Locative Media Arts and Political Aesthetics

Author(s):  
Rowan Wilken

Chapter 4 explores the vital role that locative media art plays in illuminating tensions associated with contemporary technologically mediated culture, with this art serving as criticism, as an enactment of a subtle political aesthetics. Taking up these themes, this chapter explores three specific projects—Blast Theory’s You Get Me; Josh Begley’s Metadata+ iOS smartphone application; and Julian Oliver’s Border Bumping. These projects have been selected for the ways that they utilize different location technologies; for the critical issues they raise; and, for the opportunities they present for thinking through aesthetics and its relationship to politics.

2010 ◽  
Vol 112 (8) ◽  
pp. 2118-2153 ◽  
Author(s):  
Kylie A. Peppler

Background/Context New technologies have been largely absent in arts education curriculum even though they offer opportunities to address arts integration, equity, and the technological prerequisites of an increasingly digital age. This paper draws upon the emerging professional field of “media arts” and the ways in which youth use new technologies for communication to design a 21st-century K-12 arts education curriculum. Description of prior research on the subject and/or its intellectual context and/or policy context Building on sociocultural theories of constructionism as well as Dewey's theories of the arts and aesthetics as a democratic pedagogy, this study draws upon over three years of extensive field study at a digital design studio where underprivileged youth accessed programming environments emphasizing graphics, music, and video. Purpose/Objective/Research Question/Focus of the Study This study documents what youth learn through media art making in informal settings, the strengths and limitations of capitalizing on youth culture in media art production, and the distinct contributions that media arts education can make to the classroom environment. Research Design A mixed-methods approach was utilized that analyzed data from participants and professional interviews, an archive of youths’ media art, and videotape documentation of youth at work on their projects. Conclusions/Recommendations Findings point to the ways in which youth engage with technology that encourages active learning and how new types of software can be used to illustrate and encourage this process.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Mohamed Syazwan Ab Talib

Purpose Despite the thriving global halal industry and logistics’ vital role in the halal supply chain, knowledge and research on halal logistics remain limited, particularly in Brunei Darussalam. Hence, the purpose of this paper is to understand the current state of knowledge by identifying the halal logistics constraints in Brunei Darussalam. Design/methodology/approach The paper uses the theory of constraints, inductive reasoning and support from a review of relevant academic journal articles, to uncover the hindering factors surrounding halal logistics in the country. Findings The paper identifies five critical issues, which occur from internal and external factors, that constraint the growth of halal logistics in Brunei Darussalam. Research limitations/implications The qualitative design limits this conceptual piece. However, the paper could be beneficial in informing the academic and industry circles of the potentials and challenges in Brunei Darussalam, particularly in its logistics sector. Originality/value This study is the first to investigate halal logistics in Brunei. The study positively contributes to the understanding of the halal logistics constraints in Brunei as well as adds to the growing body of halal logistics literature and enriching the halal research sphere.


Metals ◽  
2021 ◽  
Vol 11 (11) ◽  
pp. 1832
Author(s):  
Wojciech Sitek ◽  
Jacek Trzaska

Artificial neural networks are an effective and frequently used modelling method in regression and classification tasks in the area of steels and metal alloys. New publications show examples of the use of artificial neural networks in this area, which appear regularly. The paper presents an overview of these publications. Attention was paid to critical issues related to the design of artificial neural networks. There have been presented our suggestions regarding the individual stages of creating and evaluating neural models. Among other things, attention was paid to the vital role of the dataset, which is used to train and test the neural network and its relationship to the artificial neural network topology. Examples of approaches to designing neural networks by other researchers in this area are presented.


Author(s):  
Christine Ross

Following Annie Coombes’s and Avtar Brah’s (authors of Hybridity and its Discontents: Politics, Science, Culture, 2000) request that we not merely apply but in fact historicise hybridity, and arguing that the art and science explorations of new media art have produced some of the strongest new media hybridities to date, the author focuses on one of the important fields of investigation currently linking media art, science and technology: augmented reality or what should be called augmented perception of time and space. This aesthetic field of investigation has led to a reassessment of representation, one that is not without (1) sharing some of the fundamental concerns of current neuroscientific investigation of mental processes and (2) questioning the image/real continuum principle at the core of recent augmented reality technology research. The article examines media artist Bill Viola’s The Passions series (2000-2001) to contend that new media’s original contribution to the practice of hybridity lies in the interaction that it both articulates and encourages with affective sciences, an interaction that redefines representation as an approximation, a facilitator - a projection screen for complex mental processes.


