding from redesigned forms of grid or template principles to variable designing by processes.
与矩形网格排列不同,电子书写具有交联和发展的书写技巧的特点。将互联的超文本网络与人类的神经网络进行了比较,文字身份体现在超文本中,是动态的、灵活的、可变的,甚至是随机的。根据几位作者[Manovich, 2001;Aarseth, 1997;Bootz和Baldwin(2010等)认为,数字媒介的范式体现在文学、概念或其他“文本”艺术作品的生产、存储、媒体分发和接受方式的变化上。菲利普·布兹站在电子文学程序化形式的立场上,反思了这些对沟通程序模型描述的变化和表演符号的引入是美学方法的一部分。从源(作者制作)流向目标(读者阅读)的信息可以体现在数字文本中,并通过数字文本布局来表示、表现或表达,数字文本布局将在各种界面上形成,而不是“屏幕”的平面和矩形。通过布局表现出来的数字文本应该出现在当前和未来的数字和混合界面上。这种布局方式可以将读者带入文本作品,更接近文本作品的本质。数字布局问题解决方案的后人文主义方法将把关注人类的观点转变为技术、生物和人类智能参与者之间更广泛的平等相互关系。复杂的实验性数字布局方案的灵活形状可以在许多不同的界面上表现出来。在我的工作中,我提出了一个新的数字布局的定义和一个假设的解决方案-模型瞬态模式。该模型提供了一个空间,在这个空间中,数字布局的创建可以在不同的解决方案中进行——没有网格模式组织。这些考虑为以更全面、公正和实验性的方式正式掌握数字文本安排的新方法铺平了道路。这种新方法随后导致了美学范式的变化:从创建数字文本布局作为对象的最终编程形式,到在成为过程中运行程序的可变变化。它既包括辩证的复杂模式(呈现出系统的理性和形式化的方法),也包括随机性(实际阅读和界面的可变性),开放了对混合不稳定形式的访问。该解决方案能够在数字和后数字空间中灵活组织文本,在当前和未来的条件下监测文本生产和接收新技术的可能性,由人类,计算机和其他非人类智能参与者共同创造。同时,它改变了我们的认识,从重新设计形式的网格或模板原则,到变量设计的过程。
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引用次数: 0
Poiesis & Práxis: Fundamentos da 9ª Sinfonia de Beethoven para Estudos de Sound Art/Design 创作与实践:贝多芬第九交响曲的声音艺术/设计研究基础
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483741
Ivaldo Luiz Moreira
The process of translating the messages of an environment and the sensations within a piece of fiction transmitted to the audience in a sound manner is called Sound Design. The general objective of this research is to identify elements of sound design in Ludwig Van Beethoven's 9th Symphony, elements possibly structured and thoughts as a Sound Art/Design project, right as it is elaborated in contemporary audiovisual works. We adopted as a method of investigation the line of Systematic Musicology, which consists of: observation, reflection, collection and analysis of data that quantify the sound impact on people's direct and indirect relationships, considering the time, space and environment researched. As a methodological procedure, the collected data will be analyzed using the concept of three listening, defended by the French cinema theorist and experimental music composer, Michel Chion [5], and Pierre Shaeffer's four listening functions [7]: listening, listening, understand and understand. The praxis adopted will make use of a multimedia apparatus in an immersive room with interactive devices and its results will be confronted and analyzed with the concepts and definitions indicated in the theoretical framework. We will work with the hypothesis that Beethoven concentrated a design thinking with the perspective of Sound Design in his works. In this sense, the study also defends that Beethoven, when composing the 9th symphony, reached his musical maturity to such an extent that he was fully aware of it. of the path that sound is capable of following, deeply connecting its work to the human soul. RESUMO O processo de tradução das mensagens de um ambiente e as sensações dentro de uma peça de ficção transmitidas de maneira sonora ao público, é chamado de Sound Design. O objetivo geral dessa pesquisa está em identificar na 9ª Sinfonia de Ludwig Van Beethoven, elementos de desenho sonoro, estruturados como pensamento projetual em Sound Art/ Design, como é elaborado em obras audiovisuais contemporâneas. Adotamos como método de investigação a linha da Musicologia Sistemática que consiste em: