Results for 'Video art Philosophy.'

969 found
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  1.  9
    Bill Viola’s video art philosophy.N. N. Rostova - forthcoming - Liberal Arts in Russia.
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  2. Performative Images. A Philosophy of Video Art Technology in France.Anaïs Nony - 2023 - Amsterdam: Amsterdam University Press.
    In this book, the author explores how video-image technology shapes our psychic and social environments from an art historiographical perspective. We know media technology is dramatically shaping our political and epistemological landscape: this book foregrounds the emergence of performative video images as a key factor in the revaluation of culture and politics. -/- Performative Images draws upon the work of video artists and activists in France between the 1970s and the early 2020s and focuses on significant practices (...)
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  3. Video Games and the Philosophy of Art.Aaron Smuts - 2005 - American Society for Aesthetics Newsletter.
    The most cursory look at video games raises several interesting issues that have yet to receive any consideration in the philosophy of art, such as: Are videogames art and, if so, what kind of art are they? Are they more closely related to film, or are they similar to performance arts, such as dance? Perhaps they are more akin to competitive sports and games like diving and chess? Can we even define “video game” or “game”? We often say (...)
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  4. (1 other version)Philosophy through video games.Jon Cogburn - 2009 - New York: Routledge. Edited by Mark Silcox.
    I, player : the puzzle of personal identity (MMORPGS and Virtual Communities) -- The game inside the mind, the mind inside the game (The Nintendo Wii Gaming Console) -- Realistic blood and gore : do violent games make violent gamers? (First-person Shooters) -- Games and God's goodness (World-builder and Tycoon Games) -- The metaphysics of interactive art (Puzzle and Adventure Games) -- Artificial and human intelligence (Single-player RPGS) -- Epilogue: Video games and the meaning of life.
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  5.  34
    The Time Phenomenon of Chinese Zen and Video Art in China: 1988-1998.Yang Geng & Lingling Peng - 2016 - Cultura 13 (2):103-124.
    As a response to the problems of language in Chinese modern and avant-garde art from 1988 to 1998, early video art reclaimed the independence of language from social reality and political influence and established it on the basis of the time phenomenon. By comparing the category of time in the Western philosophical tradition and in Chinese traditional thought, we find that the “immediacy” of Zen provides a hermeneutical approach to the nature of language as a reflective medium, closely related (...)
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  6. Are Video Games Art?Aaron Smuts - 2005 - Contemporary Aesthetics 3.
    I argue that by any major definition of art many modern video games should be considered art. Rather than defining art and defending video games based on a single contentious definition, I offer reasons for thinking that video games can be art according to historical, aesthetic, institutional, representational and expressive theories of art. Overall, I argue that while many video games probably should not be considered art, there are good reasons to think that some video (...)
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  7. Video Games, Violence, and the Ethics of Fantasy: Killing Time.Christopher Bartel - 2020 - London: Bloomsbury Academic.
    Is it ever morally wrong to enjoy fantasizing about immoral things? Many video games allow players to commit numerous violent and immoral acts. But, should players worry about the morality of their virtual actions? A common argument is that games offer merely the virtual representation of violence. No one is actually harmed by committing a violent act in a game. So, it cannot be morally wrong to perform such acts. While this is an intuitive argument, it does not resolve (...)
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  8.  34
    The art of education: Creative thinking and video games.Lina Georgieva & Alexander Nikulin - 2023 - Balkan Journal of Philosophy 15 (2):179-186.
    The COVID-19 pandemic has shed new light on some significant problems that have been present in the education systems for decades. Тhe lack of various educational methods is becoming more and more evident, leading to a decreasing interest in learning and critical thinking. Оn the other hand, more and more research shows that different types of digital games can enhance creative and critical thinking in students. А closer look at the requirements of the educational programs shows how strict they are (...)
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  9. But is it art?: an introduction to art theory.Cynthia A. Freeland - 2001 - New York: Oxford University Press.
    From Andy Warhol's Brillo boxes to provocative dung-splattered madonnas, in today's art world many strange, even shocking, things are put on display. This often leads exasperated viewers to exclaim--is this really art? In this invaluable primer on aesthetics, Freeland explains why innovation and controversy are so highly valued in art, weaving together philosophy and art theory with many engrossing examples. Writing clearly and perceptively, she explores the cultural meanings of art in different contexts, and highlights the continuities of tradition that (...)
