[Previous message][Next message][Back to index]
[ecrea] The Futures of Digital Media Arts and Culture - Issue 11 of the Fibreculture Journal - online now
Wed Feb 27 07:21:25 GMT 2008
>The Futures of Digital Media Arts and Culture -
>Issue 11 of the Fibreculture Journal
>
>edited by Andrew Hutchison and Ingrid Richardson
>
><http://journal.fibreculture.org/issue11/index.html>http://journal.fibreculture.org/issue11/index.html
>
>---
>
><http://journal.fibreculture.org/issue11/issue11_bruns.html>The
>Future is User-Led: The Path towards Widespread Produsage - Axel Bruns
>
><http://journal.fibreculture.org/issue11/issue11_bizzocchi.html>The
>Aesthetics of the Ambient Video Experience - Jim Bizzocchi
>
><http://journal.fibreculture.org/issue11/issue11_degger.html>Technology
>transfer present and futures in the electronic arts - Brian Degger
>
><http://journal.fibreculture.org/issue11/issue11_harrell.html>Cultural
>Roots for Computing: The Case of African
>Diasporic Orature and Computational Narrative in
>the GRIOT System - D. Fox Harrell
>
><http://journal.fibreculture.org/issue11/issue11_fullerton_morie_pearce.html>A
>Game of One's Own: Towards a New Gendered
>Poetics of Digital Space - Tracy Fullerton, Jacquelyn Ford Morie, Celia Pearce
><http://journal.fibreculture.org/issue11/issue11_knoespel_zhu.html>
>Continuous Materiality Through a Hierarchy of
>Computational Codes - Kenneth J. Knoespel and Jichen Zhu
>
><http://journal.fibreculture.org/issue11/issue11_mccaw.html>Art
>and (Second) Life: Over the hills and far away? - Caroline McCaw
>
><http://journal.fibreculture.org/issue11/issue11_penny.html>Experience
>and abstraction: the arts and the logic of machines - Simon Penny
>
><http://journal.fibreculture.org/issue11/issue11_rettberg.html>Dada
>Redux: Elements of Dadaist Practice in
>Contemporary Electronic Literature - Scott Rettberg
>
><http://journal.fibreculture.org/issue11/issue11_suominen.html>The
>Past as the Future? Nostalgia and Retrogaming in
>Digital Culture - Jaakko Suominen
>
><http://journal.fibreculture.org/issue11/issue11_whitelaw.html>Art
>against Information: Case Studies in Data Practice - Mitchell Whitelaw
>
>---
>
>In the early 1990s, the very term 'digital' was
>new and novel. Yet over the past several decades
>it is apparent that applications and innovations
>in e-mail, the Internet, mobile media, complex
>data systems and computational practice, video
>games and networking software have become an
>essential and dynamic part of contemporary art
>and culture. Increasingly, research in new media
>(and 'newer' new media) interprets the arrival
>of these emergent forms, addressing the
>sometimes unexpected social, cultural and
>aesthetic uses and implications of developing
>digital technologies and interfaces.
>
>The eleven papers presented here from the
>perthDAC (Digital Arts and Culture) 2007
>conference offer a broad spectrum of
>perspectives on the future of digital media art
>and culture, speculating on recent trends and
>developments, presenting research outcomes,
>describing works in progress, or documenting
>histories and challenging existing paradigms of
>digital media use, creation and perception. They
>range in topic from the participatory culture of
>Web 2.0, video art and electronic literature,
>biological art and emerging art practices in
>online environments, to the compound relation
>between art, data and computation, the gendered
>poetics of game space and evolving character of game culture.
