Art and the Future


Book Description




Chronophobia


Book Description

An examination of the pervasive anxiety about and fixation with time seen in 1960s art.




When the Machine Made Art


Book Description

"When the Machine Made Art covers the reception and criticism of computer art from its emergence in 1963 to its crisis in 1989, when ideological differences fragment the art movement. The text begins by identifying the various divisions between the humanistic and scientific cultures that inform early criticism. The fact that the first computer art has military origins and is imbued with various techno-science mythologies, places the movement at odds with artworld orthodoxy. Yet, while mainstream art critics reproach computerized art, a comparison between similar art forms of the era, such as conceptual art, reveals that the criticism of computer art was motivated more by the fear of the machine than by aesthetics. Dr. Grant Taylor shows that social anxiety, often fueled by Cold War dystopianism, posited the computer as a powerful instrument in the overall subordination of the individual to the emerging technocracy. But even though anti-computer sentiment abated in the late 1970s, computer art did not find acceptance. The book illustrates how computer art's exponents, desiring artworld legitimacy, traced its lineage back to modernism. Conversely, in the 1980s, art theorists, employing the latest critical theory, began critiquing the assumptions of modernism, and thus viewed computer art's modernist history as hopelessly outdated. And yet other critics reconciled computer technology with the critical insights of postmodernism, viewing the computer as a pluralistic agent that could challenge modernist conventions. Nonetheless, while postmodernist criticism enabled the formation of new discourses for emerging digital arts, it left computer art, which was committed to modernist and techno-science philosophies, in a state of crisis"--




New Art and Science Affinities


Book Description

"New Art/Science Affinities" was written and designed in one week by four authors (Andrea Grover, Régine Debatty, Claire Evans, and Pablo Garcia) and two designers (Thumb), using a rapid collaborative authoring process known as a "book sprint." The topic of "New Art/Science Affinities" is contemporary artists working at the intersection of art, science, and technology, with explorations into maker culture, hacking, artist research, distributed creativity, and technological and speculative design. Chapters include: Program Art or Be Programmed, Subvert!, Citizen Science, Artists in White Coats and Latex Gloves, The Maker Moment, and The Overview Effect. 60 international artists and art collaboratives are featured, including Agnes Meyer-Brandis, Atelier Van Lieshout, Brandon Ballengée, Free Art and Technology (F.A.T.), Rafael Lozano-Hemmer, Openframeworks, C.E.B. Reas, Philip Ross, Tomás Saraceno, SymbioticA, Jer Thorp and Marius Watz. ISBN# 0977205347. Details: www.cmu.edu/millergallery/nasabook




Donald Judd


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"Gathers the main monographic essays written on the work of one of the most influential American artists of the postwar era"--




James Turrell


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This title is part of UC Press's Voices Revived program, which commemorates University of California Press’s mission to seek out and cultivate the brightest minds and give them voice, reach, and impact. Drawing on a backlist dating to 1893, Voices Revived makes high-quality, peer-reviewed scholarship accessible once again using print-on-demand technology. This title was originally published in 1990. This title is part of UC Press's Voices Revived program, which commemorates University of California Press’s mission to seek out and cultivate the brightest minds and give them voice, reach, and impact. Drawing on a backlist dating to 1893, Voices Revived




Visual Digital Culture


Book Description

Digital entertainment, from video games to simulation rides, is now a central feature of popular culture. Computer-based or digital technologies are supplanting the traditional production methods of television, film and video, provoking intense speculation about their impact on the character of art. Examining the digital imaging techniques across a wide range of media, including film, music video, computer games, theme parks and simulation rides, Visual Digital Culture explores the relationship between evolving digital technologies and existing media and considers the effect of these new image forms on the experience of visual culture. Andrew Darley first traces the development of digital computing from the 1960s and its use in the production of visual digital entertainment. Through case studies of films such as Toy Story, key pop videos such as Michael Jackson's Black or White, and computer games like Quake and Blade Runner, Andrew Darley asks whether digital visual forms mark a break with traditional emphases on story, representation, meaning and reading towards a focus on style, image performance and sensation. He questions the implications of digital culture for theories of spectatorship, suggesting that these new visual forms create new forms of spectatorship within mass culture.




Feedback


Book Description

In a world where politics is conducted through images, the tools of art history can be used to challenge the privatized antidemocratic sphere of American television. American television embodies a paradox: it is a privately owned and operated public communications network that most citizens are unable to participate in except as passive specators. Television creates an image of community while preventing the formation of actual social ties because behind its simulated exchange of opinions lies a highly centralized corporate structure that is profoundly antidemocratic. In Feedback, David Joselit describes the privatized public sphere of television and recounts the tactics developed by artists and media activists in the 1960s and 1970s to break open its closed circuit. The figures whose work Joselit examines—among them Nam June Paik, Dan Graham, Joan Jonas, Abbie Hoffman, Andy Warhol, and Melvin Van Peebles—staged political interventions within television's closed circuit. Joselit identifies three kinds of image-events: feedback, which can be both disabling noise and rational response—as when Abbie Hoffman hijacked television time for the Yippies with flamboyant stunts directed to the media; the image-virus, which proliferates parasitically, invading, transforming, and even blocking systems—as in Nam June Paik's synthesized videotapes and installations; and the avatar, a quasi-fictional form of identity available to anyone, which can function as a political actor—as in Melvin Van Peebles's invention of Sweet Sweetback, an African-American hero who appealed to a broad audience and influenced styles of Black Power activism. These strategies, writes Joselit, remain valuable today in a world where the overlapping information circuits of television and the Internet offer different opportunities for democratic participation. In Feedback, Joselit analyzes such midcentury image-events using the procedures and categories of art history. The trope of figure/ground reversal, for instance, is used to assess acts of representation in a variety of media—including the medium of politics. In a televisual world, Joselit argues, where democracy is conducted through images, art history has the capacity to become a political science.




Sounding the Gallery


Book Description

Becoming commercially available in the mid 1960s, video quickly became integral to the intense experimentalism of New York City's music and art scenes. The medium was able to record image and sound at the same time, which allowed composers to visualize their music and artists to sound their images. But as well as creating unprecedented forms of audiovisuality, video work also producedinteractive spaces that questioned conventional habits of music and art consumption. This book explores the first decade of creative video work, focusing on the ways in which video technology was used to dissolve the boundaries between art and music.