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  10.  24
    The Philosophical Thinking of Modern Dance Art and the Application of Marxist Philosophy in its Creation. Dingmeixi - 2023 - European Journal for Philosophy of Religion 15 (2):153-175.
    The art of dancing involves the motions of many body parts, particularly those that are rhythmically and musical. Modern dance is viewed as a type of nonverbal interaction that may be utilized to convey ideas, feelings, or even a narrative. Modern dances might be communal, audience-participatory, or both. Thus, following how the concept is used in the fast-expanding subject of the theory of dance, "philosophy" is understood widely here. Dance philosophy has a tone of promise, in part because dance is (...)
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  11.  7
    Theorien der Videokunst: Theoretikerinnen 1988-2003.Slavko Kacunko (ed.) - 2018 - Berlin: Logos Verlag.
    Die dritte Ausgabe der eva-edition video art versammelt Texte, die für die Theorie der Videokunst prägend sind und fortwährend inspirierend wirken. Die Anthologie enthält Beiträge von Autorinnen aus Deutschland, Österreich und der Schweiz, die seit Mitte der 1980er Jahre entstanden sind und den Begriff des Mediums Video bestimmen, erweitern, die spezifische Leistung der Videokunst deuten oder ihre Systematik und Historisierung versuchen. Es finden Texte Berücksichtigung, die den sich verändernden Gebrauch des Mediums reflektieren, seine (Un- )Spezifizität als Reflexionsmedium definieren (...)
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  12.  4
    Sul film e video d'artista: nuovi studi.Guido Bartorelli - 2021 - Padova: CLEUP.
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  13. The art of videogames.Grant Tavinor - 2009 - Malden, MA: Wiley-Blackwell.
    The new art of videogames -- What are videogames anyway? -- On definition -- Theories of gaming -- A definition of videogames -- Videogames and fiction -- From tennis for two to worlds of warcraft -- Imaginary worlds and works of fiction -- Fictional or virtual? -- Interactive fiction -- Stepping into fictional worlds -- Welcome to rapture -- Meet niko bellic -- Experiencing game worlds -- Acting in game worlds -- Games through fiction -- The nature of gaming -- (...)
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  14.  21
    The Power of (Re)Creation and Social Transformation of Binomial ‘Art-Technology’ in Times of Crisis: Musical Poetic Narrative in Rozalén’s ‘Lyric Video’ “Aves Enjauladas”.María del Mar Rivas-Carmona - 2020 - Cultura 17 (2):217-231.
    The epidemic outbreak of the coronavirus has meant a sudden, temporary ceasing of activities as we knew them. The health crisis has led to a social and economic crisis, and these circumstances have revealed solidarity on a global scale. In moments of separation, when culture has brought us closer together, the global phenomenon of charity songs has emerged, generating financial aid for scientific research and care for the most vulnerable people. This work focuses on a charity song turned into a (...)
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  15.  10
    Expressive space: embodying meaning in video game environments.Gregory Whistance-Smith - 2022 - Boston: De Gruyter Oldenbourg.
    Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book (...)
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  16.  70
    Philosophy, privacy, and pervasive computing.Diane P. Michelfelder - 2010 - AI and Society 25 (1):61-70.
    Philosophers and others concerned with the moral good of personal privacy most often see threats to privacy raised by the development of pervasive computing as primarily being threats to the loss of control over personal information. Two reasons in particular lend this approach plausibility. One reason is that the parallels between pervasive computing and ordinary networked computing, where everyday transactions over the Internet raise concerns about personal information privacy, appear stronger than their differences. Another reason is that the individual devices (...)
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  17.  14
    Nervous systems: art, systems, and politics since the 1960s.Johanna Gosse, Tim Stott & Judith F. Rodenbeck (eds.) - 2021 - Durham: Duke University Press.
    The contributors to Nervous Systems reassess contemporary artists' and critics' engagement with social, political, biological, and other systems as a set of complex and relational parts: an approach commonly known as systems thinking. Demonstrating the continuing relevance of systems aesthetics within contemporary art, the contributors highlight the ways that artists adopt systems thinking to address political, social, and ecological anxieties. They cover a wide range of artists and topics, from the performances of the Argentinian collective the Rosario Group and the (...)
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  18. What Do We Lose to a Video?Ian Heckman - 2020 - In Rebecca L. Farinas & Julie Van Camp, The Bloomsbury Handbook of Dance and Philosophy. New York, NY: Methuen Drama. pp. 339-347.