>
>In his paper Axel Bruns identifies a unique type
>of media experience to emerge from the user-led
>Web 2.0 environment that of produsage. As he
>insightfully notes, the boundaries between media
>producers and consumers are currently breaking
>down to enable 'the collaborative and continuous
>building and extending of existing content in
>pursuit of further improvement'. Jim Bizzocchi's
>paper also considers an emergent aesthetic and
>cultural phenomenon ambient video which
>includes video art works and living video
>paintings that reside on buildings, the walls of
>our homes and offices, and in an increasingly
>array of public spaces. Such artworks, he
>argues, play 'in the background of our lives',
>yet paradoxically they must be at-the-ready to
>reward a glance or more sustained contemplative
>gaze; Bizzocchi reflects upon the creative and
>receptive implications of such a phenomenon. The
>artistic potential of online virtual
>environments such as Second Life is the topic of
>Caroline McCaw's paper; she adopts her own
>Second Life avatar in a deep engagement with the
>work and ideas of DC Spensley (aka Dancoyote
>Antonelli in Second Life). In discussing the
>relation between this new aesthetic space and
>the values and methods of traditional art
>practices and histories, McCaw suggests that at
>the very least emerging art practices in online
>environments invite us to critically examine
>'the way we think and talk about art'.
>
>Simon Penny examines the 'theoretical crisis'
>that exists at the nexus of computational
>technologies and artistic endeavour, where the
>rationalist Cartesian values of the
>hardware/software binary are antagonistic to the
>creative aims of the artist. He argues
>convincingly that such a crisis 'demands the
>development of a critical technical practice'.
>The legacy of Cartesian dualism embedded in our
>understanding and interpretation of language,
>computer code and the physical world is also the
>focus of Kenneth Knoespel and Jichen Zhu's
>paper. They suggest that the notion of
>'continuous materiality' can effectively capture
>the complexity of the relation between
>materiality and immateriality, and they
>effectively deploy this idea through the
>diagrammatics and design morphology of
>architectural practice. On a connected yet
>divergent theme, D. Fox Harrell makes the case
>that when computational systems are made to
>intentionally and critically engage with
>cultural values and practices for example, in
>the representation and manipulation of semantic
>content new, invigorated and expressive
>computing practices can result. In this context
>he describes the GRIOT platform which implements
>interactive and generative narratives 'deeply
>informed by African diasporic traditions'. In
>'Art Against Information', Mitchell Whitelaw
>examines the way in which artistic practice
>might break away from the representation of
>information; he suggests that data art can
>effectively work to separate 'information' and
>'data', to create 'figures of data as
>unmediated, immanent, material and
>underdetermined', and speaks of the importance
>of critically reflecting on the potential of such practices.
>
>Scott Rettberg explores the legacy of the
>Dadaist avant-garde upon contemporary new media
>artists and digital writers, arguing that there
>is a close correlation between Dada 'anti-art'
>practice and the methods deployed by new media
>artists and digital/electronic writers. Such an
>association, Rettberg claims, can be used to
>critically contextualise the properties and
>artifacts of contemporary new media literature.
>Brian Degger considers another arena of cutting
>edge artistic practice, the sometimes
>controversial arena of mixed reality and
>biological arts which are deeply enmeshed in
>technoscientific and biotechnological innovation
>and experimentation; in his paper he deliberates
>upon issues of access, affordability and
>technology transfer through the work of SymbioticA, Blast Theory and FoAM.
>
>Finally, two of the contributions chosen for
>this special issue attend to aspects of computer
>game culture and game space. In 'A Game of One's
>Own' Tracy Fullerton, Jacquelyn Ford Morie and
>Celia Pearce critique the predominantly male
>sensibility of game space in first-person
>shooters and massively multiplayer games. Via
>feminist writings and literature, contemporary
>game studies and Bachelard's theory, they
>explore the possibility of rethinking and
>re/degendering the spatial poetics and cognitive
>models at work within the 'virtual playgrounds'
>of computer games. In his article Jaakko
>Suominen turns to an interesting emergent
>phenomenon in game culture that of
>retrogaming. Retrogaming can include the
>appropriation or remediation of older games,
>devices and applications into present-day games,
>or more broadly the nostalgic collection and
>playing of first and second generation games and
>consoles. Suominen investigates both the
>increasing popularity of such practices, and the
>way in which the culture and content of
>retrogaming becomes incorporated into the latest game devices and gameplay.
