Dissertations / Theses on the topic 'Digital aesthetics'

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1

Chan, Ching-yan Janet. "On digital aesthetics scrutinizing aesthetic studies in the digital era /." Click to view the E-thesis via HKUTO, 2004. http://sunzi.lib.hku.hk/hkuto/record/B30681893.

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2

Cubitt, Sean. "Digital aesthetics." Thesis, Liverpool John Moores University, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.402843.

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3

Jeong, Heon. "The Cinematic Aesthetics of Digital Virtualism." Thesis, The University of Sydney, 2013. http://hdl.handle.net/2123/10404.

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This dissertation explores the cinematic ontology of digital virtualism in the context of the current trend to digitalisation. I define digital virtualism as the aesthetics of assemblage and configuration in the age of digital images. This definition implies that digital technology strengthens the complex tension between physical reality and imaginary illusion. Based on computer simulation and synthesis, the digital image intensifies the contradiction between cinematic materiality and immateriality. Digital virtualism is the aesthetics of historical hybridity and aesthetic complexity between the actual and the virtual, the indexical and the symbolic, the material and the immaterial, the real and the imaginary. In this context, this thesis examines the aesthetical relationship of filmic virtuality and the digital image. In particular, I assert that the digital image is the new form and expansion of filmic virtuality. While film is always the art of the virtual, that is, the aesthetic imbrication of actual indexicality and imaginary illusion, the digital image intensifies the contradiction of filmic virtuality between reality and illusion. On one hand, computer simulation reinforces the indexicality of film by the principle of perceptual realism. On the other hand, it attenuates the causality between the object and the image by digital manipulation. I argue that digital technology simultaneously intensifies both filmic reality and the manipulation of the imaginary. Thus, the digital image expands the expressive force and aesthetic potential of cinema. After examining the cinematic aesthetics of realism, modernism, postmodernism, and digital aesthetics after postmodernism, this dissertation investigates the aesthetical implications of Deleuzian virtuality in the age of the digital image. Deleuze presents the cinematic aesthetics of virtual conjunction in the monism of simulacra, which implies the indiscernible and inextricable imbrication of the actual and the virtual, original and copy, reality and image, and cinematic movement and time. Following the discussion of the aesthetical ontology of Deleuzian virtuality, this dissertation theorises the assemblage aesthetics of digital virtualism. Consequently, this dissertation proposes the subjective and practical task of digital ethics. Digital technology intensifies the spectacular attraction of images and the interactive participation of spectators in the cinematic process. In contrast, the digital image reveals technological fetishism and aesthetic commercialisation. Based on the ontological contradiction of the digital image, this dissertation articulates the configurative aesthetics and the subjective ethics of digital virtualism.
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Chan, Ching-yan Janet, and 陳靜昕. "On digital aesthetics: scrutinizing aestheticstudies in the digital era." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2004. http://hub.hku.hk/bib/B30681893.

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5

Ednie-Brown, Pia Hope, and pia@rmit edu au. "The aesthetics of emergence." RMIT University. Architecture and Design, 2008. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080804.161628.

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Principles of design composition are commonly understood to pertain to geometrical systems for arranging parts in assembling a formal whole. Connection to socio-cultural 'meaning' and relevance arguably occurs primarily via the assumed divinity or universality of these systems. In the contemporary architectural world, where explicitly held beliefs in fundamental, geometrically defined principles or values have dissipated, guiding principles of composition appear to be obsolete. This seems particularly true in relation to work that highlights process - or change, responsiveness, interactivity and adaptability - since this implies that the composition remains in flux and unable to be grounded in the composition of form. While processually inflected architecture (referred to here as 'processual architecture'), has been an active field since at least the 1960s, it has been significantly developed since design experiments involving digital computation intensified in t he 1990s. For this field of work, both highly celebrated and criticised as superficial or unethical, any connection to 'meaning' or value that might be offered by principles of composition would appear especially lost. This thesis reviews, counterpoises and reorients these assumptions, arguing a case for the value of processual architectural that has not been previously articulated. After the last 10 to 15 years of digital experimentation, it is clear that digital technology in itself is not the primary issue, but simply part of a complex equation. The thesis articulates this 'equation' through the model of emergence, which has been used in the field with increasing prominence in recent years. Through both practice-based research and theoretical development, a processually inflected theory of composition is proposed. This offers pathways through which the potential of processual architecture might be productively developed, aiming to open this field of work into a deeper engagement with pressing contemporary socio-political issues. The thesis demonstrates how the cultivation of particular modes of attention and engagement, found to hold an implicit but nevertheless amplified significance within processual architecture, make it possible to develop an embodied awareness pertaining to an 'ethico-aesthetic know-how'. This know-how is acquired and matured through attention to the affective dimensions that arise through design activity. The thesis highlight aspects of design process and products that are routinely suppressed in architectural discourse, generating new insights into the importance of affect for design process, design products and the relations between them. The ethical dimensions of such an approach become especially poignant through the explicit connection made between design activity and the practices of everyday life. Relationships between architecture and the social become re-energised, in a radically alternative manner to the social agendas of modernism or the more literary critiques of post-modernism. Through detailed discussions of the specific, local conditions with a series of design projects I have undertaken, I argue how and why close attention to the affective dimensions of design process offers new and productive ways to approach research through design practice. This offers a response to the calls for new 'post-critical' forms of research through empowering both sides of a previously held divide: theory and practice.
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Duffy, Michael S. "Becoming regionally digital : visual effects industries and aesthetics in the 1990s." Thesis, University of Nottingham, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.438634.