    I think we have come to a point in the current state of technology where we, as appreciators, makers, and producers of live performances, must ask ourselves an important question. We must ask ourselves whether, in a world where we can easily access videotapes of performances, there is something important that we obtain through our engagement with live performances that we cannot get in our engagement with even the best quality videos. The performing arts, as artforms which perform with real (...)
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  19.  18
    Between film, video, and the digital: hybrid moving images in the post-media age.Jihoon Kim - 2016 - New York: Bloomsbury Academic.
    A wide-ranging theoretical and aesthetic exploration of hybrid moving images based on the intersection of film, video, and digital technology.
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  20.  15
    Quotational Practices: Repeating the Future in Contemporary Art.Patrick Greaney - 2014 - Univ of Minnesota Press.
    Literature and art have always depended on imitation, and in the past few decades quotation and appropriation have become dominant aesthetic practices. But critical methods have not kept pace with this development. Patrick Greaney reopens the debate about quotation and appropriation, shifting away from naïve claims about the death of the author. In interpretations of art and literature from the 1960s to the present, _Quotational Practices _shows how artists and writers use quotation not to undermine authorship and originality, but to (...)
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  21.  49
    It’s about Time: Film, Video Games, and the Advancement of an Artform.Steven Gimbel & Joseph Roman - 2019 - Philosophies 4 (4):56.
    Jon Robson and Aaron Meskin have argued that the insights obtained through the philosophical analysis of video games is not specific to video games, but to a larger class of artistic creations they term Self-Involving Interactive Fictions, or SIIFs. But there is at least one aspect of SIIF video games that is philosophically interesting and does not apply to the class of SIIFs as a whole, the ability to represent non-classical time. If SIIF video games are (...)
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  22.  88
    All the World's a Stage: On Timothy Murray, Drama Trauma: Specters of Race and Sexuality in Performance, Video and Art.Joan Hawkins - 1998 - Film-Philosophy 2 (1).
    Drama Trauma is a difficult book to review because it both does and does not hang together as one sustained linear argument. Made up of pieces originally written for another book-length project and of more recent critical readings of cultural performance, the book moves from a lengthy section on Shakespeare to much briefer sections on contemporary drama, performance art and installation pieces. And since there's no conclusion, it's not always clear how the sections interact with one another; how they hang (...)
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  23.  36
    Visual Culture Education Through the Philosophy for Children Program.Yong-Sock Chang & Ji–Young Kim - 2008 - Proceedings of the Xxii World Congress of Philosophy 37:27-34.
    The appearance of mass media and a versatile medium of videos can serve the convenience and instructive information for children; on the other hand, it could abet them in implicit image consumption. Now is the time for kids' to be in need of thinking power which enables them to make a choice, applications andcriticism of information within such visual cultures. In spite of these social changes, the realities are that our curriculum still doesn't meet a learner's demand properly. This research, (...)
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  24.  22
    Variations goodmaniennes sur le jeu vidéo.Alexandre Declos - 2022 - Nouvelle Revue d'Esthétique 30 (2):43-53.
    Dans cet article, je propose d’examiner un aspect relativement méconnu de la philosophie de l’art de Nelson Goodman, à savoir sa théorie de la variation, succinctement exposée dans Reconceptions en philosophie (Goodman & Elgin, 1988). Si la variation est un procédé courant dans les arts, son fonctionnement reste difficile à cerner. Goodman défend qu’il s’agit d’une opération sémiotique et référentielle complexe : la variation implique l’exemplification de caractéristiques partagées et constrastées, ainsi qu’une référence de la variation au thème via ces (...)
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  25.  72
    Game: Animals, Video Games and Humanity.Janet McCracken - 2023 - Journal of Aesthetics and Art Criticism 81 (1):117-120.
    In her provocative 1978 essay, “Eating Meat and Eating People,” (Philosophy Vol. 53, No. 206, pp. 465–479) Cora Diamond asks us to consider Jane Legge’s “Learni.
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  26. The Palgrave Handbook of the Philosophy of Film and Motion Pictures.Noël Carroll, Laura T. Di Summa & Shawn Loht (eds.) - 2019 - Springer.
    This handbook brings together essays in the philosophy of film and motion pictures from authorities across the spectrum. It boasts contributions from philosophers and film theorists alike, with many essays employing pluralist approaches to this interdisciplinary subject. Core areas treated include film ontology, film structure, psychology, authorship, narrative, and viewer emotion. Emerging areas of interest, including virtual reality, video games, and nonfictional and autobiographical film also have dedicated chapters. Other areas of focus include the film medium’s intersection with contemporary (...)
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  27.  43
    Media Art.Robrecht Vanderbeeken - 2008 - Proceedings of the Xxii World Congress of Philosophy 1:271-272.
    Media art can be conceived as laboratory, at the edges of art. These technological experiments give priority to innovation and exploration by means of new media. In metaphorical terms, we could say that the emphasis is on creating new languages that allow us, in a later phase, to write prose or poetry with it.In my paper, I discuss why the common view on media art falls short. Media art is not just about mixing media but rather about mixing art. Several (...)
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  28.  13
    Art and the city.Nicholas Whybrow - 2010 - New York: Distributed in the U.S. and Canada exclusively by Palgrave Macmillan.
    Artworks are seen here as presenting themselves as a means by which to navigate and plot the city for a writing interlocutor; The examples discussed reveat a plethora of emergent forms which are concentrated into three key modalities of urban arts practice in the twenty-first century walking play and cultural memory walking includes the talked walks of artist such as Richard Wentworth, the generative street incursions of Francis Alys, and the walking spectator at a site-based event, including works by Gustv (...)
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  29.  9
    The Value of Art in BioShock.Jason Rose - 2015 - In Luke Cuddy, BioShock and Philosophy. Malden, MA: Wiley. pp. 15–26.
    BioShock made a big splash not only for the depth of its subject matter, but also for the way it utilized its video game medium to present its big ideas in a uniquely engaging way. The game weaves many themes into its complicated narrative, complete with shifting identities, science fiction superpowers, and survival‐horror overtones. It is clear that BioShock wants to be taken as a spiritual sequel to Rand's philosophical novel Atlas Shrugged, revealing a possible fate for John Galt's (...)
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  30.  1
    Editor’s Introduction: The Question of the Relation Between Aesthetics and Phenomenology.Philosophy U. K. He Writes on the Relation Between Art, Artistic Research Especially the Way in Which It is Informed by Ideas From Kant to Phenomenologyareas of Interest Within This Include the Philosophies of the Senses, A. Focus on Metaphor’S. Role in the Way We Carve Up the World Metaphor, Research Think He is the Author of Art, Philosophy, Continental Philosophy: From Kant to Derrida & 2Nd Edition) - 2025 - Journal of Aesthetics and Phenomenology 11 (1):1-9.
    Volume 11, Issue 1-2, January–December 2024.
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  31.  12
    Thinking out of sight: writings on the arts of the visible.Jacques Derrida - 2021 - London: University of Chicago Press. Edited by Ginette Michaud, Joana Masó, Javier Bassas & Laurent Milesi.
    Derrida is one of the few Continental philosopher-critics as esteemed for his writings about visual topics as for his attention to more textually based subjects. This volume collects key and scarce writings about the making and apprehension of "visual objects," though the chief focus is on drawing, painting, and photography (with sorties into video and film). What preoccupied Derrida when it came to the visual arts is visibility: what does a pencil actually trace-make visible- when someone is making a (...)
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  32.  8
    L'esperienza del videogioco: una ricognizione estetica tra senso, arte e cultura.Manuel Maximilian Riolo - 2020 - Roma: Eurilink University Press.
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  33.  12
    The Definition of Art.Constant Bonard & Steve Humbert-Droz - 2024 - Internet Encyclopedia of Philosophy.
    A definition of art attempts to spell out what the word “art” means. In everyday life, we sometimes debate whether something qualifies as art: Can video games be considered artworks? Should my 6-year-old painting belong to the same category as Wallis’ Hold House Port Mear Square Island (see picture)? Is the flamboyant Christmas tree at the mall fundamentally different from a Louvre sculpture? Is a banana taped to a wall really art? Definitions of art in analytic philosophy typically answer (...)
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  34. The Time of a Missing People: Elliptically Uncovering the Workday of the “Extra” in Bruno Varela’s Papeles Secundarios (2004) and Cuerpos Complementarios (2022).Byron Davies - 2024 - Philosophies 9 (5):154.
    This article examines some work by the Oaxaca-based Mexican experimental filmmaker and video artist Bruno Varela in order to explore the sense of Gilles Deleuze’s view that modern political cinema is characterized by a “missing” people, to which the adequate response is the people-sustaining or people-generating trance. I argue that the element missing from Deleuze’s discussion is how the typical way for a people to go “missing” under capitalism involves the obfuscation of their labor, an idea that sustains the (...)
