Cory Arcangel
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Author | : Michael Bank Christoffersen |
Publisher | : |
Total Pages | : 0 |
Release | : 2014 |
Genre | : Art, American |
ISBN | : 9783863355456 |
Cory Arcangel is a leading exponent of technology-based art, drawn to video games and software for their ability to rapidly formulate new communities and traditions and, equally, their speed of obsolescence. His work bridges the high and low-brow, popular culture and art.
Author | : Cory Arcangel |
Publisher | : |
Total Pages | : 12 |
Release | : 2015-09-01 |
Genre | : |
ISBN | : 9780996636063 |
Pamphlet containing annotated source code for the "Dooogle" project printed with 300 year archival inks and paper. Hand-embossed with the Arcangel Surfware Yin-Yang Crest.
Author | : Olia Lialina |
Publisher | : |
Total Pages | : 120 |
Release | : 2018-08 |
Genre | : Artistic collaboration |
ISBN | : 9783960983187 |
Since their first meeting Olia Lialina, one of the best known participants in the 1990s net.art scene, and artist Cory Arcangel have been united by an abiding preoccupation with the relationship between people and the internet.Their technical and cultural understanding of the web, as it has shifted from a tool for military communications, to the 'information superhighway', to the increasingly asymmetric 'content delivery system' it has become today, has resulted in two complex bodies of work in constant conversation with each other.Asymmetrical Response is a large-format book which captures this collaboration and includes installation shots, critical essays, correspondence and performance documentation.Includes text insert and a CD of music.
Author | : Cory Arcangel |
Publisher | : |
Total Pages | : 20 |
Release | : 2013-01-01 |
Genre | : |
ISBN | : 9780996636025 |
Pamphlet containing annotated source code for the "I Shot Andy Warhol" project printed with 300 year archival inks and paper. Hand-embossed with the Arcangel Surfware Yin-Yang Crest.
Author | : Cory Arcangel |
Publisher | : |
Total Pages | : 0 |
Release | : 2016 |
Genre | : Art |
ISBN | : 9780991558506 |
"'Title TK' is an eponymous collection featuring ten performance transcripts from the conceptual band, Title TK. Band members Cory Arcangel, Howie Chen, and Alan Licht engage in unscripted conversations about music, the music industry, and popular culture, rather than perform music. Drawing inspiration from David Antin's improvised 'talk poems,' Title TK elevates on-stage banter to an art form, creating work that exists at the intersection of performance art, improvisation, and stand-up comedy. This volume charts the group's development from 2010 to 2014 as they perform at a range of venues, from small clubs like Lit Lounge in New York to music festivals such as POP Montréal and museums including the Whitney Museum of American Art. With occasional help from guest performers, including music mogul Danny Goldberg and performance artist Michael Smith, Title TK's performances offer wry, spontaneous perspectives on a myriad of cultural and musical figures and phenomena, including American Idol, Armand Schaubroeck, B.C. Rich Warlock guitars, CanCon, Dan Flavin, the Grateful Dead's Dick's Picks, Fugazi, Guns N' Roses, Lil Wayne, Musician's Friend, Seth Price, Don Rickles, Joan Rivers, Sacred Harp singers, the Situationist International, Trans-Siberian Orchestra, and much more.
Author | : Ryan Gander |
Publisher | : |
Total Pages | : 91 |
Release | : 2014 |
Genre | : Cocktails in art |
ISBN | : 9781907908170 |
Author | : Eddie Lohmeyer |
Publisher | : Bloomsbury Publishing USA |
Total Pages | : 218 |
Release | : 2021-01-28 |
Genre | : Games & Activities |
ISBN | : 1501364898 |
Throughout the 1990s, artists experimented with game engine technologies to disrupt our habitual relationships to video games. They hacked, glitched, and dismantled popular first-person shooters such as Doom (1993) and Quake (1996) to engage players in new kinds of embodied activity. In Unstable Aesthetics: Game Engines and the Strangeness of Art Modding, Eddie Lohmeyer investigates historical episodes of art modding practices-the alteration of a game system's existing code or hardware to generate abstract spaces-situated around a recent archaeology of the game engine: software for rendering two and three-dimensional gameworlds. The contemporary artists highlighted throughout this book-Cory Arcangel, JODI, Julian Oliver, Krista Hoefle, and Brent Watanabe, among others –- were attracted to the architectures of engines because they allowed them to explore vital relationships among abstraction, technology, and the body. Artists employed a range of modding techniques-hacking the ROM chips on Nintendo cartridges to produce experimental video, deconstructing source code to generate psychedelic glitch patterns, and collaging together surreal gameworlds-to intentionally dissect the engine's operations and unveil illusions of movement within algorithmic spaces. Through key moments in game engine history, Lohmeyer formulates a rich phenomenology of video games by focusing on the liminal spaces of interaction among system and body, or rather the strangeness of art modding.
Author | : Jenna Ng |
Publisher | : Bloomsbury Publishing USA |
Total Pages | : 387 |
Release | : 2013-07-30 |
Genre | : Social Science |
ISBN | : 1441124535 |
In this groundbreaking collection, Dr. Jenna Ng brings together academics and award-winning artists and machinima makers to explore the fascinating combination of cinema, animation and games in machinima (the use of computer game engines to produce animated films in cost- and time-efficient ways). Book-ended by a preface by Henry Lowood (curator for history of science and technology collections at Stanford University) and an interview with Isabelle Arvers (machinima artist, trainer, critic, and curator), the collection features wide-ranging discussions addressing machinima not only from diverse theoretical perspectives, but also in its many dimensions as game art, First Nations media art, documentary, and pedagogical tool. Making use of interactive multimedia to enhance the text, each chapter features a QR code which leads to a mobile website cross-referencing with its print text, integrating digital and print content while also taking into account the portability of digital devices in resonance with machinima's mobile digital forms. Exploring the many dimensions of machinima production and reception, Understanding Machinima extends machinima's critical scholarship and debate, underscoring the exciting potential of this emerging media form.
Author | : Martha Buskirk |
Publisher | : A&C Black |
Total Pages | : 389 |
Release | : 2012-04-12 |
Genre | : Art |
ISBN | : 1441188207 |
Intertwines a dual emphasis on evolving institutional priorities and major shifts in artistic production.
Author | : John Sharp |
Publisher | : MIT Press |
Total Pages | : 157 |
Release | : 2015-03-06 |
Genre | : Games & Activities |
ISBN | : 0262029073 |
An exploration of the relationship between games and art that examines the ways that both gamemakers and artists create game-based artworks. Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes—to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. “Game Art,” which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. “Artgames,” created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, “Artists' Games”—with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman—represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities.