Do I live in public space? Bessie Nager’s Works on Public Spaces
by Andy Hediger
published in Bessie Nager: hrönir, Kunstmuseum Solothurn, Verlag für moderne Kunst Nürnberg 2009
Expanded cinema джина янгблада как опыт прослеживания эволюции видеоарта из кино. Метод янгблада и возможности его применения к анализу российского видеоарта
опубликовано в Артикульт№2 (2-2011)
http://articult.us
Purpose of this article is revealing a method of research of Gene Youngblood, one of the first video art ' theorist in... more
Purpose of this article is revealing a method of research of Gene Youngblood, one of the first video art ' theorist in USA, and to estimate possibility of its application to Russian video art . Subject of analysis is book Expanded Cinema on example of what we can reveal Youngblood's method. Except revealing of a method, potentially suitable for the analysis of different directions inside video art , possibility of the task of a point between cinema and video is of interest; that allows us to apply tools of the analysis developed in the theory of cinema to narrative videos. Also article contains the short review of the ideas stated in the investigated book concerning the nature of video and problems which artists of video, cinema and theater put before themselves in California in 60s, at the beginning of video art, and their correlation with work of the Russian artists in 90's.
[Appel à communications] de la 2ème édition de la journée d'études "Game Studies ? à la française !" intitulée "Les jeuX vidéo au pluriel. Quelles diversités ? Industries, métiers, interfaces, règles, publics, pratiques, circonstances, expériences, mémoires."
Bonjour,
La deuxième édition de la journée d'études "Game Studies ? à la française !" aura... more
Bonjour,
La deuxième édition de la journée d'études "Game Studies ? à la française !" aura lieu les 16 et 17 juin prochains à Paris. Cet événement est organisé par l'association OMNSH (Observatoire des Mondes Numériques en Sciences Humaines - www.omnsh.org).
Cette 2ème édition sera intitulée : "Les jeuX vidéo au pluriel. Quelles diversités ? Industries, métiers, interfaces, règles, publics, pratiques, circonstances, expériences, mémoires."
L'appel à contribution est joint. Les propositions de communications - sous forme de résumé - sont attendues pour le 10 mai.
En mai 2011 la 1ère édition de cette rencontre pluridisciplinaire a vu intervenir 22 chercheurs français de tous les horizons des sciences sociales et des sciences humaines. La 2ème édition des "Game Studies ? à la française !" en juin 2012 sera centrée sur un point de convergence qui est alors apparu : la nécessité de passer de la question DU jeu vidéo à la question DES jeuX vidéo.
N'hésitez pas à faire circuler cet appel.
Cordialement,
Manuel Boutet, pour l'OMNSH (www.omnsh.org)
Post-doctorant à l'IDHE Nanterre
Université de Paris Ouest - Nanterre La Défense
manuel@boutet.com
http://manuel.boutet.com
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MAVIE/MYLIFE: UN JEU NET ART RELATIONNEL SUR LE THÉÂTRE DU QUOTIDIEN
Mémoire présenté comme exigence partielle de la maîtrise en communication, Université du Québec à Montréal
RESUME
Cette oeuvre d’art web (Net Art), est une performance d’art relationnel où un joueur ou interacteur entre... more
RESUME
Cette oeuvre d’art web (Net Art), est une performance d’art relationnel où un joueur ou interacteur entre dans un dialogue, par le jeu, avec l’interface. Mon dispositif enligne est accessible sur le site http://www.genevievegilbert.com. Ce jeu-parcours interactif se veut être une expérience sociale à partir de certaines actions de la vie quotidienne.
En explorant ce téléjeu (Chevassu, 1995, p.136), l’interacteur apprend à connaître les participants à des performances filmées pendant trois rituels banals de la vie de tous les jours. Dans un esprit ludique et participatif, l’interacteur peut choisir d’interagir et d’écouter les rencontres entre les trois protagonistes et moi-même. Il côtoie Pascale, Patrick ou Simon et les observe passer par des étapes d'attente, de toilettage et enfin, de rendez-vous : des actions banales qui mènent à un échange souvent drôle, spontané et inattendu. Les participants ont accepté d’être les cobayes de mon investigation sur les processus opératifs du désir dans le quotidien. Au sein du ludiciel, l’interacteur peut choisir dans quel ordre franchir les scènes. Il accumule des points en manipulant
des éléments visuels et sonores, et découvre quelques vignettes vidéo cachées derrière un certain nombre d’artefacts. Il peut donc expérimenter le jeu dans le but d’accumuler des points ou simplement en déambulant de manière exploratoire dans chacun des trois mondes.
Cette oeuvre interactive utilisant les techniques et supports reliés à l’Internet à été précédée de plusieurs prototypes, et testée par des groupes témoins. Un rapport d’enquête a été mené à terme et le public cible de choix se trouve âgé de treize à trente-trois ans.
MOTS-CLEFS: INTERNET, NET ART, WEBART, JEU, LUDICIEL,
COMMUNICATION, INTERACTION, PARTICIPATION, RELATION, ART,PERFORMANCE, THÉÂTRE QUOTIDIEN, MULTIMÉDIA, DESIGN, VIDÉO.
