An Ontological Analysis about Dynamic Composition of Abstract Fonts in Interactive Video Art Installation

Author(s):  
Taehee Kim ◽  
Joohoon Lee
2006 ◽  
pp. 5-14 ◽  
Author(s):  
Denis Wood

Artists make maps. Inspired by maps made by the Surrealists, by the Situationists, by Pop Artists, and especially by Conceptualists of every stripe, artists in increasing numbers have taken up the map as an expressive medium. In an age less and less enamored of traditional forms of representation – and increasingly critical – maps have numerous attractions for artists. Beyond their formal continuities, maps and paintings are both communicative, that is, constructs intended to affect behavior. As the energy of painting has been dispersed over the past half century into earth art, conceptual art, installation art, performance art, video art, cyber art, and so on, it has dispersed the map as a subject along with it. The irresistible tug maps exert on artists arises from the map’s mask of neutral objectivity, from its mask of unauthored dispassion. Artists either strip this mask off the map, or fail to put one on. In either case artists simultaneously point to the mask worn by the map, while they enter unmasked into the very discourse of the map. In so doing map artists are erasing the line cartographers have tried to draw between their form of graphic communication (maps) and others (drawings, paintings, and so on). In this way map artists are reclaiming the map as a discourse function for people in general. The flourishing of map art signals the imminent demise of the map as a privileged form of communication. The map is dead! Long live the map!


Arsitektura ◽  
2017 ◽  
Vol 13 (2) ◽  
Author(s):  
Radityo Aryanto ◽  
Rachmadi Nugroho ◽  
Mohamad Muqoffa

<p><em>Designing a Contemporary Art Gallery is considered by the rapid development of the art world, and contemporary art is part of the development which has great potential and practice in Surakarta, but the lack of  facilities such as a gallery to display contemporary art. The  purpose to be achieved is to design a gallery which is able to accommodate contemporary art and its development, to increase the appreciation of contemporary art, the quality of the artists, and the produced works of art. The method to be used is a method of architectural design. The main issues to be solved are: to choose and design the site as required location, the land use of Surakarta, and to be able to support the activities of contemporary art; to design spaces with the display systems which can answer the need of various contemporary art such as painting, printmaking, sculpture, video art, installation art, and environmental art. The result to be obtained is an art gallery which be able to display contemporary art in various forms and presentation, with the design of the building which is also contemporary, so that it can represents the works of contemporary art itself.</em></p><p> </p><p><strong><em>Keywords: </em></strong><em>Gallery, Art, Contemporary, Display Rooms, Display, Surakarta</em></p>


Author(s):  
Karen Collins ◽  
Bill Kapralos ◽  
Holly Tessler ◽  
Holly Rogers
Keyword(s):  

2021 ◽  
Vol 12 ◽  
Author(s):  
Callum Anderson

This paper argues that screendance has always had a potential for interactivity, looks specifically at interactive video, and tracks its history through video art and video games. Taking into account the higher volume of dance that is migrating to the screen as a result of the Coronavirus/Covid-19 pandemic, it also suggests a new term, screened dance, to differentiate those dances and dance events which otherwise would have been live and co-present. Bringing together a transmedia screendance work that unfolded on social media, and interactive narrative works currently available to stream on Netflix, I argue that the innovations and adaptation in the delivery of dance content due to lockdowns imposed by Covid-19, have provided an opportunity for the possibility of interactive screendance.


Author(s):  
Hilary Radner ◽  
Alistair Fox

Raymond Bellour describes how his interest in video art grew out of his personal friendship with Thierry Kuntzel and the latter’s growing interest in experimental filmmaking using the new technology, and how this interest prompted him to seek to understand how the new medium was leading to a modification of perception. He goes on to explain how video technology enables the production of images that escape the natural conditions deemed to constrain photography, also emphasizing the influence of painting on video art.


2016 ◽  
pp. 081-096
Author(s):  
J.V. Rogushina ◽  

Objective methods for competence evaluating of scientists in the subject domain pertinent to the specific scientific product – research project, publication, etc. are proposed. These methods are based on the semantic matching of the description of scientific product and documents that confirm the competence of its authors or experts in the domain of this product. In addition, the use of knowledge acquired from the Web open environment – Wiki-resources, scientometric databases, organization official website, domain ontologies is proposed. Specialized ontology of scientific activity which allows to standardize the terminological base for describing the qualifications of researchers is developed.


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