observação, reflexão, coleta e análise de dados que quantificam o impacto sonoro nas relações diretas e indiretas das pessoas, considerando o próprio tempo, o espaço e o ambiente pesquisado. Como procedimento metodológico, os dados coletados serão analisados utilizando o conceito das três escutas, defendido pelo teórico do cinema francês e compositor de música experimental, Michel Chion [5], e as quatro funções de escuta de Pierre Shaeffer [7]: escutar, ouvir, entender e compreender. A práxis adotada irá se valer de aparato multimídia em sala imersiva com dispositivos interativos e seus resultados serão confrontados e analisados com os conceitos e definições indicados no referencial teórico. Trabalharemos com a hipótese de que Beethoven concentrava um pensamento projetual com a perspectiva de Sound Design em suas obras.Nesse sentido, o estudo defende ainda que Beeth
将环境信息和小说中的感觉以声音的方式传递给观众的过程被称为声音设计。本研究的总体目标是确定路德维希·范·贝多芬第九交响曲中声音设计的元素,这些元素可能作为声音艺术/设计项目的结构和思想,就像它在当代视听作品中阐述的那样。我们采用了系统音乐学的调查方法,包括观察、反思、收集和分析数据,在考虑研究的时间、空间和环境的情况下,量化声音对人的直接和间接关系的影响。作为一个方法论程序,收集到的数据将使用法国电影理论家和实验音乐作曲家Michel Chion[5]捍卫的三听概念和皮埃尔谢弗的四听功能[7]进行分析:听,听,理解和理解。所采用的实践将在一个具有交互设备的沉浸式房间中使用多媒体设备,其结果将与理论框架中所示的概念和定义进行比较和分析。我们将假设贝多芬在他的作品中集中了一种声音设计视角的设计思维。从这个意义上说,该研究也为贝多芬在创作第九交响曲时达到音乐成熟的程度进行了辩护,他完全意识到了这一点。声音能够跟随的道路,将它的工作与人类的灵魂深深地联系在一起。resume O processing de tradupal O das mensagens de um ambiente e as sensações dentro de uma pera de ficente O transmitidas de maneira sonora ao público, chamado de Sound Design。作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲作曲Adotamos科莫metodo de investigacao linha da Musicologia Sistematica, consiste em: observacao, reflexao, coleta e注意德不同,quantificam o impacto sonoro nas relacoes diretas e indiretas das萨姆,considerando o proprio节奏,o espaco e o环境pesquisado。Como procedimento metodológico, os dados coletados ser o analisados utilizdo do conceptodas três escutas, defdido pelo teórico do cinema francês e compositor de música experimental, Michel Chion [5], e as quatro funções de escuta de Pierre Shaeffer [7]: escutar, ouvir, entender e comppreder。A práxis adotada ir se valer de aparato multimídia em sala ersiva com dispositivos interatives seseus resultados ser o contratos e analyisados com os conceitos e definições指标无参考teórico。Trabalharemos com a hipótese de que Beethoven concentrava um pensamento project com a perspective de Sound Design em suas obras。我的感觉,我的防御,我的贝多芬,我的作曲,我的交响乐,我的音乐,我的音乐,我的音乐,我的钢琴,我的钢琴,我的钢琴,我的钢琴,我的钢琴,我的钢琴,我的钢琴,我的钢琴,我的钢琴,我的钢琴,我的钢琴。
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引用次数: 0
Um Futuro em (Re)conexão com o Passado - Uma instalação que (re)conecta a relação do homem com a natureza: A Future in (Re)connection with the Past - An installation that (re)connects man's relationship with nature 与过去(重新)连接的未来-一个装置(重新)连接人与自然的关系:与过去(重新)连接的未来-一个装置(重新)连接人与自然的关系
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483709
Sara Cruz, José Bidarra
For the Future of the Past is an interactive audiovisual installation which supports a (re)connection of the four primordial elements with consciousness and ethics, questioning the world, society and life through an interaction process. It aims to (re)create meanings or reinforce meanings about the environment, life and globalization. It does not give us answers, but it allows us to question our choices.