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  35. Games and the art of agency.C. Thi Nguyen - 2019 - Philosophical Review 128 (4):423-462.
    Games may seem like a waste of time, where we struggle under artificial rules for arbitrary goals. The author suggests that the rules and goals of games are not arbitrary at all. They are a way of specifying particular modes of agency. This is what make games a distinctive art form. Game designers designate goals and abilities for the player; they shape the agential skeleton which the player will inhabit during the game. Game designers work in the medium of agency. (...)
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  36.  15
    Revisiting Gadamer's Conception of Works of Art.Man Chun Szeto - 2021 - Labyrinth: An International Journal for Philosophy, Value Theory and Sociocultural Hermeneutics 23 (1):140-165.
    In contrast to Kant's aesthetic, Gadamer proposes a fundamentally different way of understanding our experiences of art. One that is not restricted by the dichotomy between subjectivity and objectivity: A work of art is not simply an object created by an artist, but a "world" in which all the "players" participate. This conception of art is inspired by the performing arts; but how much is it relevant to other forms of art? Gadamer never explored this question fully. It is of (...)
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  37.  14
    Locating the self, welcoming the other: in British and Irish art, 1990-2020.Valérie Morisson - 2022 - New York: Peter Lang.
    This volume addresses how spatialized identities, belongingness and hospitality are interrogated in British and Irish contemporary art (painting, installation, video, photography, new public art) at a time when economic and political crises tend to encourage individual or exclusive usages of space. It sketches a cartography of encounters encompassing the home, the neighbourhood, the village or city, and the nation. Artists interrogate how intimacy is both facilitated and threatened by spatial devices, how space fashions our perception of gender, social or (...)
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  38.  33
    Digital Sigil Magick: The relevance of sigil magick in contemporary art and culture.Pam Payne - 2013 - Technoetic Arts 11 (3):297-305.
    Many areas of contemporary art and culture in the United States and Europe can be shown to have a direct lineage to the rich history of the Western Mystery Traditions, rooted in ancient esoteric and magical philosophies of Greece and Egypt. Video mash-ups and audio sampling have inherited the cut-up methods of Beat poets and artists, who in turn were influenced by the Surrealists and their contemporaries. Early twentieth-century artists such as Austin O. Spare drew upon magickal practices derived (...)
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  39. Art and Technology: An Old Tension.Anthony O'Hear - 1995 - Royal Institute of Philosophy Supplement 38:143-158.
    This is not the first time the title ‘Art and Technology’ has been used, but to distinguish what I have to say from Walter Gropius's Bauhaus exhibition of 1923, I am subtitling my paper ‘an old tension’, where the architect spoke of ‘a new unity’. In a way, Gropius has been proved right; the structures of the future avoiding all romantic embellishment and whimsy, the cathedrals of socialism, the corporate planning of comprehensive Utopian designs have all gone up and some (...)
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  40. (1 other version)Vices in Gaming: Virtue Ethics and Endorsement View.Deniz A. Kaya - 2022 - Journal of Value Inquiry:1-17.
    Can video games or the playing of such games be morally objectionable? Many attempts to justify our intuitions about the morality of certain games or game activities are either unsuccessful or fall short. This is mainly due to a normative gap between reality and virtuality that classical approaches to moral philosophy cannot bridge. I am investigating to what extent an accurate action analysis can help us to justify our intuitions that, in some cases, something is ethically wrong with (...) games. To do so, I am using Frankfurt’s volition theory to show how virtual game actions can be evaluated based on virtue ethics. This virtue ethical assessment is compatible with Ostritsch’s (2017) endorsement view. Especially in light of the gamification of our surroundings, the question of the ethical status of video gaming is becoming more and more urgent. By arguing that a virtue ethical approach can tell us more about the ethical aspects of video gaming, I will also argue that virtue ethics (because of similar problems in these fields) is promising regarding the ethics of simulation, art, and literature. (shrink)
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  41.  34
    Some Relations between Ethics, Aesthetics and Politics in Contemporary Art in Times of Crisis.Maria Elena Ramos - 2019 - Dialogue and Universalism 29 (2):9-27.
    The inclusion of ethics and politics into artistic creation process is for many contemporary creators/artists an essential motivation while they consciously act in an aesthetic space polluted with the realities of a world in crisis. Art, which produces visible and sensible forms, can reveal aesthetic ideas and fundaments through aesthetic objects: drawing, video-installing or poem/poetry. And artists can make someone feel with their creations—whether these are beautiful, sublime, tragic, or ironic—ethical contentions violated by human action or the exertion/exercise of (...)