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7

Zhang, Yanqing. "Tech Fashion : Fashion Institutionalization in Digital Technology." Doctoral thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-130200.

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This thesis explores aesthetization in general and fashion in particular in digital technology design and how we can design digital technology to account for the extended influences of fashion. The thesis applies a combination of methods to explore the new design space at the intersection of fashion and technology. First, it contributes to theoretical understandings of aesthetization and fashion institutionalization that influence digital technology design. We show that there is an unstable aesthetization in mobile design and the increased aesthetization is closely related to the fashion industry. Fashion emerged through shared institutional activities, which are usually in the form of action nets in the design of digital devices. “Tech Fashion” is proposed to interpret such dynamic action nets of institutional arrangements that make digital technology fashionable and desirable. Second, through associative design research, we have designed and developed two prototypes that account for institutionalized fashion values, such as the concept “outfit-centric accessory.” We call for a more extensive collaboration between fashion design and interaction design.

At the time of the doctoral defense, the following papers were unpublished and had a status as follows: Paper 1: Accepted. Paper 5: Manuscript.

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8

Valiquet, Patrick Joseph. "'The digital is everywhere' : negotiating the aesthetics of digital mediation in Montreal's electroacoustic and sound art scenes." Thesis, University of Oxford, 2014. http://ora.ox.ac.uk/objects/uuid:356cdab4-c690-4eb8-9558-3ae80e51d2df.

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In this thesis I argue that the relationship between the increasing ubiquity of digital audio technologies and the transformation of aesthetic hierarchies in electroacoustic and sound art traditions is not deterministic, but negotiated by producers and policy-makers in specific historical and cultural contexts. Interviews, observations, and historical data were gathered during sixteen months of ethnographic fieldwork in the Canadian city of Montreal between 2011 and 2012. Research was conducted and analysed in collaboration with a transnational group of researchers on a programme of comparative research that tracked global changes to music and musical practice associated with digital technologies. The introduction presents Montreal as a rich ecology in which to track struggles for aesthetic authority, detailing its history as a key site of electroacoustic and sound art production, and its local positioning as a politically strategic 'hub' for the Canadian culture industry. Core chapters examine the specific role of digital mediation in the negotiation of electroacoustic and sound art aesthetics from multiple interlocking perspectives: the recursive relationship between technological affordances and theories of mediation; the mobilisation of digital technologies in the delineation of cultural, professional and generational territories; the political contestation of digital literacies and pedagogies; the articulation of the digital's opposition with analogue in the construction of instruments and recording formats; and the effects of the digital on the dynamics of genre and genre hierarchies. The concluding chapter offers a critique of the notion that digital mediation has shifted the balance between the normative and the generative dimensions of genrefication in the scenes in question, and closes by suggesting how a better understanding of this shift at an empirical level can inform an ongoing rethinking of the interaction between technology and aesthetics among scholars, policy makers, and musicians.
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Kirk, Neal. "New media hauntings : digital aesthetics of haunting, context collapse, and networked spectrality." Thesis, Lancaster University, 2017. http://eprints.lancs.ac.uk/125628/.

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This thesis introduces the critical methodology ‘networked spectrality’ to theorise depictions of new media hauntings. Ghost stories often include the latest technologies to establish the realistic setting, but technological advance also affords new opportunities to depict ghost stories. I argue that the early twenty-first-century technologies that are collectively known as ‘new media technologies’ are changing the historic dynamics of ghosts, themes of haunting, and conceptions of spectrality. I use networked spectrality to theorise depictions of ghosts and hauntings in recent films, television programmes, and Internet culture that are transitioning from singular, personal, and analogue representations to ghosts that are multiple, participatory, and immanently digital. As constitutive and illustrative examples of networked spectrality and new media hauntings, this thesis considers Ghost (1990); Pulse (2006); the digital aesthetics of haunting employed by the hacker and activist collective, Anonymous (2004 - present); the participatory Internet haunting of The Slender Man (Knudsen, 2009); Black Mirror (2011 - present); Unfriended (2014), and CSI: Cyber (2015- 2016). I use networked spectrality to analyse these texts around the structural concepts of the relevant historical, technical, social and political dynamics of digital networks and new media technologies as they relate to conceptions and depictions of haunting. The identification of the spectral character of data is an important outcome of my application of networked spectrality because it enables proficient users, hackers, and agents of the State to blur the roles traditionally afforded to ghosts, themes of haunting and spectrality. From the spectral architecture of the Internet, to the changes in social behaviour, to the way new media technologies are used to shape politics and policing, networked spectrality offers insights into the cultural work the theme of haunting is evoked to do.
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10

