Virtual Reality Aesthetics and Boundaries in New Media Art Practices

Virtual Reality Aesthetics and Boundaries in New Media Art Practices
Author: Resat Fuat Cam
Publisher:
Total Pages: 0
Release: 2019
Genre:
ISBN:

This dissertation maps out the epistemological and political coordinates of contemporary Virtual Reality (VR) aesthetics through a hybrid inquiry that combines conventional academic research practices with artistic experiments. Since its inception, both conceptually and technologically, VR has emerged as a model for a techno-utopic paradigm that seeks to construct an autonomous image not only from the mediation of artist, but also from the material, spatial, and by extension social and political determinations of reality. With the differences in the formal techniques and strategies of each instance of the media constellation that this teleological paradigm conglomerates such as cinema, early proto-cinematic devices, stereoscopic 3D, and cybernetics, the objective is always the same: to develop an immediate and autonomous interface shorn of limitations configured according to the subjective and bodily conditions of the viewer. In both practice and theory this dissertation attempts to problematize the question of autonomy and by extension heteronomy, which have been distributed in a binary opposition in 20th century artistic practices. I contend that aesthetic practices emerge within the dynamic and interlocked relation between heteronomy and autonomy. Neither artistic practices nor image technologies are autonomous from the political and historical context in which they became possible both technologically and conceptually. Moreover, I argue that artistic practices become critical insofar that the question of autonomy appears sensibly as a problem. Through a threefold inquiry on the question of autonomy and heteronomy, this dissertation has aimed to problematize the very context that made it possible. First, I problematized the autonomy of art purported to be the grounding gesture of the critical nature of research-creation; second, the autonomy purported to be inherent to VR as an immersive and interactive image technology was called into question; and third, as the extension of the second, I problematized the autonomy of the viewer and virtual images in the VR experience that constitutes the artistic experiment component of the dissertation.

Digital Media and Technologies for Virtual Artistic Spaces

Digital Media and Technologies for Virtual Artistic Spaces
Author: Harrison, Dew
Publisher: IGI Global
Total Pages: 278
Release: 2013-02-28
Genre: Computers
ISBN: 1466629622

Emerging new technologies such as digital media have helped artists to position art into the everyday lives and activities of the public. These new virtual spaces allow artists to utilize a more participatory experience with their audience. Digital Media and Technologies for Virtual Artistic Spaces brings together a variety of artistic practices in virtual spaces and the interest in variable media and online platforms for creative interplay. Presenting frameworks and examples of current practices, this book is useful for artists, theorists, curators as well as researchers working with new technologies, social media platforms and digital culture.

The Aesthetics of Virtual Reality

The Aesthetics of Virtual Reality
Author: Grant Tavinor
Publisher: Routledge
Total Pages: 249
Release: 2021-09-30
Genre: Philosophy
ISBN: 1000452123

This is the first book to present an aesthetics of virtual reality media. It situates virtual reality media in terms of the philosophy of the arts, comparing them to more familiar media such as painting, film and photography. When philosophers have approached virtual reality, they have almost always done so through the lens of metaphysics, asking questions about the reality of virtual items and worlds, about the value of such things, and indeed, about how they may reshape our understanding of the "real" world. Grant Tavinor finds that approach to be fundamentally mistaken, and that to really account for virtual reality, we must focus on the medium and its uses, and not the hypothetical and speculative instances that are typically the focus of earlier works. He also argues that much of the cultural and metaphysical hype around virtual reality is undeserved. But this does not mean that virtual reality is illusory or uninteresting; on the contrary, it is significant for the altogether different reason that it overturns much of our understanding of how representational media can function and what we can use them to achieve. The Aesthetics of Virtual Reality will be of interest to scholars and advanced students working in aesthetics, philosophy of art, philosophy of technology, metaphysics, and game studies.

Multidisciplinary Perspectives on New Media Art

Multidisciplinary Perspectives on New Media Art
Author: Soares, Celia
Publisher: IGI Global
Total Pages: 279
Release: 2020-06-26
Genre: Art
ISBN: 1799836711

New media has been gaining importance in the academic world as well as the artistic world through the concept of new media art. As the connections between art and communication technologies grow and further embrace a wide range of concepts, interpretations, and applications, the number of disciplines that will be touched will likewise continue to expand. Multidisciplinary Perspectives on New Media Art is a collection of innovative research on the methods and intersections between new media, artistic practices, and digital technologies. While highlighting topics including audience relationship, digital art, and computer animation, this book is ideally designed for academicians, researchers, high-level art students, and art professionals.

