9 Evenings Reconsidered


Book Description

In 1966, a Bell Laboratories physicist brought a group of avant-garde artists together with 10 open-minded members of the science and technology fields for 9 Evenings: Theatre and Engineering, a series of investigatory Happenings which took place at the 69th Regiment Armory and were duly noted by critics Lucy Lippard and Brian O'Doherty. The resulting seminal performances included John Cage's Variations VII, in which 30 photocells were mounted around the performance space, activating a variety of sound sources -- including a blender, 20 radio channels and two Geiger counters -- as the performers moved around. An 88-page exhibition catalogue includes original essays, reprinted reviews of the original performances "9 Evenings: Theatre and Engineering" by Lucy Lippard and Brian O'Doherty, and an interview with Herb Schneider (engineer)




The Long 1968


Book Description

Delving into a tumultuous year’s impact on art, culture, and politics, this book “illuminates the often-overlooked histories of 1968” (The Journal of American History). From the mid-1960s to the early 1970s, revolutions in theory, politics, and cultural experimentation swept around the world. These changes had as great a transformative impact on the right as on the left. A touchstone for activists, artists, and theorists of all stripes, the year 1968 has taken on new significance for the present moment, which bears certain uncanny resemblances to that time. The Long 1968 explores the wide-ranging impact of the year and its aftermath in politics, theory, the arts, and international relations—and its uses today.




The Experimenters


Book Description

Practically every major artistic figure of the mid-twentieth century spent some time at Black Mountain College: Harry Callahan, Merce Cunningham, Walter Gropius, Willem and Elaine de Kooning, Robert Motherwell, Robert Rauschenberg, Aaron Siskind, Cy Twombly - the list goes on and on. Yet scholars have tended to view these artists' time at the college as little more than prologue, a step on their way to greatness. With The Experimenters, Eva Diaz reveals the influence of Black Mountain College - and especially of three key instructors, Josef Albers, John Cage, and R. Buckminster Fuller - to be much greater than that. Diaz's focus is on experimentation. Albers, Cage, and Fuller, she shows, taught new models of art making that favored testing procedures rather than personal expression. The resulting projects not only reconfigured the relationships among chance, order, and design - they helped redefine what artistic practice was, and could be, for future generations. Offering a bold, compelling new angle on some of the most widely studied creative minds of the twentieth century, The Experimenters does nothing less than rewrite the story of art in the mid-twentieth century.




Making Art Work


Book Description

The creative collaborations of engineers, artists, scientists, and curators over the past fifty years. Artwork as opposed to experiment? Engineer versus artist? We often see two different cultural realms separated by impervious walls. But some fifty years ago, the borders between technology and art began to be breached. In this book, W. Patrick McCray shows how in this era, artists eagerly collaborated with engineers and scientists to explore new technologies and create visually and sonically compelling multimedia works. This art emerged from corporate laboratories, artists' studios, publishing houses, art galleries, and university campuses. Many of the biggest stars of the art world—Robert Rauschenberg, Yvonne Rainer, Andy Warhol, Carolee Schneemann, and John Cage—participated, but the technologists who contributed essential expertise and aesthetic input often went unrecognized. Coming from diverse personal backgrounds, this roster of engineers and scientists includes Frank J. Malina, the American rocket pioneer-turned-kinetic artist who launched the art-science journal Leonardo, and Swedish-born engineer Billy Klüver, who established the group Experiments in Art and Technology (E.A.T). At schools ranging from MIT to Caltech, engineers engaged with such figures as artist Gyorgy Kepes and celebrity curator Maurice Tuchman. Today, we are in the midst of a new surge of corporate and academic promotion of projects and programs combining art, technology, and science. Making Art Work reveals how artists and technologists have continually constructed new communities in which they exercise imagination, display creative expertise, and pursue commercial innovation.




Hybrid Practices


Book Description

In Hybrid Practices, essays by established and emerging scholars investigate the rich ecology of practices that typified the era of the Cold War. The volume showcases three projects at the forefront of unprecedented collaboration between the arts and new sectors of industrial society in the 1960s and 70s—Experiments in Art and Technology (E.A.T.), the Art and Technology Project at the Los Angeles County Museum of Art (A&T), and the Artist Placement Group (APG) in the UK. The subjects covered include collaborative projects between artists and scientists, commercial ventures and experiments in intermedia, multidisciplinary undertakings, effacing authorship to activate the spectator, suturing gaps between art and government, and remapping the landscape of everyday life in terms of technological mediation. Among the artists discussed in the volume and of interest to a broad public beyond the art world are Bernd and Hilla Becher, John Cage, Hans Haacke, Robert Irwin, John Latham, Fujiko Nakaya, Carolee Schneemann, James Turrell, Yvonne Rainer, Robert Rauschenberg, and Robert Whitman. Prominent engineers and scientists appearing in the book’s pages include Elsa Garmire, Billy Klüver, Frank Malina, Stanley Milgram, and Ed Wortz. This valuable collection aims to introduce readers not only to hybrid work in and as depth, but also to work in and as breadth, across disciplinary practices where the real questions of hybridity are determined.




Delirious


Book Description

Can postwar art be understood as an exercise in calculated insanity? Taking this provocative question as its basis, this book explores the art and history of delirium from 1950 to 1980, an era shaped by the brutality of World War II and the rapid expansion of industrial capitalism. Skepticism of science and technology—along with fear of its capability to promote mass destruction—developed into a distrust of rationalism, which profoundly influenced the art of the times. Delirious features work by more than sixty artists from Europe, Latin America, and the United States, including Dara Birnbaum, León Ferrari, Gego, Bruce Nauman, Howardena Pindell, Peter Saul, and Nancy Spero. Experimenting with irrational subject matter and techniques, these artists forged new strategies that directly responded to such unbalanced times. Disturbing and challenging, the works in this book—in multiple media and often, counterintuitively, incorporating highly ordered and systematic structures—upend traditional notions of aesthetic harmony. Three wide-ranging essays and a richly illustrated plates section investigate the degree to which delirious times demand delirious art, inviting readers to “think crazy." p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 14.0px Verdana}




Works of Game


Book Description

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.




PAJ


Book Description




John Cage


Book Description

This annotated bibliography uncovers the wealth of resources available on the life and music of John Cage, one of the most influential and fascinating composers of the twentieth-century. The guide will focus on documentary studies, archival resources, scholarly research, and autobiographical materials, and place the composer and his work in a larger context of postmodern philosophy, art and theater movements, and contemporary politics. It will support emerging scholarship and inquiry for future research on Cage, with carefully selected sources and useful annotations.




Vertov, Snow, Farocki


Book Description

Vertov, Snow, Farocki: Machine Vision and the Posthuman begins with a comprehensive and original anthropological analysis of Vertov's film The Man With a Movie Camera. Tomas then explores the film's various aspects and contributions to media history and practice through detailed discussions of selected case studies. The first concerns the way Snow's La R�gion Centrale and De La extend and/or develop important theoretical and technical aspects of Vertov's original film, in particular those aspects that have made the film so important in the history of cinema. The linkage between Vertov's film and the works discussed in the case studies also serve to illustrate the historical and theoretical significance of a comparative approach of this kind, and illustrate the pertinence of adopting a 'relational approach' to the history of media and its contemporary practice, an approach that is no longer focused exclusively on the technical question of the new in contemporary media practices but, in contrast, situates a work and measures its originality in historical, intermedia, and ultimately political terms.