The Basics of Video and its Relation to Other Arts
by Ingo Petzke
Lecture held at Australian Center of Contemporary Art, Melbourne, 25/11/1992
Reprinted: Agenda: Contemporary Arts Magazine # 30/31, Melbourne 1993
Video in Experimental and Feature Film.
by Ingo Petzke
Catalogue for a video exhibition curated by the author and published by Goethe Institut Munich 1988
Video: incorporeal, incorporated
Presented at CHart Conference, British Academy November 2005
Video: incorporeal, incorporated
‘… video has only a conceptual, and not formal connection to any... more
Video: incorporeal, incorporated
‘… video has only a conceptual, and not formal connection to any previous medium…formalist research into magnetic videotape seems absurd, whereas the development of film’s photographic essence was actually the foundation of experimental film,’
Continual and changing, convergence places us (artists and audience) in a post film and video era, where digital forms (mostly) replace, substitute, or simulate the previous media. It may be worth asking whether this matters and why in the process of convergence, video has been substituted, while film has been simulated by digital technologies. To answer this question, there is a need to re-examine the development of video as a medium and its incorporation into digital form, while making some comparisons with film, and in turn, its simulation within the digital domain.
The convergence or incorporation of video with digital forms could be considered as almost complete. This distinguishes it from the photographic and material-based medium of film – even though both film and video strive to produce one similar effect – a moving image as perceived by the human brain.
Video was from the start a bastard medium – and inherited a collection of conventions and properties from earlier media including radio, theatre, and, to a lesser extent film. Sean Cubitt has further argued that ‘video is neither an autonomous medium, free of all links with other forms of communication, nor entirely dependent on any one of them’ , and that video is not singular but a collection of ‘video media’. Central to this approach was the notion of intervention into a process, manipulation of the video plane in time or space. Some specificities that have disappeared along with their associated words and acronyms include: electrovision , videotaping, VT, VTR, video shooting, video editing, and video switching.
Within the digital domain video is further merged with the adoption of the filmic conventions of picture origination, editing, aspect ratios and cinematic presentation, but remains incorporeal.
It is significant to examine the convergence between film and video by focussing on the video projector, which provides prima facie evidence of the progress of convergence in its technological form and functionality. Furthermore the optical device used for originating the images is just as likely to be a film camera as a video camera - be it digital or analogue.
The idea that the video projector has merged film and video into a new unified electronic cinema isn’t totally exact. It is still relatively easy to distinguish film from video (and especially computer derived text and vector graphics) when they are projected. Other distinctions lie within the cinematographic: the much higher contrast ratio of film stock, and the human perception of the grain of film emulsions and the film weave within the camera. However, the video projector throws light upon a screen, just as a film projector and very unlike the television tube or LCD or plasma panel, all of which are a source of light. Compared to video, film technology (referring to the camera and projector) has remained relatively stable for eighty years, despite continual small refinements and variations of aspect ratio and gauge. Early digital devices produced for the television visual effects industry such as Quantel’s Harry (1986) incorporated effects that would simulate, and impose upon the video-plane; film grain and film weave to make the resultant product (usually a TV-ad or pop video) look as though it had been shot and produced on film. The works produced by the YBAs in the nineties and the explosion in video-based art-pieces since, also point to a lack of distinction of media. Setting aside these artists’ market-led need for separation and distancing from an experimental film or video history, the works directly reflect the process of convergence.
The new approach is non-materialist – in the sense that there is little interest or even recognition in the video media or the digital media employed. The approach is inherently post-film and post-video, and points towards a convergence within a digital time and space, without medium specificity or material condition.
The total history of cinema suggests a much wider suite of technologies than the film camera and projector. Video continues as a proxy within the digital domain, while film is flattered by digital simulation of its material qualities.
Tracing Women's Routes in a Transnational Scenario The video-cartographies of Ursula Biemann
Feminist Media Studies, Volume 9, Issue 4, 2009, special issue: Transcultural Mediations and Transnational Politics of Difference (pp. Pages 447 – 460)
This essay analyzes the video essays of Ursula Biemann, which focus on the relations between globalized production... more
This essay analyzes the video essays of Ursula Biemann, which focus on the relations between globalized production processes, the exploitation of women's bodies, and the sexualization of female labor. Showing the interrelation of the flows of transnational economies and information and communication technologies (ICTs) with the performances of gender and space, these video essays work as feminist cartographies. Deploying the video essay format, Biemann creates figurations to delineate an alternative system of navigation. Visual language and visualization technologies become a political instrument to counter women's invisibility behind the displacing and abstracting effects of technoscapes.
Keywords: Ursula Biemann; video essay; ICTs; transnational feminism; feminist cartography; visualization technologies
Man-Machine
by Avi Rosen
Fourth International Symposium on Electronic Art.
Minneapolis, Minnesota USA, 1993.
Man machune interacrion in art from Futurism to Andy Warhol and new media art Man machune interacrion in art from Futurism to Andy Warhol and new media art
Three Peters and an Obsession with Pierre in 'a Piece of Work': Intellectual Property in John Greyson's 'Uncut' (with Rosemary J. Coombe)
forthcoming in a volume of essays on John Greyson's work, edited by Brenda Longfellow, McGill-Queen's University Press 2012