Author(s):  
Paulo Veloso Gomes ◽  
Vítor J. Sá ◽  
António Marques ◽  
João Donga ◽  
António Correia ◽  
...  

Art has a power different from all other human actions; it can produce a variety of human emotions like nothing else. The main purpose of this chapter is to study the relation between media arts and emotions. Virtual environments are increasingly being used by artists; the use of immersive environments allows the media art artist to go further than express himself, allows that through contemplation and interaction the participant also becomes part of the artistic artefact. Immersive environments can induce emotional changes capable of generating states of empathy. Considering an immersive environment as a socio-technical system, where human and non-human elements interact, establishing strong relationships, the authors used actor-network theory as an approach to design an immersive artifact of digital media art. The use of neurofeedback mechanisms during the participant's exposure to immersive environments opens doors to new types of interaction, allowing to explore emotional states to generate empathy.


Author(s):  
Rowan Wilken

This Introduction provides an overview of the general terrain of the book as a whole. It examines definitional complications associated with the phrase “locative media”; traces the origins of this term within locative media arts; gives an overview of a number of major technological developments that fueled wider uptake and broader public embrace of mobile location-based services; acknowledges that determining the whereabouts of mobile (cell) phone users has a longer history that predates smartphones; and outlines three major evolutions to mobile location-sensitive social networking. The Introduction also reflects on a number of limitations to the present study, and summarizes the book’s structure and contents.


Leonardo ◽  
2006 ◽  
Vol 39 (4) ◽  
pp. 334-339 ◽  
Author(s):  
Rachel O'Reilly

The article explores possible cultural approaches to new-media art aesthetics and criticism through an in-depth appraisal of recent works by three contemporary practitioners from Asia and the Pacific: Lisa Reihana, Vernon Ah Kee and Qiu Zhijie. Particular attention is paid to the issues of place, location and cultural practice in their work, issues currently under-examined in new-media art discourse. The analysis pays close attention to the operationality of the works, the influence of pre-digital aesthetic histories and the richly locative and virtual schemas of indigenous epistemologies that serve to meaningfully expand Euro-American notions of locative media art.


2017 ◽  
Vol 4 (1) ◽  
pp. 205395171769405
Author(s):  
Yu-Wei Lin

The importance of data literacy and the need of raising and improving it through formal educational channel or public engagement has repeatedly been flagged up in each of the past Economic and Social Research Council-funded Data-Psst! Seminar I attended in 2014–2016. There is a real demand for action taking. I took advantage of the knowledge I learned from the Data-Psst seminars and devised a module teaching Level 5 undergraduate media students about critical issues in today’s data-centric digital society, including privacy and surveillance. In this article, I share how the class activities were devised and carried out, and how guided engagement with the current debate in privacy and surveillance were realised. I also draw on relevant pedagogical theories to discuss my educational approaches, student performance, the challenges of the project, and evaluate and reflect upon the outcomes. This report from the field provides fresh first-hand information about the data ethics of the younger public who are practising media arts and their behaviours and attitudes towards privacy and surveillance. This article shall open up the discussion about the role educators play in enriching public engagement with critical thinking about Big Data. The lessons learned can also contextualise the pedagogical implication of the recent scholarly research on Big Data and privacy, and provide a framework for constructing future collaborative or creative projects.


Intexto ◽  
2017 ◽  
pp. 201 ◽  
Author(s):  
Jussi Parikka

Abstract“One of the most persistent things that “new” media arts have actually cocooned during their decades of Post WWII development is an appreciation of the obsolete, old and analogue. It is such a paradox, which however makes the whole issue of media arts more interesting: that the new is potentially less interesting than how the old is remediated, recycled, recursively represented. Media art that employs the newest technologies does not necessarily match up to the innovative ways of digging up old ideas, imaginary media solutions and obsolete analog technologies as ways to demonstrate that our culture is not – and should not be – based on a onetrack assumption of linear progress. What if the parallel existence of the other reality alongside the glitzy digital […] is as important in how such old technologies persist in media art, galleries, curatorial programmes and popular culture?" (Extracted from the original paper)


Sign in / Sign up

Export Citation Format

Share Document