Palmer, Mark William. "Space, time and the sensibility of the virtual." Thesis, Staffordshire University, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.310626.

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11

Levy, Taylor (Taylor Jaclyn). "Surfacing silicon : revealing the underlying material and structure of digital electronics through aesthetics." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/101830.

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Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2015.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 50-52).
Digital electronics are everywhere. We spend most of our days surrounded by them, but what most of us ever experience is their surface. The purpose of this work is to open up the black box of everyday digital electronics as a way to show what is hidden inside. This is done, not as a way to teach people how they work, but to reveal what has become the underlying fabric of our world so they can be seen and appreciated. The shape of digital electronic technology over the past 50 years is characterized by the demands of efficiency and productivity. Transistors within silicone chips are smaller and more densely packed today than ever before. These advances have not been met with corollary modes of representation. We are faced with a technological landscape that exists outside of the realm of human perception. Transistors are too small to see, and even if they were visible, they are sealed inside protective cases. The work presented here takes on digital electronics as a subject and medium for artistic expression. The goal is to use aesthetics as a way to show and call attention to what is otherwise not meant to be seen. The contributions are an in depth conceptual and material exploration that address the use of an opaque technology, one that is normally outside our realm of experience, as means of creative expression. In the same way that uncovering the underlying fabric of our natural world reveals the hidden truths of nature, accessing the material of our fabricated world brings us closer to underlying truths of humanity. The effect reveals a certain beauty that would otherwise be lost to the highly efficient rational world.
by Taylor Levy.
S.M.
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12

Payne, Simon. "Materiality and medium-specificity : digital aesthetics in the context of experimental film and video." Thesis, Royal College of Art, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.503027.

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This thesis proposes a concept of materiality and medium-specificity that is relevant to the theorisation of digital aesthetics in the context of experimental film and video. Drawing on the example of structural/materialist film, in particular, the thesis presents a critique of several theories associated with new technology, which describe digital media as immaterial and privilege practices that involve virtual reality, immersive environments and cinematic aesthetics. The discussion of a number of key experimental films and videos highlights differences between film, analogue and digital video, but the issue of materiality is not located in terms of technology alone. The comparison and analysis of individual works, in terms of the subjectivity they engender, shows materiality to be located in the relationship between the work and the viewer. In revisiting a range of significant historical films and videos from a digital age the thesis offers a new perspective on past works as well as offering an original account of the contemporary films and videos that are discussed. In considering aesthetics associated with intervals, framing, abstraction and the concept of medium-specificity more generally, the thesis points to aesthetic strategies and an approach to practice that might carry across media. The five videos that accompany the thesis pose questions that are analogous to those that are raised by some of the work discussed in the writing; and in tackling the materiality of the medium they contribute to the project's definition of a critical practice.
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13

Fontaine, Chantale. "Channeling Aesthetics in the Digital Realm: Designing Virtual Homes for the Artists of Folkvine.org." Honors in the Major Thesis, University of Central Florida, 2004. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/708.

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This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf.edu/Systems/DigitalInitiatives/DigitalCollections/InternetDistributionConsentAgreementForm.pdf You may also contact the project coordinator, Kerri Bottorff, at kerri.bottorff@ucf.edu for more information.
B.A.
Bachelors
Arts and Sciences
Art
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14

Paris, Federico Rueben. "Reworking musical strategies in the digital age." Thesis, Brunel University, 2011. http://bura.brunel.ac.uk/handle/2438/4775.