“为了过去的未来”是一个互动式视听装置,它支持四种原始元素与意识和伦理的(重新)连接,通过互动过程质疑世界,社会和生活。它旨在(重新)创造或强化关于环境、生活和全球化的意义。它没有给我们答案,但它允许我们质疑我们的选择。
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引用次数: 0
The Power of Collaborative Synergy: Diving into US, a Collaborative Theatre Production Involving the Departments of Visualization, Dance Science, and Liberal Arts at Texas A&M University. 协同增效的力量:潜入美国,德克萨斯农工大学可视化、舞蹈科学和文科系参与的合作戏剧制作。
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483673
Eman Al-Zubeidi, J. Seo
Cross-disciplinary collaboration is proving to be a vital tool for leading creative and technological fields. The need for varied expertise is rising, especially as more complex and ambitious projects are being created. We are moving towards a future in creative fields that is repurposing older ideas and merging them with new insight through multidisciplinary input. This paper covers the production and premiere of US, a theatre production created in collaboration between the departments of Visualization, Dance Science, and Liberal Arts at Texas A&M University. The performance emphasizes the importance of collaborative input between the performers and audience members in order to achieve an immersive and effective experience. The paper uses US as an example to emphasize the positive outcomes resulting from the synergy of cross disciplinary collaboration and the effectiveness of audience-performer collaboration. These two objectives become a necessity when tackling a topic like immigration, which has been discussed time and time again for many generations.
事实证明,跨学科合作是引领创意和技术领域的重要工具。对各种专业知识的需求正在上升,特别是在创建更复杂和雄心勃勃的项目时。我们正朝着创意领域的未来迈进,即重新利用旧的想法,并通过多学科的投入将它们与新的见解融合在一起。本文介绍了《美国》的制作和首演,这是一部由德克萨斯农工大学可视化、舞蹈科学和文科部门合作创作的戏剧作品。表演强调表演者和观众之间协作输入的重要性,以实现身临其境和有效的体验。本文以美国为例,强调跨学科合作的协同效应和观众-表演者合作的有效性所带来的积极成果。在处理像移民这样的话题时,这两个目标是必要的,这个话题已经被讨论了好几代人了。
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引用次数: 0
TranScent in Stillness: Exploring the Feasibility of Using Incense Art with Virtual Reality for Meditation 在静止中超越:探索用香艺术和虚拟现实进行冥想的可行性
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483535
Mei-Kei Lai, Siu Wing Chung
The need of supporting meditation through digital technology has been increased especially after COVID-19. By combining the olfactory experience provided by the ambient incense connected with virtual reality technology, we propose to bring the aesthetic and affective aspects of smell to the users for meditation in the digital era. TranScent aims to provide users a hybrid composition of sensory experiences that transcends the spatial and temporal characteristics in their surroundings. It lets the users meditate with the incense burnt in the real world while immersing in the audiovisual virtual environment. Rather than emphasizing on the mobility in fast pace, it focuses on giving users the stillness atmosphere for meditation practice through olfactory art with virtual reality.
特别是在COVID-19之后,通过数字技术支持冥想的需求增加了。通过将环境香提供的嗅觉体验与虚拟现实技术相结合,我们提出将气味的美学和情感方面带给数字时代的用户进行冥想。TranScent旨在为用户提供一种超越周围空间和时间特征的混合感官体验。它让使用者沉浸在视听虚拟环境中,与现实世界中燃烧的香一起冥想。它不强调快节奏的移动性,而是通过虚拟现实的嗅觉艺术,为用户提供静心冥想的氛围。
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引用次数: 4
Fotografia, Arte, Mídia e Ensino Remoto no Interior da Amazônia: Reflexões Sobre Métodos e Experimentações 亚马逊内部的摄影、艺术、媒体和远程教育:对方法和实验的反思
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483713
Marcelo Rodrigo Silva, Fabiana Wielewicki, Gledson Oliveira Silva
Este artigo tem o objetivo de refletir sobre o ensino remoto da fotografia e o uso de mídias móveis, como aparelhos celulares, nos processos digitais de expressão artística. Para tanto, percorre dois caminhos: o primeiro com base na observação dos métodos de ensino de fotografia em uma instituição de ensino superior; e o segundo a partir da apreciação do ensaio fotográfico “Elevé Acaraú”, produzido por um dos alunos. Ambos os caminhos – ensino e expressão artística – se deram na cidade de Parintins, uma ilha fluvial localizada no interior do estado brasileiro do Amazonas, em meio à pandemia do novo coronavírus (SARS-CoV-2) e ao recorde histórico de cheia do Rio Amazonas, que atingiu a marca de 9,38 metros acima do seu nível. O ensaio fotográfico expressa em sua linguagem visual a tensão entre arte, cotidiano, pandemia e enchente em um cenário amazônico imediato.
