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New Media

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Conjunctive Experience in Art and Technology

Today almost every aspect of life for which data exists can be rendered as a network. Financial data, social networks, biological ecologies: all are visualized in links and nodes, lines connecting dots. A network visualization of a corporate infrastructure could look remarkably similar to that of a terrorist organization. In An Aesthesia of Networks, Anna Munster argues that this uniformity has flattened our experience of networks as active and relational processes and assemblages.

Artists as Cartographers

Contemporary artists beginning with Guy Debord and Richard Long have returned again and again to the walking motif. Debord and his friends tracked the urban flows of Paris; Long trampled a path in the grass and snapped a picture of the result (A Line Made by Walking). Mapping is a way for us to locate ourselves in the world physically, culturally, or psychologically; Debord produced maps like collages that traced the “psychogeography” of Paris.

Digital Philosophy and Choreographic Thoughts

Digital technologies offer the possibility of capturing, storing, and manipulating movement, abstracting it from the body and transforming it into numerical information. In Moving without a Body, Stamatia Portanova considers what really happens when the physicality of movement is translated into a numerical code by a technological system.

In this groundbreaking study, first published in 1983 and unavailable for over a decade, Linda Dalrymple Henderson demonstrates that two concepts of space beyond immediate perception—the curved spaces of non-Euclidean geometry and, most important, a higher, fourth dimension of space—were central to the development of modern art. The possibility of a spatial fourth dimension suggested that our world might be merely a shadow or section of a higher dimensional existence.

Edited by Cliff Lauson

Light Show explores the experiential and sculptural nature of light, tracing a historical trajectory of artwork that uses light to create specific conditions of viewership. The book, which accompanies an exhibition originating at the Hayward Gallery, London, showcases more than twenty dramatic installations and sculptures from the 1960s to the present, pictured in 150 illustrations, most in color.

Japanese Media Arts in Dialogue with the West

This book grew out of Yvonne Spielmann’s 2005–2006 and 2009 visits to Japan, where she explored the technological and aesthetic origins of Japanese new-media art--which was known for pioneering interactive and virtual media applications in the 1990s.

China is on the verge of a design revolution. A “third generation” of the People’s Republic of China that came of age during China’s “opening up” period of the 1980s now strives for fame, fortune, and self expression. This generation, workers in their thirties and forties, has more freedom to create--and to consume--than their parents or grandparents. In China’s Design Revolution, Lorraine Justice maps the evolution of Chinese design and innovation.

Camouflage, Photography, and the Media of Reconnaissance

Camouflage is an adaptive logic of escape from photographic representation. In Hide and Seek, Hanna Rose Shell traces the evolution of camouflage as it developed in counterpoint to technological advances in photography, innovations in warfare, and as-yet-unsolved mysteries of natural history. Today camouflage is commonly thought of as a textile pattern of interlocking greens and browns.

New Media and the Forensic Imagination

In Mechanisms, Matthew Kirschenbaum examines new media and electronic writing against the textual and technological primitives that govern writing, inscription, and textual transmission in all media: erasure, variability, repeatability, and survivability. Mechanisms is the first book in its field to devote significant attention to storage--the hard drive in particular--arguing that understanding the affordances of storage devices is essential to understanding new media.

Video Games between Real Rules and Fictional Worlds

A video game is half-real: we play by real rules while imagining a fictional world. We win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game. In this thought-provoking study, Jesper Juul examines the constantly evolving tension between rules and fiction in video games. Discussing games from Pong to The Legend of Zelda, from chess to Grand Theft Auto, he shows how video games are both a departure from and a development of traditional non-electronic games.

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