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This thesis comprises a portfolio of creative musical work and a written commentary. The creative work seeks to rework musical strategies through technology by challenging aspects of how music is traditionally performed, composed and presented. The portfolio of submitted work is divided into five main projects. The first project is E-tudes, a set of four compositions for live electronics and six keyboard players. The second project is a composition called On Violence, for piano, live electronics, sensors and computer display. The third project is Zizek!?, a computer-mediated-performance for three improvisers that serves as an alternative soundtrack to a documentary about Slovenian philosopher Slavoj Zizek. The fourth project is a collection of small experimental pieces for fixed media called FreuPinta. The fifth project consists of a selection of different improvisations that I devised or participated in using a computer environment I developed for live improvisation. Throughout the portfolio recent technological advancements are considered not for their use in implementing pre-existing models of music-making but rather for their potential to challenge preconceived notions about music. The written commentary gives the theoretical tools necessary to understand the underlying reasoning, preoccupations and concerns behind the submitted work as well as providing supplementary information about the musical results and the computer programmes developed as part of this research.
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15

McCaa, John Kimberly. "Fame, celebrity & mass media in the digital age| Daniel Boorstin's cultural decline, or passport to a parallel universe?" Thesis, The University of Texas at Dallas, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3706639.

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An examination of the famous and celebrities within a country can offer a view to the values of its people. The Romans had Caesar, the Egyptians Cleopatra and in the early twentieth century Americans admired Charles Lindbergh. From each of them, scholars have learned something about the age in which they lived and the people of their time. Standards of beauty, behavior, and success have been gleaned by examining women and men held in the public spotlight. The historian Daniel Boorstin worried that that was changing in the United States by the twentieth century due to the growing influence of mass media. His 1961 book The Image: A Guide to Pseudo-Events in America warned that the country was straying from values that he believed made it great. Image and appearance, he warned, were replacing experience and achievement as most important in persons gaining public recognition. A proliferation of mass media manufactured "pseudo-events" was the cause he said, impacting not only who was recognized but the country's ideals. Boorstin labeled it a "cultural decline" that had started with the Graphic Revolution. Although changes in western society did take place and that change was revolutionary, this dissertation suggests a slow but steady "evolution" of the self was also underway and may be more descriptive of what was and is still occurring today. This study links industrialization, dramatic technological advances, and the conversion of American society from rural to urban dwellers to a transformation of the "self" that started as far back as the Reformation, as causes for the changes. That transformation sparked a slowly budding struggle over control of self-identity that continues to this day. A half century after Daniel Boorstin issued his warning, this dissertation explores not just the accuracy of his predictions but why and how many business and political interests and social elites still struggle to maintain some influence over how Americans perceive themselves through images, how concepts of fame and celebrity continue to evolve and why the scholarly conversation about mass media, culture and society generated by his original hypothesis may be more important to explore today than ever.

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Ho, King Tong. "The poetics of making a new cross-cultural aesthetics of art making in digital art through the creative integration of Western digital ink jet printmaking technology with Chinese traditional art substrates : this exegesis is submitted to AUT University in partial fulfillment of the degree of Doctor of Philosophy." Click here to access this resource online, 2007. http://hdl.handle.net/10292/333.

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Ehrndal, Marie. "A holistic approach to designing for a specific aesthetic experience in digital games." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22260.

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This thesis aims to point out characteristics of game aesthetics, and accounts for one possible approach to design for a specific aesthetic experience. The theoretical framework that has been treated includes game design, interaction design, industrial design and aesthetics. Aesthetics have been understood from a classical perspective, where some properties are treated as being inherent of a game as an artifact, and others as sensual, perceptive and cognitive concepts that make out parts of the aesthetic experience of playing a game. The research has been conducted through theoretical studies as well as research through design, where the design process as well as the end artifact itself have made out research tools. It suggests a design process focused on the end material, and emphasizes hi-fi sketching. The process accounted for in this thesis has been focused on the multi-mediated end result, by framing the design or possibility space with themes, experiential goals and a parallelly constructed theoretical base of game aesthetics. The design approach has also been based on ideas of letting objects and concepts within the real world inspire game behaviour by association, within the frame of a chosen theme. Based on game qualities like simplification and coherence, my approach aims at designing aesthetically holistic games. Other aesthetic qualities that are treated in relation to the design process include representation, embodiment, presence, immersion, flow, fun, pliability and pace. The approach is argued to have strengths in the sense that it does not conform to pre-established genres, is more player oriented, can create coherent experiences and aid innovation. The backdraws are that it is not effective and does not guarantee that the outcome is neither pleasurable nor playable.
This thesis aims to point out characteristics of game aesthetics, and accounts for one possible approach to design for a specific aesthetic experience. The theoretical framework that has been treated includes game design, interaction design, industrial design and aesthetics. Aesthetics have been understood from a classical perspective, where some properties are treated as being inherent of a game as an artifact, and others as sensual, perceptive and cognitive concepts that make out parts of the aesthetic experience of playing a game. The research has been conducted through theoretical studies as well as research through design, where the design process as well as the end artifact itself have made out research tools. It suggests a design process focused on the end material, and emphasizes hi-fi sketching. The process accounted for in this thesis has been focused on the multi-mediated end result, by framing the design or possibility space with themes, experiential goals and a parallelly constructed theoretical base of game aesthetics. The design approach has also been based on ideas of letting objects and concepts within the real world inspire game behaviour by association, within the frame of a chosen theme. Based on game qualities like simplification and coherence, my approach aims at designing aesthetically holistic games. Other aesthetic qualities that are treated in relation to the design process include representation, embodiment, presence, immersion, flow, fun, pliability and pace. The approach is argued to have strengths in the sense that it does not conform to pre-established genres, is more player oriented, can create coherent experiences and aid innovation. The backdraws are that it is not effective and does not guarantee that the outcome is neither pleasurable nor playable.
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18