本文旨在反思摄影的远程教学和移动媒体的使用,如手机,在艺术表达的数字过程中。为此,本文采取了两种方法:一种是基于对高等教育机构摄影教学方法的观察;另一种是基于对高等教育机构摄影教学方法的观察第二部分是对一名学生制作的照片文章“eleve acarau”的欣赏。两路—教育和艺术表现方式—他们在Parintins河,一座城市的巴西亚马逊在全国性的新冠状病毒(冠2)亚马逊河的历史记录都是砸到38英尺以上的水平。这篇摄影文章用视觉语言表达了艺术、日常生活、流行病和洪水之间的紧张关系。
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引用次数: 0
The Ragpicking DMI Design: The Case for Green Computer Music 拾荒式DMI设计:绿色电脑音乐的案例
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483711
L. Costalonga, Daniel Hora, M. Pimenta, M. Wanderley
This article introduces the idea of sustainable development of DMIs, discussing how fundamental concepts like e-Waste, Ragpicking and Green Computing can be (re)used to minimize or eliminate where possible the environmental impact of DMIs. The arguments and fundamentals for this initiative are presented, as also some examples to illustrate our ideas. Our intention is to contribute to the reflection by the Computer Music community on the subject.
本文介绍了dmi可持续发展的理念,讨论了如何(重新)使用电子垃圾、拾取垃圾和绿色计算等基本概念来尽可能减少或消除dmi对环境的影响。提出了这一倡议的论据和基本原理,以及一些例子来说明我们的想法。我们的目的是为计算机音乐社区对这个主题的反思做出贡献。
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引用次数: 2
While my brain sounds my guitar imagines: A real time audiovisual performing act by the brain and the guitar 当我的大脑发出声音时,我的吉他想象着:一个由大脑和吉他进行的实时视听表演
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483763
horácio tomé-marques
This project is a multimedia art real time performing act that uses brain signals and guitar signals, both in the form of digital abstractions (i.e., data) to generate and control sound and imagery.ions (i.e., data) to generate and control sound and imagery. The brain signals use, and are transduced by, the brain-computer interface technology, the electroencephalography method, and the open sound control protocol (OSC); the guitar signals use, and are transduced by, sensors, transducers, and the musical instrument digital interface protocol (MIDI). The brain is used to generate, and control, exclusively, all the sound constituents and the sounding narrative events (music component); but the guitar is used to generate, and control, exclusively, all the imagery constituents and the imaging narrative (visual component). One of the purposes is to problematize the roles that specific entities are usually supposed—in terms of general public perception—to play in selfcorrelated specific contexts. E.g., when one attends a concert by a guitarist, one could expect and accept that the guitar will produce sound, and the performer, besides playing that specific instrument, will imagine some imagery inside his/her brain, even if in aformal abstractions, correlated to the sound processing act. As artist(s), we also are impelled to problematize the institutionalized regimes and schemes on and about what the concept correlation is in itself. Also, what is imagination—sonic and/or visual—, and who/what (e.g., biological mechanism or technological mechanism, biological device or technological device, biological or technological extension/ prosthesis) is able to imagine and to process imagination. Not least, how reality correlates with imagination, what precedes what, what is the cause and what is the effect, what affects what, is imagery present in sound, is imagination of sound other thing than imagination as we, consensually, conceive it. The outcome of this performing act is manifested as audio visual narrative(s), that articulates real time generated sounds and real time generated images mainly correlated by the conceptual problematization framework. ∗Doctor in Digital Media Audiovisual and Interactive Content Creation by Universidade do Porto / Universidade Nova de Lisboa. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from permissions@acm.org. ARTECH 2021, October 13–15, 2021, Aveiro, Portugal, Portugal © 2021 Association for Computing Machinery. ACM ISBN 978-1-4503
这个项目是一个多媒体艺术的实时表演行为,利用大脑信号和吉他信号,以数字抽象(即数据)的形式产生和控制声音和图像。离子(即数据)产生和控制声音和图像。脑信号使用脑机接口技术、脑电图方法和开放声音控制协议(OSC)进行转导;吉他信号使用传感器、换能器和乐器数字接口协议(MIDI),并由它们进行转换。大脑被用来产生和控制所有声音成分和声音叙事事件(音乐成分);但吉他是用来产生和控制所有的图像成分和图像叙事(视觉成分)的。其中一个目的是对特定实体在自相关的特定环境中通常被假定的角色(就一般公众感知而言)提出问题。例如,当一个人参加一场吉他手的音乐会时,他可以期待并接受吉他会发出声音,而表演者除了演奏特定的乐器外,还会在他/她的大脑中想象一些与声音处理行为相关的图像,即使是非正式的抽象图像。作为艺术家,我们也被迫对制度化的制度和方案提出问题,并讨论概念相关性本身是什么。此外,什么是想象——声音和/或视觉——以及谁/什么(例如,生物机制或技术机制,生物装置或技术装置,生物或技术扩展/假肢)能够想象并处理想象。重要的是,现实如何与想象相关联,什么先于什么,什么是因,什么是果,什么影响什么,声音中是否存在意象,声音的想象与我们的想象不同。这种表演行为的结果表现为视听叙事,它阐明了主要由概念问题化框架相关的实时生成的声音和实时生成的图像。*波尔图大学/新里斯本大学数字媒体视听和互动内容创作博士学位。允许免费制作本作品的全部或部分数字或硬拷贝供个人或课堂使用,前提是副本不是为了盈利或商业利益而制作或分发的,并且副本在第一页上带有本通知和完整的引用。本作品组件的版权归ACM以外的其他人所有,必须得到尊重。允许有信用的摘要。以其他方式复制或重新发布,在服务器上发布或重新分发到列表,需要事先获得特定许可和/或付费。从permissions@acm.org请求权限。ARTECH 2021, 2021年10月13日至15日,葡萄牙阿威罗©2021年计算机械协会。Acm isbn 978-1-4503-8420-9/21/10…$15.00 https://doi.org/10.1145/3483529.3483763 CCS概念•应用计算→艺术和人文;媒体艺术;艺术与人文;表演艺术;艺术与人文;声音和音乐计算。
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引用次数: 0
Estética da Interface: net art, redes sociais e cultura contemporânea: Interface Aesthetics: net art, social networks and contemporary culture 界面美学:网络艺术、社会网络和当代文化
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483671
P. Arantes
The discussion about the relationship between artistic practices and digital technology is not recent, but it has gained new perspectives in times of pandemic due to the massive use of digital platforms as a means of circulation and creative expression. Net art, memes, posts on Instagram, orchestral presentations and lives via Facebook are some of the manifestations that internet users find in the countless connections, available in the “windows” of the web. Based on this assumption Interface Aesthetics: net art, social networks and contemporary culture is divided into two parts. In the first, we will work with the concept of interface aesthetics in its relationship with digital art in dialogue with thinkers in the field of media. Later, we will move the discussion to artistic and creative productions developed for social networks in the post-digital context. As a case study, we will present some actions of the curatorial project #paçoemtodolugar.
关于艺术实践与数字技术之间关系的讨论并不是最近才开始的,但由于大量使用数字平台作为流通和创造性表达的手段,它在大流行时期获得了新的视角。网络艺术、表情包、Instagram上的帖子、管弦乐表演和Facebook上的生活是互联网用户在网络“窗口”中无数连接中发现的一些表现形式。基于这一假设,《界面美学:网络艺术、社会网络和当代文化》分为两部分。首先,我们将与媒体领域的思想家对话,探讨界面美学与数字艺术的关系。稍后,我们将讨论在后数字环境下为社交网络开发的艺术和创意产品。作为案例研究,我们将展示策展项目# parparoemtodollar的一些行动。
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引用次数: 0
期刊
10th International Conference on Digital and Interactive Arts
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