Facing the Glitch: Abstraction, Abjection and the Digital Image

Author(s):  
Allan Cameron

Exploring the deliberate ‘glitching’ of digital moving images across a range of contexts (from gifs to video art to horror cinema), this chapter demonstrates how such practices produce a virtual disfiguring of the image. Focusing on the trope of glitched faces, it examines their peculiar dynamic of unmasking and effacement, in which the image is rendered both transparent (revealing its structural logic) and opaque (obscuring its object of vision). Such works perform an ambiguous ‘de-facing’ of the human, remaking the face as blocky abstract shapes or, conversely, as an uncanny bodily extrusion. If digital errors, as Mark Nunes asserts, are often regarded as ‘abject’ in relation to the systemic operations they disrupt, then these works provide a visual index for this abjection, excavating the workings of digital code to produce a moment of uncanny recognition. Examples discussed include video works by Takeshi Murata and Nicolas Provost, as well as the horror film Unfriended (Leo Gabriadze, 2014).

Somatechnics ◽  
2018 ◽  
Vol 8 (2) ◽  
pp. 178-194
Author(s):  
Agnieszka Kotwasińska

The article offers a re-examination of abjected femininity and old age through a close reading of The Taking of Deborah Logan (2015), a found footage horror movie centered on spectral possession. While to a large extent the movie replicates an infamous monstrous old woman trope, it also effectively questions typical Alzheimer's disease (AD) narratives, which tend to portray life with AD as a story of unmitigated loss and debility. In The Taking of Deborah Logan, potentially destabilizing moments occur when in the face of progressive loss of control, memory, and bodily functions, the main protagonist is momentarily experienced as resisting the dehumanisation and loss of agency conventionally associated with AD and possession alike. The aim of this article is thus three-fold. The first part sketches the processes through which possession narratives generate a highly ambivalent space for aging femininity in horror film, and how aging, disability, and AD intersect both in popular understanding and in film. In the second part, the author examines how The Taking of Deborah Logan, as a found footage horror, shapes a discussion about selfhood, agency, and monstrous embodiment. Finally, the author argues that it is through the concept of transaging that one can find ways to destabilise traditional understandings of old age, female embodiment, and AD, and offer new narratives that highlight monstrous, if ambivalent, agency.


2020 ◽  
Author(s):  
Nélia Lúcia Fonseca

This study first approaches the history of the observer’s gaze, that is, as observers, we are forming or constructing our way of visualizing moving images. Secondly, it reaffirms the importance and need of resistance of the teaching / learning of Art as a compulsory curricular component for high school. Finally, the third part reports an experience with video art production in a class of first year high school students, establishing an interrelationship between theory and practice, that is, we study video art content to reach the production of videos, aiming as a final result, the art videos created by the students of the Reference Center in Environmental Education Forest School Prof. Eidorfe Moreira High School. The first and second stages of this research share a theoretical part of the Master ‘s thesis, Making films on the Island: audiovisual production as an escape line in Cotijuba, periphery of Belem, completed in 2013.


Author(s):  
James Rose

No-one who has ever seen the original The Texas Chain Saw Massacre (1974) is ever likely to forget the experience. An intense fever dream (or nightmare), it is remarkable for its sense of sustained threat and depiction of an insane but nonetheless (dys)functional family on the furthest reaches of society who have regressed to cannibalism in the face of economic hardship. As well as providing a summary of the making of the film, this book discusses the extraordinary censorship history of the film in the UK (essentially banned for two decades) and provides a detailed textual analysis of the film with particular reference to the concept of ‘the Uncanny’. The book also situates the film in the context of horror film criticism (the ‘Final Girl’ character) and discusses its influence and subsequent sequels and remakes.


Fanvids ◽  
2020 ◽  
Author(s):  
E. Charlotte Stevens

Vids resemble music videos and found footage films. They have the form and appearance of a music video, and they re-use existing moving images in a way that appears to meet the definition of found footage work or remix video art. This chapter establishes some parameters within which the vid can be viewed in relation to proximate forms. This chapter works through specific academic framings of similar forms such as found footage films in the experimental tradition and music video before discussing canons of vids that are formed through recent gallery contexts. These additional lenses—beyond fan studies and television studies—offer further reference points through which to understand vids.


