Psytrance Influences on Touchless Interactive Experiences

Author(s):  
Paulo César Teles ◽  
Aidan Boyle

In the fields of new media, art, and technology, we live and evolve together with multimedia interactivedigital technology. This symbiosis has made it possible to develop novel works that dialogue with theexploratory nature of the human being when confronted with unfamiliar technological equipment. The electronic music scenario brought us some elements that inspired and provoked us in this quest. The Psytrance style in particular made us realize that once a minimal simple harmony was supported by a solid rhythm, the audience could interact and control many of the sound clusters available, solely with their body movement. In this chapter we report experimental results and analysis, which point towards an approach for composing electronic music through the distinct and innovative behaviour of the participants, turning them into real performers, as well as transforming the role of the DJ/VJ by engaging them in a two-way dialogue with their audience.

2020 ◽  
Vol 12 (19) ◽  
pp. 8049
Author(s):  
Min Li ◽  
Tsung-Chih Hsiao ◽  
Chih-Cheng Chen

The deeper the combination of art and technology, the more extensive the cooperation between artists and technologists. In many cases, the creation of New Media Art requires the cooperation of artists and technologists. However, since New Media Art is an emerging art form, the process of cocreating New Media Art between the two is at the exploration stage. Especially in areas with underdeveloped New Media Art and underdeveloped technology, there exist many problems in the cooperation between the two, such as a lack of complete understanding of the factors involved in the cooperation process and a lack of reasonable planning for the cooperation process. Therefore, this study analyzes the factors that affect the collaboration process between the two creating New Media Art. Common factors are collected from the literature and then added or deleted after expert opinions. Then, analytical hierarchy process (AHP) method is applied to get the weight of each factor and understand the influence degree of the factor. The research results show that there are relatively fixed factors influencing the collaboration process between artists and technologists in creating New Media Art, and various factors have different degrees of influence on cooperation. Therefore, in the process of cooperation between the two parties, more emphasis should be placed on the factors of cooperation, which makes the cooperation more scientific.


2021 ◽  
Vol 22 (1) ◽  
pp. 206-216
Author(s):  
Cătălin Soreanu

Abstract This article investigates the relationship between art and technology, pointing the constants of a process of cultural digestion which is mediated by the very sovereign technological environment – the Internet. Relying on the multiplicity and hybridization of the content formats, and also on the user involved interactivity as constructive vector-relationships, new media art and the internet art are natural consequences of the artistic practices of creative appropriation of contemporary technological media. As the complexity of the relationship between art and the technological environment becomes richer than ever, we assist to the creation of a contemporary ultra-technological culture, structurally dependent on the media and responsible for relativizing the critical positioning of the art consumer. Defining the premises of the interaction with a technologically interfaced world of art, the user (reader) of the Internet as a medium of expression is – equally – a consumer, and a producer of information (content).


2021 ◽  
Author(s):  
Чао Люй

Новое медиаискусство - это новый художественный стиль, разработанный путем интеграции современных передовых достижений науки и техники и искусства. В этой статье обсуждаются уникальные «языковые характеристики» искусства новых медиа в современном китайском искусстве и исследуется роль этой новой эстетической формы в содействии развитию современного китайского искусства. New media art is a new art style developed by integrating modern advanced achievements of science and technology and art. This article discusses the unique “linguistic characteristics” of new media art in contemporary Chinese art and explores the role of this new aesthetic form in promoting the development of contemporary Chinese art.


Leonardo ◽  
2011 ◽  
Vol 44 (3) ◽  
pp. 207-211 ◽  
Author(s):  
Nick Collins

A live coding movement has arisen from everyday use of interpreted programming environments, where the results of new code can be immediately established. Running algorithms can be modified as they progress. In the context of arts computing, live coding has become an intriguing movement in the field of real-time performance. It directly confronts the role of computer programmers in new media work by placing their actions, and the consequences of their actions, centrally within a work's setting. This article covers historical precedents, theoretical perspectives and recent practice. Although the contemporary exploration of live coding is associated with the rise of laptop music and visuals, there are many further links to uncover throughout rule-based art. A central issue is the role of a human being within computable structures; it is possible to find examples of live coding that do not require the use of a (digital) computer at all.


2020 ◽  
Vol 3 (4) ◽  
pp. 9
Author(s):  
Yunxia Wei

Under the background of current social development, the role of media in the process of information dissemination is becoming more and more enlarged, the speed of information dissemination is greatly accelerated based on the platform built by the media. In the process of information dissemination, the related concepts of new media are derived based on the media platform. This is also the result of the continuous integration of information technology and network technology. Compared with the traditional media, the advantages of new media technology itself are more obvious both the source of information, but also the reporter and audience, so in the context of the development of new media art, the spread of various social hot issues is very fast, and the coverage is also wider. Under the background of the development of new media, colleges and universities themselves are greatly impacted by the information of new media, because people have higher acceptance of new media, so they receive all kinds of information from the outside world through mobile phones and computers, which leads to the challenge of education and teaching management in colleges and universities at present.


Discussion of the notion of creativity and the creative process seems necessary in a book about computational solutions going beyond text and numbers because notions such as art creation, creativity, and the creative process have been considerably broadened due to the input coming from computer science and computer technologies. Countless options of social networking provide fuel for many forms of online creative works. Comprehension of the role of creativity in new media art involving concepts beyond the 2D and 3D graphics such as interactive and time-based art, networking, the online, virtual, and Second Life presence, evoke initiatives taken in journals, books, college curricular programs, conferences, and the new options taken by artists and designers. This results in the quest of the new role of digital creativity and an emerging need for boosting digital creativity in schools. The further text looks at the role of creativity in a process of digital art image creation.


Leonardo ◽  
2019 ◽  
Vol 52 (2) ◽  
pp. 194-195
Author(s):  
Frank Popper

From the late 1960s until the end of the twentieth century, the author organized, or helped organize, six exhibitions throughout Europe that saw artists integrate and alter the collective destinies of science, art and technology. The works of art presented at these exhibitions: KunstLichtKunst at the Stedelijk Van Abbe Museum in Eindhoven; the Lumière et Mouvement exhibition at the Musée d’Art Moderne de la Ville de Paris; Cinétisme, Spectacle, Environnement, held at the Mobile theater of the Maison de la Culture in Grenoble; Interventions and Environments in the Streets of Paris and in Its Suburbs and Electra at the Museum of Modern Art of the City of Paris; and the Virtual Art show in Boulogne-Billancourt in 1998, did more than just lay a formal and theoretical foundation for new media art to follow—they challenged the perceptions of both the spectator of the art as well as other artists working in this area. This article chronicles the aesthetic and societal ramifications, particularly within the artistic community, that the works in these exhibitions created.


2021 ◽  
Author(s):  
Marissa Cristiano

The following paper positions independent, creative producers and businesses in the creative sector as entrepreneurial. It also assesses how prior knowledge of entrepreneurship may contribute to the success of creative ventures. Through a sample of nine interviews with creative producers in the visual arts (namely digital art, multimedia production, painting, photography and new media art), this papers assesses 1) current conceptions of creative process and creative personalities 2) how entrepreneurial orientation and entrepreneurial intention has helped them achieve social or capital gain. While some artists have used bootstrapping and lean methodologies to increase their incidences of success, they were not exposed to these methodologies prior to embarking on a career in the arts. Knowledge of bootstrapping can give artists ways to maximize the social and economic resources available to them. Knowledge of lean methodology can help artists decrease the inherent risk of creating artistic products while letting them better understand their value within a marketplace.


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