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JURNAL RUPA ◽  
2021 ◽  
Vol 6 (1) ◽  
pp. 16
Author(s):  
Rendy Pandita Bastari ◽  
Wahyu Lukito ◽  
Fauzi Arif Adhika

The internet is one of information, business and entertainment source to date. It’s also the apparatus for communication. Thus, the internet become one virtual world, it possessed almost the same mechanism as the real world, and subsequently rising new culture. One of the internet cultures is internet meme. Recent study conducted on internet meme conclude that the internet meme is another way of communication and the sample of the study is fairly obsolete. This study is an endeavor of new approach on internet meme, seeing it as a visual culture and phenomenon rather than mere communication phenomenon. This research also seeks to provide a novelty of understanding about internet memes. Three samples of internet meme were taken, ranging from 2018 to 2020. Samples is analyzed using visual methodology by looking at 3 sites of the sample image: production, image, and audience. Each of the sites contain 3 modalities: technology, compositionality, and social which will be elaborated through this study. The result of the study is that the internet meme can be a visual representation of important events from the history presented in more amusing way by people, although the communication aspect is still attached. The internet meme is also an attempt to respond an important historical event of their time in an amusing way.


Author(s):  
Jordan McSwiney ◽  
Michael Vaughan ◽  
Annett Heft ◽  
Matthias Hoffmann

Author(s):  
Михаэль Владимирович Константинов

В данном исследовании анализируется роль клише в современных цифровых аудиовизуальных искусствах. Клише в искусстве может определяться как формула. Основываясь на подходе к формульности Джона Кавелти и Юрия Лотмана, мы анализируем роль клише в формировании виртуального пространства и гиперреального вымышленного мира, которые являются характерной особенностью культурной парадигмы постмодернистского общества. Так как клише играет важную роль в современной массовой культуре, мы приводим данные исследователя цифровой визуальной культуры Льва Мановича, который анализирует цифровую составляющую в цифровом аудиовизуальном медиуме. Тем самым впервые мы связываем подход Кавелти и Мановича в анализе современного цифрового аудиовизуального искусства. Говоря о цифровой составляющей в искусстве, следует упомянуть ее важную характеристику, которой является интерфейс, определяемый нами как формульное построение. Клише в современном искусстве является одним из главных структурных элементов художественного произведения, который влияет на эстетическую форму и содержание аудиовизуального произведения. При помощи клише мы создаем виртуальные и гиперреальные миры, которые помогают зрителю почувствовать эскапистские чувства и погрузиться в эти вымышленные миры. Также клише дает нам возможность увидеть новое в уже знакомом при восприятии искусства. Видение «нового в уже знакомом» мы определяем как прием «остранения» Виктора Шкловского. Перечисленные свойства клише проявляются во всех цифровых современных аудиовизуальных искусствах кино, видеоигры, видеоарта и видеоинсталляции, примеры которых мы приводим в нашем исследовании. In this study, I analyze the role of clichés in contemporary digital audiovisual arts. The use of clichés in the author’s high art is considered to be a manifestation of a low artistic level. But the same use of clichés in folklore and popular art is not considered to be a “primitive” performance. Clichés in art are defined as a formula. The article presents an approach to formulaic art by John G. Cawelti and Juri Lotman. This approach is the methodology of my study of the role of clichés in the creation of virtual space and hyperreal fictional world. Since clichés play a very important role in contemporary popular culture, I present the data by Lev Manovich, the researcher of digital visual culture. He analyzes the digital component in the digital audiovisual medium. Thus, for the first time, I link Cawelti and Manovich in the analysis of contemporary digital audiovisual art. Speaking about the digital component in art, I should mention that the interface, defined as a formulaic construction, is its important feature. The article states that the cliché in modern digital audiovisual art is one of the main structural elements of a work of art which affects the aesthetic form and content of an audiovisual work. Using clichés, we create virtual and hyperreal worlds that help the addressee to feel escapist feelings and get immersed in these fictional worlds. Also, clichés give us the opportunity to see the new in the already familiar in the perception of art. I define the vision of “new in the already familiar” as defamiliarization by Viktor Shklovsky. The listed properties of the cliché are manifested in all digital contemporary audiovisual arts: cinema, video games, video art, and video installation. The examples are given below in the study. The obtained results are relevant for studying the new types of digital audiovisual arts such as Internet art, interactive cinema, science art, computer art, and others. These arts are now at the stage of their formal, aesthetic and content formation. The obtained results will help to understand the new processes taking place in our postmodern society


Animation ◽  
2020 ◽  
Vol 15 (3) ◽  
pp. 260-275
Author(s):  
Nea Ehrlich

Animation has become ubiquitous within digital visual culture and fundamental to knowledge production. As such, its status as potentially reliable imagery should be clarified. This article examines how animation’s indexicality (both as trace and deixis) changes in mixed realities where the physical and the virtual converge, and how this contributes to the research of animation as documentary and/or non-fiction imagery. In digital culture, animation is used widely to depict both physical and virtual events, and actions. As a result, animation is no longer an interpretive visual language. Instead, animation in virtual culture acts as real-time visualization of computer-mediated actions, their capture and documentation. Now that animation includes both captured and generated imagery, not only do its definitions change but its link to the realities depicted and the documentary value of animated representations requires rethinking. This article begins with definitions of animation and their relation to the perception of animation’s validity as documentary imagery; thereafter it examines indexicality and the strength of indexical visualizations, introducing a continuum of strong and weak indices to theorize the hybrid and complex forms of indexicality in animation, ranging from graphic user interfaces (GUI) to data visualization. The article concludes by examining four indexical connections in relation to physical and virtual reality, offering a theoretical framework with which to conceptualize animation’s indexing abilities in today’s mixed realities.


2019 ◽  
Vol 24 (40) ◽  
Author(s):  
Ícaro Estivalet Raymundo

Pretende-se aqui dar atenção aos regimes que se instauram no campo da imagem com a transformação do espectador em interator, sendo ela um elemento pivotal para o uso de interfaces humano/computador. Como recorte da vasta paisagem virtual, abordo o aspecto imagético que é explorado pela estética Vaporwave, gênero artístico essencialmente digital surgindo em 2010. Mais especificamente, abordo funções do GIF, e como sua natureza cíclica e de baixa resolução representa um distinto fenômeno ocorrente na tela do computador, em comparação com a tela da televisão e do cinema.AbstractThe intention here is to make a cut on the virtual landscape through theimagetic aspects that are explored by the Vaporwave aesthetics, artistic genre essentially digital emerged around 2010. More specifically, it approaches the GIF,image file format, and the regimes of creation and visualization of those files on the web. As deployments of the digital visual culture, it investigates branches and different ways of the GIF manifestation for Vaporwave.


Author(s):  
Bob Rehak

The movement of special effects among media texts is the focus of this chapter, which argues that certain well-known special effects should be approached as “microgenres” that emerge, evolve, and die out at accelerated timespans. Using The Matrix franchise and its signature “bullet time” special effect as a case study, the chapter relates the digital environment of contemporary transmedia to an analog history of borrowings and citations of special effects in film and television. The chapter concludes with a discussion of migration in digital visual culture, expanding the book’s scope to include videogames.


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