>
>We hope that you find this to be both a
>thought-provoking collection and a worthwhile
>sampling of the perthDAC 2007 conference.
>
>
>
>Andrew Hutchison and Ingrid Richardson
>
>
>--
>"Take me to the operator, I want to ask some questions" - Barbara Morgenstern
>
>"Of course it is always possible to work oneself
>into a state of complete contentment with an
>ultimate irrationality" - Alfred North Whitehead
>
>"I thought I had reached port; but I seemed to
>be cast back again into the open sea" (Deleuze and Guattari, after Leibniz)
>
>Andrew Murphie - Associate Professor
>School of English, Media and Performing Arts,
>University of New South Wales, Sydney, Australia, 2052
>web:<http://empa.arts.unsw.edu.au/staff/staff.php?first=Andrew&last=Murphie>http://empa.arts.unsw.edu.au/staff/staff.php?first=Andrew&last=Murphie
><http://adventuresinjutland.wordpress.com/>http://adventuresinjutland.wordpress.com/
>http://researchhub.cofa.unsw.edu.au/ccap/
>fax:612 93856812 tlf:612 93855548 email:
><mailto:(a.murphie /at/ unsw.edu.au)>(a.murphie /at/ unsw.edu.au)
>room 311H, Webster Building
-----------------------------------------------------------------------
Nico Carpentier (Phd)
-----------------------------------------------------------------------
Vrije Universiteit Brussel - Free University of Brussels
Centre for Studies on Media and Culture (CeMeSO)
Pleinlaan 2 - B-1050 Brussels - Belgium
T: ++ 32 (0)2-629.18.56
F: ++ 32 (0)2-629.36.84
Office: 5B.401a
-----------------------------------------------------------------------
Katholieke Universiteit Brussel - Catholic University of Brussels
Vrijheidslaan 17 - B-1081 Brussel - Belgium
&
Facultés Universitaires Saint-Louis
Boulevard du Jardin Botanique 43 - B-1000 Brussel - Belgium
-----------------------------------------------------------------------
Sponsored links ;)
----------------------------
NEW BOOKS OUT
Understanding Alternative Media
by Olga Bailey, Bart Cammaerts, Nico Carpentier
(December 2007)
http://mcgraw-hill.co.uk/html/0335222102.html
----------------------------
Participation and Media Production. Critical Reflections on Content Creation.
Edited by Nico Carpentier and Benjamin De Cleen
(January 2008)
<http://www.c-s-p.org/Flyers/Participation-and-Media-Production--Critical-Reflections-on-Content-Creation1-84718-453-7.htm>http://www.c-s-p.org/Flyers/Participation-and-Media-Production--Critical-Reflections-on-Content-Creation1-84718-453-7.htm
----------------------------
European Communication Research and Education Association
Web: http://www.ecrea.eu
----------------------------
ECREA's Second European Communication Conference
Barcelona, 25-28 November 2008
http://www.ecrea2008barcelona.org/
-----------------------------------------------------------------------
E-mail: (Nico.Carpentier /at/ vub.ac.be)
Web: http://homepages.vub.ac.be/~ncarpent/
-----------------------------------------------------------------------
----------------
ECREA-Mailing list
----------------
This mailing list is a free service from ECREA.
---
To unsubscribe, send an email message to (majordomo /at/ listserv.vub.ac.be)
with in the body of the message (NOT in the subject): unsubscribe ecrea
---
ECREA - European Communication Research and Education Association
Postal address:
ECREA
Université Libre de Bruxelles
c/o Dept. of Information and Communication Sciences
CP123, avenue F.D. Roosevelt 50, b-1050 Bruxelles, Belgium
Email: (ecrea /at/ ulb.ac.be)
URL: http://www.ecrea.eu
----------------
[Previous message][Next message][Back to index]