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Computer Art & Design for All Proceedings of the 4th Computer Art Congress

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This essay presents experimental computer artworks using Brain Controlled Interface (BCI). It points to a preliminary contextualization and general development emphasizing affective, sensory, poetic and aesthetic experiences intermediated by mindware devices. BCI offers a new research art field using a low-cost neuro system to explore human mind’s untapped potential. A BCI for a Java3D framework allowed to arrive at the concept of exoendogenous interactivity. The main contribution of this essay is the novel use of affective quantified data to provide emotional feedback to computers and participants while experimenting an art piece, intertwining human affective states with computational autonomous processes. May one say that computer agents, by capturing world percepts, perceive the human mind activity? Possible answers to this question may open poetic and aesthetic research fields for artists, leading to a better understanding of how computers collect and respond to emotional states within human minds.
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The historical roots, key practitioners, and artistic, theoretical, and technological trends in the incorporation of new media into the performing arts. The past decade has seen an extraordinarily intense period of experimentation with computer technology within the performing arts. Digital media has been increasingly incorporated into live theater and dance, and new forms of interactive performance have emerged in participatory installations, on CD-ROM, and on the Web. In Digital Performance, Steve Dixon traces the evolution of these practices, presents detailed accounts of key practitioners and performances, and analyzes the theoretical, artistic, and technological contexts of this form of new media art. Dixon finds precursors to today's digital performances in past forms of theatrical technology that range from the deus ex machina of classical Greek drama to Wagner's Gesamtkunstwerk (concept of the total artwork), and draws parallels between contemporary work and the theories and practices of Constructivism, Dada, Surrealism, Expressionism, Futurism, and multimedia pioneers of the twentieth century. For a theoretical perspective on digital performance, Dixon draws on the work of Philip Auslander, Walter Benjamin, Roland Barthes, Jean Baudrillard, and others. To document and analyze contemporary digital performance practice, Dixon considers changes in the representation of the body, space, and time. He considers virtual bodies, avatars, and digital doubles, as well as performances by artists including Stelarc, Robert Lepage, Merce Cunningham, Laurie Anderson, Blast Theory, and Eduardo Kac. He investigates new media's novel approaches to creating theatrical spectacle, including virtual reality and robot performance work, telematic performances in which remote locations are linked in real time, Webcams, and online drama communities, and considers the "extratemporal" illusion created by some technological theater works. Finally, he defines categories of interactivity, from navigational to participatory and collaborative. Dixon challenges dominant theoretical approaches to digital performance—including what he calls postmodernism's denial of the new—and offers a series of boldly original arguments in their place.
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This cutting-edge text offers an introduction to the emerging field of media archaeology and analyses the innovative theoretical and artistic methodology used to excavate current media through its past. Written with a steampunk attitude, What is Media Archaeology? examines the theoretical challenges of studying digital culture and memory and opens up the sedimented layers of contemporary media culture. The author contextualizes media archaeology in relation to other key media studies debates including software studies, German media theory, imaginary media research, new materialism and digital humanities. What is Media Archaeology? advances an innovative theoretical position while also presenting an engaging and accessible overview for students of media, film and cultural studies. It will be essential reading for anyone interested in the interdisciplinary ties between art, technology and media. Reviews 'Jussi Parikka offers a lucid, concise, and highly readable account of a new and exciting field - media archaeology. He demonstrates that contemporary media forms are rooted to the past by multiple threads - untangling them helps us understand the media frenzy that currently surrounds us.' Erkki Huhtamo, University of California Los Angeles 'A fabulous map of media archaeology that, as its subject compels, produces its territory anew.' Matthew Fuller, Goldsmiths 'The most comprehensive coverage to date of this fascinating area of study. Parikka's book offers an excellent overview of connections between the material and social aspects of media technology. He provides a thorough review of the diverse and sometimes contrasting theoretical foundations and provides a host of concrete examples of media-archaeological practice that serve to bridge the gap between heady theoretical trajectories and the concerns of practicing artists, users and other readers who take their technology seriously.' Paul DeMarinis, Stanford University
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Art, the Life Sciences, and the Humanities: In Search ofa Relationship Robert Ztuijnenberg Over the last decades there has been a distinctive effort in the arts to engage with science through participation in the actual practice of science. ' Exchange proj­ ects between artists and scientists, such as artist-in-lab projects, have become common and a large number oforganizations have emerged that stimulate and initiate collaboration between artists andscientists. ' Research funding organiza­ tions in thehumanities,such asthe British Arts and Humanities Research Coun­ cil (AHRC) and the Netherlands Organisation for Scientific Research (NWO), have also initiated all sorts of research programs that explore and support inter­ actions between art and science. ' Asa result, artists have grown more involved with scientific concerns and practices, and their increased interactions with scientists have also become a subject of study within the humanities. Why do artists openly seek to gain access to the domain of the sciences? And why do scholars in the humanities value collaboration between artists and scientists so much that theyare willing to spend research time and money on it? This interest in science, I argue in this preface for Ingeborg Reichle's bookArt in theAge of Tecbnoscience,' underscores that the arts and the humanities are searching to establish a new relationship with the natural sciences as well as with each other. Art and Science T he relationship between thearts and thesciences hasbeen subject to permanent change over the past two centuries.
Article
This article presents research on assemblages among humans and computational systems in which physical and virtual autonomous processes occur in order to create artworks allowing the emergence of mixed sensory set-ups. It begins with triadic relationships computer, physical objects and participants aimed at co-relations among bands of bots (virtual and physical) with groups of humans (interactors). The bots have a representation of the virtual world: physical bots live on a flat surface (Abbot 1991), a projection of the 3D environment where the virtual bots live. The artwork also explores the metaphor of higher dimensions being understood through their projections in lower dimensions. Its goal is to weave interaction and autonomous processes, looking for poetic results integrating art, science and technology; results with aesthetic, poetic and functional qualities; and results exploring emergency and agency for design, construction and set-up of expressive systems. For these symbioses to happen the assemblage of environments with aesthetic and poetic appeal leads one to think about mixed cognitive processes that provoke emergent behaviours. I am interested in the behaviours emerged in such inter-relationships. Therefore, to achieve this goal, I have created a Java framework that allows me to program interfaces weaving such behaviors1 and also I have programmed a set of sketches using Processing2 to test the hypothesis. The main inquiries of such research are as follows: What kind of artwork could mix people with autonomous computational processes without becoming invasive? and Is such a dichotomy possible? To answer these questions, I came up with the idea of playing with swarms and flock algorithms mixing virtual and physical domains. Will this create the mixed behaviour I am looking for? Will the participants contribute with their actions, emotions and affects while the computer develops its own autonomous processes?