Interactive Experience in the Digital Age

Interactive Experience in the Digital Age
Author: Linda Candy
Publisher: Springer Science & Business Media
Total Pages: 275
Release: 2014-03-28
Genre: Computers
ISBN: 3319045105

The use of interactive technology in the arts has changed the audience from viewer to participant and in doing so is transforming the nature of experience. From visual and sound art to performance and gaming, the boundaries of what is possible for creation, curating, production and distribution are continually extending. As a consequence, we need to reconsider the way in which these practices are evaluated. Interactive Experience in the Digital Age explores diverse ways of creating and evaluating interactive digital art through the eyes of the practitioners who are embedding evaluation in their creative process as a way of revealing and enhancing their practice. It draws on research methods from other disciplines such as interaction design, human-computer interaction and practice-based research more generally and adapts them to develop new strategies and techniques for how we reflect upon and assess value in the creation and experience of interactive art. With contributions from artists, scientists, curators, entrepreneurs and designers engaged in the creative arts, this book is an invaluable resource for both researchers and practitioners, working in this emerging field.

New Opportunities for Artistic Practice in Virtual Worlds

New Opportunities for Artistic Practice in Virtual Worlds
Author: Doyle, Denise
Publisher: IGI Global
Total Pages: 349
Release: 2015-06-26
Genre: Computers
ISBN: 1466683856

Although virtual worlds continue to grow in popularity, a substantial amount of research is needed to determine best practices in virtual spaces. The artistic community is one field where virtual worlds can be utilized to the greatest effect. New Opportunities for Artistic Practice in Virtual Worlds provides a coherent account of artistic practices in virtual worlds and considers the contribution the Second Life platform has made in a historical, theoretical, and critical context within the fields of art and technology. This volume is intended for both artists and scholars in the areas of digital art, art and technology, media arts history, virtual worlds, and games studies, as well as a broader academic audience who are interested in the philosophical implications of virtual spaces.

Metaplasticity in Virtual Worlds: Aesthetics and Semantic Concepts

Metaplasticity in Virtual Worlds: Aesthetics and Semantic Concepts
Author: Mura, Gianluca
Publisher: IGI Global
Total Pages: 330
Release: 2010-11-30
Genre: Social Science
ISBN: 1609600797

The concept of virtual worlds is strongly related to the current innovations of new media communication.ÿ As such, it is increasingly imperative to understand the criteria for creating virtual worlds as well as the evolution in system architecture, information visualization and human interaction. Meta-plasticity in Virtual Worlds: Aesthetics and Semantics Concepts provides in-depth coverage of the state-of-the-art among the best international research experiences of virtual world concept creations from a wide range of media culture fields, at the edge of artistic and scientific inquiry and emerging technologies. Written for professionals, researchers, artists and designers, this text is a perfect companion for those who want to improve their understanding of the strategic role of virtual worlds within the development of digital communication.

Computational Practices and Applications for Digital Art and Crafting

Computational Practices and Applications for Digital Art and Crafting
Author: Hai-Jew, Shalin
Publisher: IGI Global
Total Pages: 285
Release: 2024-07-17
Genre: Art
ISBN:

In the current technology age, individuals and organizations need to utilize digital tools and resources to foster innovation and effectively address challenges. However, the realm of digital art and crafting is complex, and it requires a deep understanding of the tools and techniques and the social and economic factors that influence these practices. Computational Practices and Applications for Digital Art and Crafting is a comprehensive guide that offers a roadmap for digital makers and educators to navigate this dynamic field. This book covers various topics, from standard digital art practices to generative AI in art making. It provides practical guidance for digital makers, teachers, and managers of maker spaces, helping them to enhance their skills and stay relevant in the ever-changing digital landscape.

Aesthetics of Interaction in Digital Art

Aesthetics of Interaction in Digital Art
Author: Katja Kwastek
Publisher: MIT Press
Total Pages: 381
Release: 2015-08-21
Genre: Art
ISBN: 0262528290

An art-historical perspective on interactive media art that provides theoretical and methodological tools for understanding and analyzing digital art. Since the 1960s, artworks that involve the participation of the spectator have received extensive scholarly attention. Yet interactive artworks using digital media still present a challenge for academic art history. In this book, Katja Kwastek argues that the particular aesthetic experience enabled by these new media works can open up new perspectives for our understanding of art and media alike. Kwastek, herself an art historian, offers a set of theoretical and methodological tools that are suitable for understanding and analyzing not only new media art but also other contemporary art forms. Addressing both the theoretician and the practitioner, Kwastek provides an introduction to the history and the terminology of interactive art, a theory of the aesthetics of interaction, and exemplary case studies of interactive media art. Kwastek lays the historical and theoretical groundwork and then develops an aesthetics of interaction, discussing such aspects as real space and data space, temporal structures, instrumental and phenomenal perspectives, and the relationship between materiality and interpretability. Finally, she applies her theory to specific works of interactive media art, including narratives in virtual and real space, interactive installations, and performance—with case studies of works by Olia Lialina, Susanne Berkenheger, Stefan Schemat, Teri Rueb, Lynn Hershman, Agnes Hegedüs, Tmema, David Rokeby, Sonia Cillari, and Blast Theory.

Author:
Publisher: Springer Nature
Total Pages: 309
Release:
Genre:
ISBN: 2384762877