Lawson, Jesse. "The Compression and Expansion of Musical Experience in the Digital Age." ScholarWorks @ UVM, 2008. http://scholarworks.uvm.edu/graddis/133.

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As the record industry’s fortunes decline, consumers experience increasing access to the world’s recorded music, legally and otherwise, through digital technologies. At the same time, recordings not only take up less physical space (on hard drives and MP3 players), they are compressed — not just as data, but in terms of dynamic range. While it allows for constant audibility in noisy environments like cars and offices, dynamic range compression has frustrated many listeners for limiting the impact of the music and causing “ear fatigue.” These listeners long for access to the purity of the original recording before it was “squashed,” but the problem is that the original recording does not, in a sense, exist. Producers and mastering engineers assemble the tracks recorded and create a particular sonic product that can later be revisited and “remastered.” Ostensibly this process is meant to get closer to the original sound, but in reality it simply comprises a different manner of interpreting the existing recording. Theodor Adorno had written of surprisingly similar phenomena more than half a century ago in essays like “The Radio Symphony” and the notes collected in Towards a Theory of Musical Reproduction. Though infamous for his hostility toward popular music and its “infantile” listeners, Adorno’s writings on music contain much that is valuable for an understanding of how pop works in the digital age. Combined with a consideration of works on music and postmodernity by Fredric Jameson, Jacques Attali, François Lyotard and others, Adorno’s work helps one to consider how reification continues to work in an era where music is seemingly no longer a “thing.”
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Lacunza, Mariana A. "“Digital Aesthetics and Notions of Identity in Contemporary Bolivian Filmmaking” “Estéticas digitales y nociones de identidad en el cine boliviano contemporáneo”." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1325178598.

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Henno, Juliana Harrison. "As correlações entre os sistemas generativos e a fabricação digital no contexto das artes visuais." Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/27/27159/tde-21032017-104202/.

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A presente pesquisa pretende examinar a imagem digital decorrente da aproximação das artes visuais com as tecnologias CAD/CAM e os sistemas biológicos de criação. Essa imagem de base computacional e de característica emergente encontra na fabricação digital a oportunidade de se materializar tendo em vista a compatibilidade tanto no sentido da concretização da complexidade da forma quanto da possibilidade de sua singularização seriada. Mais especificamente, pretende-se abordar como os processos e as técnicas de produção digital, ao viabilizarem a geração e materialização da imagem complexa, têm interferido no modus operandi do artista visual, ampliando as formas de operar e representar no campo das Artes ao servirem como instrumento para o desenvolvimento e a representação de novas poéticas. Por meio da referência teórica, da leitura de obras e dos trabalhos práticos experimentais, pretende-se explorar de que forma o artista se apropria dos meios de produção digitais e dos processos generativos de criação, explorando-os como uma linguagem inovadora, que por sua vez amplia e potencializa, a níveis antes insuspeitáveis, as formas de expressão e execução de sua obra. Intenta-se avaliar de que maneira o processo de caráter numérico pode interferir no processo criativo e poético do artista visual de modo a promover novas possibilidades expressivas e, dessa forma, explorar potenciais até então pouco usuais no campo das artes. A tese usa como principais fundamentações teóricas para lançar as bases para o entendimento da relação cada vez mais estreita entre arte e tecnologia as discussões de Taylor (2014), Machado (1997b), Couchot (2003), Lévy (1996), Laurentiz (1991), Moles (1990) e Plaza & Tavares (1998), que investigam a introdução do numérico no campo artístico. Já as discussões de Manovich (2010), Galanter (2010), Couchot (2010), Johnson (2001), Whitelaw (2006) e McCormack (2014) abordam teorias a respeito da complexidade da imagem e esclarecem processos e modelos de sistemas naturais passíveis de emergência. Para apresentar a tecnologia de fabricação digital e seu potencial criativo, a tese se apoia nos autores Kolarevic (2001), Mitchel & McCullough (1995), McCullough (1996), Todd & Latham (1992) e Ganis (2004). Reflexões a respeito da convergência entre os conceitos de emergência e de fabricação baseiam-se nas discussões de Labaco (2013), Whitelaw (2006; 2015) e Moura (2013).
This research aims at examining the digital image that originates from the proximity of the visual arts with CAD/CAM technologies and the biological systems of creation. Such computer-based image, that is emergent, can be materialized in the digital fabrication owing to the compatibility both in the sense of making the complexity of the form concrete and of enabling its serial singling. More specifically, we intend to approach how the digital manufacturing processes and techniques have interfered with the visual artist´s modus operandi as they enable the generation and the materialization of the complex image, thus enlarging the ways to operate and represent in the arts field because they work as instruments to develop and represent new poetics. By means of theoretical reference, work reading and experimental practical works, we intend to explore how the artist takes over the means of digital production and the generative processes of creating and he/she explores them as an innovative language, which, in turn, amplifies and potentiates the forms of expression and accomplishment of his/her work to levels unimaginable before. We intend to evaluate how the numerical character process can interfere with the visual artist´s creative and poetic process to promote new expressive possibilities, thus exploring the potential which has been unusual in the arts field so far. The main theoretical support to launch the bases to understand the ever closer relation of art to technology was derived from the discussions by Taylor (2014), Machado (1997b), Couchot (2003), Lévy (1996), Laurentiz (1991), Moles (1990) and Plaza & Tavares (1998). Those researchers investigate the introduction of the numerical in the artistic field. The discussions by Manovich (2010), Galanter (2010), Couchot (2010), Johnson (2001), Whitelaw (2006) and McCormack (2014) bring information of theories related to the complexity of the image, since in those discussions the processes and models of natural systems that are liable to emergence are elucidated. To present the digital manufacturing technology and its creative potential, the theoretical support was derived from Kolarevic (2001), Mitchel & McCullough (1995), McCullough (1996), Todd & Latham (1992) and Ganis (2004). The concepts about the convergence of the concepts of emergence and manufacturing reflect the discussions by Labaco (2013), Whitelaw (2006; 2015) and Moura (2013).
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Huang, Yi-hui. "An Interpretivist Study of Knowledge Provided by Seamless Digital-Synthesized Photographs." The Ohio State University, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=osu1214941623.