Author(s):  
Johanna Gosse

While at first, “video installation” would seem to refer to a particular medium and mode of display, in practice, the term is applied to a range of intersecting media, histories and genres, including but not limited to experimental and expanded cinema, video art, installation art, digital and new media art, and the emergent category of artists’ moving image. In short, “video installation” encompasses an expansive field of moving image practices, formats, and configurations, from multichannel film projection to video sculpture to immersive and interactive media environments. The term can apply to moving images that emanate from or are projected onto screens, monitors, or mobile devices, and are displayed in spaces outside of a conventional cinematic context. In terms of historical periodization, the rise of video installation coincided with the emergence of analog video technology in the mid- to late 1960s and the concomitant emergence of installation art during this same period. Up until the 1980s, video installation took shape predominantly as gallery-based displays of CRT monitors. Often configured into sculptural arrangements that self-reflexively acknowledge their physical support, “video sculptures” invoke and comment upon video’s genetic ties to broadcast television. Yet, other, more feedback-driven modes of installation, such as Nam June Paik’s TV-Buddha (1974) or Bruce Nauman’s Live-Taped Video Corridor (1970), emphasize the instantaneity of real-time closed circuit video over the sculptural presence of the monitor, and thus privilege surveillant over the televisual optics. By the 1990s, as video projectors improved in quality and decreased in cost, the bulky CRT gave way to the projected moving image, which in turn has emerged as a dominant mode within contemporary artistic production. Since it can adapt to a variety of spaces and surfaces—wall, ceiling, floor, screen, objects, even viewers’ bodies—projection opens up a multitude of experiential possibilities. Projection can also be sculptural, as in the work of Tony Oursler and Krystof Wodizcko, who generate uncannily embodied video portraits by projecting moving images onto free-standing objects, buildings, and monuments. Video projection can also be immersive or environmental, such as in Anthony McCall’s Solid Light Works (2005–2010), a suite of monumental, linear beams of white light projected into darkened gallery spaces, which act as updated, digital variations of his influential expanded cinema work, Line Describing a Cone (1973). In response to its dominant position within contemporary artistic practice, scholarship and criticism devoted to moving image installation, curation, and distribution have spiked since the 1990s. This bibliography offers a selection of relevant literature on this topic. Beginning with an overview of key scholarship on the history of video art and contemporary artists’ moving image, the bibliography transitions to more focused, thematic investigations of and significant prehistories, including topics like expanded cinema, video aesthetics and ecologies, and installation art. Finally, it includes a selection of key exhibition catalogues, including specialized sections on video projection and video sculpture. In tracing the entwined emergence of video and installation art since the 1960s, this bibliography also limns another historical intersection, that of video art and experimental film. While typically, these practices have been framed as historically distinctive, aesthetically autonomous and driven by medium-specific concerns, this bibliography takes inspiration from and highlights more recent scholarly, critical, and curatorial perspectives that align and cross-reference these traditions, and in doing so, situate themselves at the disciplinary intersection of art history and film and media studies.


2019 ◽  
Vol 17 (35) ◽  
pp. 147-165 ◽  
Author(s):  
Gabriel Menotti

This paper seeks to provide historical references for the examination of contemporary forms of vertical moving images, often considered “wrong” due to their incompatibility with the audiovisual standards established in the West. Deploying an archaeological approach, the paper identifies expressions of verticality in moving images since their first modern developments, encompassing both the birth of cinema and the emergence of video art circuits in the 1980s-90s. These cases serve to underscore the disputed mediality of audiovisual systems. This paper concludes by showing how the negotiation of medium specificities continues through networked platforms and curated events, creating possibilities for the emergence of new technological art forms. 


Author(s):  
Francesco Spampinato

The term "video art" is used to describe art made using video technology. Not to be confused with experimental cinema or art film, video art is based on a specific type of electronic image consisting of a two-dimensional composition of pixels. The main feature of video, both in technical and conceptual terms, is its instant playback capability, which is not possible with film, but which allows the creation of an instantaneous mirror-like replica of reality that is available to be manipulated, either live or in post-production. Video art was born in the mid-1960s and has developed in tandem with the evolution of video technology and its increasing availability. Video has become a major tool for artists over the past fifty years, and a quintessential postmodernist medium, which has allowed critical and meta-linguistic responses to be made to what Guy Debord (1931–1994), French writer and leader of Situationism, has called "the society of the spectacle," referring to mainstream forms of media entertainment such as television, cinema, and advertising. Video is employed to document scripted performances and improvised actions, to appropriate preexisting moving images or to create new narratives. Artists’ videos display live or prerecorded images in single- or multichannel settings or as part of multimedia installations shown in exhibition spaces or in the public sphere, broadcast by television or distributed as videotapes, CDs, DVDs and recently as digital media files.


Compiler ◽  
2017 ◽  
Vol 6 (2) ◽  
Author(s):  
Haruno Sajati ◽  
Astika Ayuningtyas ◽  
Dwi Kholistyanto

One of the development of computer technology is the availability of systems or applications that help human work everyday so that can be resolved quickly and correctly. The system, one of which is Computer Based Test (CBT). CBT is an application used for tests conducted using computers that are in the application there are some features of CBT security when working on the problem. CBT can use a stand-alone computer, a computer connected to a network or a computer connected to the internet. Facial recognition is a type of biometric application that can identify specific individuals in a digital image by analyzing and developing face patterns. In its implementation, CBT has a weakness in the security system that becomes the gap of CBT users to commit fraud, therefore required a good security system with the creation of CBT applications that use eigenface algorithm. It is necessary to have a security system that overcomes the problem that is required identification of face recognition of participants during the test so that cheating can be reduced. The results of the test using eigenface algorithm accuracy rate reached 82%, some things that affect the level of accuracy is, the intensity of light, facial position and the use of accessories on the face.


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