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  42.  35
    Bill Viola with Gilbert simondon: Collective individuation and the subjectivity of disaster.Elena del Río - 2019 - Angelaki 24 (6):57-75.
    This essay undertakes a joint exploration of Gilbert Simondon’s philosophy of individuation and Bill Viola’s video art to propose an ontogenetic model of ecology and a corresponding politic...
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  43.  11
    The moving eye: film, television, architecture, visual art, and the modern.Edward Dimendberg (ed.) - 2019 - New York, NY: Oxford University Press.
    Once the province of film and media scholars, today the moving image is of broad concern to historians of art and architecture and designers of everything from websites to cities. As museums and galleries devote increasing space to video installations which no longer presuppose a fixed viewer, urban space becomes envisioned and planned through "fly throughs," and technologies such as GPS add data to the experience of travel, moving images have captured the attention of geographers and scholars across the (...)
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  44. Rainer Ganahl's S/L.Františka + Tim Gilman - 2011 - Continent 1 (1):15-20.
    The greatest intensity of “live” life is captured from as close as possible in order to be borne as far as possible away. Jacques Derrida. Echographies of Television . Rainer Ganahl has made a study of studying. As part of his extensive autobiographical art practice, he documents and presents many of the ambitious educational activities he undertakes. For example, he has been videotaping hundreds of hours of solitary study that show him struggling to learn Chinese, Arabic and a host of (...)
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  45.  49
    The Aesthetics of Videogames.Jon Robson & Grant Tavinor (eds.) - 2018 - New York: Routledge.
    This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. Videogames represent one of the most significant developments in the modern popular arts, and it is a topic that is attracting much attention among philosophers of art and aestheticians. As a burgeoning medium of artistic expression, videogames raise entirely new aesthetic concerns, particularly concerning their ontology, interactivity, and aesthetic value. The essays in this volume address a number of pressing theoretical issues related to these areas, (...)
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  46.  14
    Literary gaming.Astrid Ensslin - 2014 - London, England: The MIT Press.
    A new analytical framework for understanding literary videogames, the literary-ludic spectrum, illustrated by close readings of selected works. In this book, Astrid Ensslin examines literary videogames—hybrid digital artifacts that have elements of both games and literature, combining the ludic and the literary. These works can be considered verbal art in the broadest sense (in that language plays a significant part in their aesthetic appeal); they draw on game mechanics; and they are digital-born, dependent on a digital medium (unlike, for example, (...)
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  47.  15
    Surface: matters of aesthetics, materiality, and media.Giuliana Bruno - 2014 - London: University of Chicago Press.
    What is the place of materiality—the expression or condition of physical substance—in our visual age of rapidly changing materials and media? How is it fashioned in the arts or manifested in virtual forms? In Surface, cultural critic and theorist Giuliana Bruno deftly explores these questions, seeking to understand materiality in the contemporary world. Arguing that materiality is not a question of the materials themselves but rather the substance of material relations, Bruno investigates the space of those relations, examining how they (...)
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  48.  5
    Broken theory.Alan Sondheim - 2022 - [Santa Barbara]: Punctum Books.
    Broken Theory is a jettisoned collection of fragmentary writing, collected and collaged by new media artist, writer, musician, and theorist Alan Sondheim. Folding theoretical musings, text experiments, and personal confessions into a single textual flow, it examines the somatic foundations of philosophical theory and theorizing, discussing their relationships to the writer and body, and to the phenomenology of failure and fragility of philosophy's production. Writing remains writing, undercuts and corrects itself, is always superseded, always produced within an untoward and bespoke (...)
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  49.  29
    Inking Cultures: Authorship, AI-Generated Art and Copyright Law in Tattooing.Melanie Stockton-Brown - 2023 - International Journal for the Semiotics of Law - Revue Internationale de Sémiotique Juridique 36 (5):2037-2065.
    This article considers current advances in tattooing that are challenging community-held views of authorship and ownership, and the need to address this tension. The key challenge is from AI-generated artworks being used as tattoo designs, but the authorial role of the tattooist is also challenged by body art projects such as tattoo collection. Legal clarity for tattooing is lacking, and in addressing this, this article advocates for an open, community-based form of shared copyright ownership and authorship for projects as tattoo (...)
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  50. Art, Philosophy, and Creativity.Said Mikki - manuscript
    We reflect on the nature of art, the creative process, and the connection between art and philosophy.
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