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Raud, Charlie. "How post-processing effects imitating camera artifacts affect the perceived realism and aesthetics of digital game graphics." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-34888.

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This study investigates how post-processing effects affect the realism and aesthetics of digital game graphics. Four focus groups explored a digital game environment and were exposed to various post-processing effects. During qualitative interviews these focus groups were asked questions about their experience and preferences and the results were analysed. The results can illustrate some of the different pros and cons with these popular post-processing effects and this could help graphical artists and game developers in the future to use this tool (post-processing effects) as effectively as possible.
Denna studie undersöker hur post-processing effekter påverkar realismen och estetiken hos digital spelgrafik. Fyra fokusgrupper utforskade en digital spelmiljö medan olika post-processing effekter exponerades för dem. Under kvalitativa fokusgruppsintervjuer fick de frågor angående deras upplevelser och preferenser och detta resultat blev sedan analyserat. Resultatet kan ge en bild av de olika för- och nackdelarna som finns med dessa populära post-processing effekter och skulle möjligen kunna hjälpa grafiker och spelutvecklare i framtiden att använda detta verktyg (post-processing effekter) så effektivt som möjligt.
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Kenning, Gail Joy Art College of Fine Arts UNSW. "Pattern as process: an aesthetic exploration of the digital possibilities for conventional, physical lace patterns." Awarded by:University of New South Wales, 2007. http://handle.unsw.edu.au/1959.4/39898.

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Pattern is a familiar concept ever present in our daily lives, existing in many material forms, observable in varied states, and able to be created from a diverse range of processes and events. Natural pattern forms, such as biological and chemical patterns, have been extensively studied, often within the digital environment because of its capacity to process large amounts of data which aids investigation of not only their characteristics but their potentiality. However, human designed physical patterns, while having been investigated extensively in terms of their historical, geographic and cultural significance and their aesthetic and/or mathematical characteristics, have not been fully investigated in terms of their evolutionary potential. This project explores one example of human designed physical patterns, crochet lace patterns ??? which have remained largely stable and consistent throughout various technological transformations such as the industrial revolution ??? in order to explore pattern as a process and investigate the potential for these patterns to become emergent. This exploration translated the patterns into the digital environment where, as data, the patterns become available for manipulation using a generative art practice approach. By translating the patterns into a digital environment and engaging with the pattern forms at their systematic core, where crochet pattern instructions and software programming scripts operate similarly as ???code???, this research provided a deeper understanding of the patterns and allowed exploration of whether a pattern???s developmental path can be altered to create new emergent patterns. This research draws on systems theory and systems aesthetics and their application within contemporary generative art practice and informs visual arts in several areas including showing how aesthetic values shift as work becomes cross-disciplinary and enters the digital environment, and how the introduction and location of innovation affects the relationship between the original and its copy.
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Sniadecki, John Paul. "Digital Jianghu: Independent Documentary in a Beijing Art Village." Thesis, Harvard University, 2013. http://dissertations.umi.com/gsas.harvard:10971.

