Digital Visual Culture: Theory and Practice (Intellect Books by Anna Bentkowska-Kafel, Trish Cashen, Hazel Gardiner

By Anna Bentkowska-Kafel, Trish Cashen, Hazel Gardiner

Digital visible tradition presents the most recent examine into the connection among idea and perform throughout electronic media and expertise within the visible arts and investigates the demanding situations of latest examine and artwork curation, rather in regard to new media artistic endeavors. The individuals to this quantity talk about the impression of technological advances on visible artwork and the hot paintings practices which are constructing for that reason. Many features of recent interdisciplinary and collaborative practices are thought of, akin to internet artwork and international locative environments, , and installations which are themselves functionality, or video games that frequently ensue concurrently on-line and actually. Digital visible tradition is an incredible addition to the continued dialogue surrounding postmodern artwork perform in artwork and electronic media.

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Yet today’s new media creative practices encompass infinitely more strategies than the representation of realistic computer-generated-imagery. Artists who operate within this set of paradigms seem to prefer not to represent themselves (at work) at all. The artist at work To summarise, the process of artistic practice seems to be rendered invisible by a variety of factors: the metaphor of the laboratory; the difficulties in describing and visualising the procedures of data programming; the hybridisation of creative space; and the multiplicity of artistic practice within this space.

6 Jeffrey Shaw, Legible City, 1989 (left), Place: Ruhr, 2000 (right). 54 Digital Visual Culture: Theory and Practice The choice then appeared on the screen in the context of a short poetic phrase which was generated by the computer on the basis of a simple algorithm. In a more recent work, The Hybrid Invention Generator, Seaman applies similar principles to imagery. Seaman’s work is significant because it brings a genuinely interactive dimension to Surrealist-like automatism. The game of the Exquisite Corpse, for example, was a variation on a parlour game played by the Surrealists and consisted of folding up a piece of paper and drawing on it, folding it to reveal a new blank section and passing it on to the next player, and so on.

According to Dourish ‘spaces are part of the material out of which places can be built. Dealing with physical structure, topology, orientation and connectedness, spaces offer opportunities and constraints. Places, on the other hand, reflect cultural and social understandings. ’14 38 Digital Visual Culture: Theory and Practice Dourish’s differentiation between space and place also helps to identify the creative working space of the artist: it is a socially- and culturally-shaped place, created from the hybrid fabric of virtual and physical spaces.

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