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My ethnography explores the independent documentary film community in Songzhuang, an artist village in Beijing's Tongzhou District. Through participant-observation, interviews, participation in festivals, and my own filmmaking practice, I describe filmmakers and festival organizers as cultural producers endeavoring to work outside the confines of both the government and the mainstream cinema industry. To offer an analysis of the social, political, economic, and ethical conditions of this independent film community, my study also focuses on concrete practices of filmmakers and film supporters; privately-owned centers and social networks that enable the production, exhibition, and distribution of films; and the relationship between this community and government regulation. I argue that the independent documentary community constitutes a jianghu (literally, “rivers and lakes”), which, drawing from Chinese literature, I delimit as a social world of marginality and resistance against the status quo. Further, jianghu refers not only to independent filmmakers, but also to millions of “migrants” within the Chinese population who, even as they provide labor that fuels development, nonetheless subsist on the margins. This study also considers the efforts of filmmakers and scholars to elucidate a Chinese visual aesthetic, which has been called xianchang (“on the spot”) and, most recently, jingguan dianying (“quiet observational cinema”). These indigenous framings counter eurocentric notions of documentary and prevail among the majority of independent directors as an aesthetic wellsuited to represent the “cruelty of the social,” a term I introduce to describe social suffering born not only of China’s modern history of pain but also its contemporary turbulent era. I draw together the issues of distribution, social impact, and economic stability for independent documentary, as well as document the role of the state in quelling, censoring, and co-opting independent film. I conclude by exploring xianchang and my own filmmaking practice as advancing a form of knowledge that, owing to its experiential quality and its refusal to simplify and reduce phenomena into cultural data, is well-suited to represent the inherent complexity of Chinese society. Finally, a coda documents recent government oppression and festival cancellations to argue that the current moment is one of grave uncertainty for Chinese independent film.
Anthropology
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Kuhn, C., Lange R. De, and Beer D. J. De. "Digital sculpture : technical and aesthetic considerations applicable to current input and output modes of additive fabricated sculpture." Journal for New Generation Sciences, Vol 7, Issue 2: Central University of Technology, Free State, Bloemfontein, 2009. http://hdl.handle.net/11462/536.

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Published Article
This article examines the synergy between aesthetic and technical issues surrounding current input and output modes applicable to digital sculpture built by means of additive fabrication technologies. The scope is limited to select sculptural aspects that either transcend, question or fall short when measured against traditional manufacturing and aesthetic modes. Presented are a range of technical as well as aesthetic aspects that have impacted on this ''new form'' of sculpture delivery. It is indicated that irrespective of current strengths and weaknesses, for the evolving sculptor, an interactive creative partnership between technologies equally positions this ''new form'' of sculpture delivery as a leading role player towards defining a new digital aesthetic.
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Fusari, Massimiliano. "Post-produced cultures : meta-images, aesthetics and the Hawzas." Thesis, University of Exeter, 2013. http://hdl.handle.net/10871/15360.

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The present work explores my practice as a photojournalist researching anthropological issues in the Muslim world. I use the Hawzas, the Muslim Shi’a seminaries, as my case study to invite a visually informed approach to the human sciences, and promote a practical usage of aesthetics. Because of the dramatic disproportion between socio-cultural relevance and under-representation, the Hawzas offer an extremely valuable opportunity to research issues of Orientalism and Orientalist visual archives. By questioning my own fieldwork practice alongside the visual signification of the Hawzas, I reconnect the pre-production to the post-production phase, and encompass within it a shared outlook issues of both the Real and the represented. I posit the photograph within wider multimedia and multi-audience practices as a stand-alone communicative device and part of a montage to assess its communicative features in relation to the verbal as a caption, and to the visual, in montage. Through this, I distinguish a phenomenological framework of analysis to urge a radical rethinking of personal and social agencies, and suggest the notion of communicative hubs for today’s globalised identities. I evince the extent to which the digital is reshaping forms of visual-led and multimedia production, knowledge distribution and media consumption to finally contextualise the photograph as ‘semantics without ontology.’ I conclude by advocating my ideas of the ‘Meta- Image’ and ‘Public Cultures 2.0’ as two integrated formats for visual-led communication, digital media practice, social engagement and public impact as specifically addressing Muslim cultures.
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Woodger, Jeff Robert University of Ballarat. "An inquiry into Suiboku and Kano School influences on Rococo and Romantic landscape painting through Claude Lorraine (1600-1682) and Salvator Rosa (1615-1673)." University of Ballarat, 2006. http://archimedes.ballarat.edu.au:8080/vital/access/HandleResolver/1959.17/12791.

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"This research project examines the impact and influence of Chinese and Japanese ink landscape painting on the genre of Grand Manner Classical and Romantic landscape painting in Europe, from its beginnings as an independent genre in the 17th century. Specifically, the grand theme of woods and rivers will be investigated and its stylistic and philosophical relationship to Chinese and Japanese aesthetics demonstrated. The work examines how Far Eastern landscape painting conventions and techniques can be effectively acquired, and practically applied to painting in the manner of Classical and Romantic landscapes. [...]The aim of the investigation is to contribute to our deeper understanding of the genesis of this important style of artistic representation, and give fuller credit to the initiators of the technique and to those who realised its potential in the field of Western art."
Doctor of Philosophy
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Furstenau, Marc. "Cinema, language, reality : digitization and the challenge to film theory." Thesis, McGill University, 2003. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=84508.

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Digital cinema has provoked a strong response over the last decade, not only from the movie-going public, but also from film theorists. It has re-opened basic theoretical questions about cinematic representations of and reference to reality.
This thesis begins with a critical review of the vast theoretical literature dealing with the digitization of the cinema. Most theorists have come to the conclusion that the cinema is dead because digitization has severed the ties between what we see on the screen and real life. At root, this conclusion is derived from a structuralist, nominalist position prevalent in contemporary film theory.
I argue, instead, that film theory needs to re-address the complex issue of the relationship between image and reality, rather than simply accepting the traditional view. In so doing, I follow Stanley Cavell's call for a more thorough consideration of realist traditions in film theory, the premise of which is an unquestioned relationship between representation and reality.
The complexity and subtlety of that relationship has been addressed most systematically and fruitfully by Charles Saunders Peirce. Indeed, many structuralist theorists have made reference to Peirce in response to the shortcomings of a semiologically inflected film theory. In the second step of my argument, however, I show that structuralist theory has produced misleading conclusions, since a Peircian semiotics is incommensurable with the structuralist position. In fact, this implicit conflict has led theorists to doubt the real in the digital cinema, rather than investigating the logically necessary continuity of reality and representation, regardless of its technological kind.
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Scheepers, Gerda. "Cybrid aesthetics : exploring the expressive potential of paper as a material for spatial application to define the new cybrid archive character." Diss., University of Pretoria, 2016. http://hdl.handle.net/2263/60202.

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In recent years the concept of dematerialization has had an effect on design professions that rely on materiality for its manifestation. This process has diminished the unique characteristics of design, but through the investigation of making as integral part of the design process, the creative identity and status of design can be strengthened again. This dissertation proposes a parallel process which integrates the act of making into the conventional design process, to address both the material and immaterial qualities of a space. The focus of the study is to investigate and determine a new spatial language as the digital and physical realms are merging together to create the concept of a cybrid space. The Boukunde archive holds opportunity for this investigation to express the new character of a cybrid space. Characteristics of both the paper archive and a digital archive are extracted to inform and define the re-representation of the archive in its contemporary context. Paper at present does not yet have a clearly defined spatial language in the built environment therefore through the exploration of this unconventional material in an innovative way, creates the opportunity for a new interaction and experience. Paper becomes a symbol of the old paper archive that has been re-interpreted in the cybrid archive where this new space embodies qualities of both the physical realm and the digital realm that are experienced in novel ways. The paper installation becomes the visual link in the space which captures the essence of the architectural drawing archive.
In onlangse jare het die konsep van dematerialisering 'n invloed op die ontwerp beroepe gehad. Hierdie proses het die unieke eienskappe van ontwerp onderdruk, maar deur die ondersoek van die Research Through Making metodiek as integrale deel van die ontwerpproses, kan die kreatiewe identiteit en status van ontwerp weer versterk word. Die doel van die verhandeling is om weg te beweeg van konvensionele ontwerp prosesse, deur die proses van maak te versterk sodat die materi?le en nie-materi?le eienskappe meer geintegreer kan word in die ruimtelike uitkoms. Die fokus van die studie is om ondersoek in te stel en te bepaal wat die nuwe ruimtelike taal is wanneer die digitale en fisiese ruimtes geintegreer word in een nuwe ruimte, as deel van die cybrid konsep. Die Boukunde argief hou geleentheid vir hierdie ondersoek om die nuwe karakter van 'n cybrid ruimte te ondersoek en uit te beeld. Papier tans het nie 'n duidelike ruimtelike taal in die bou omgewing nie en dus deur die verkenning van hierdie onkonvensionele materiaal op 'n innoverende manier, skep dit geleentheid vir 'n nuwe ruimtelike toepassing en ervarring. Papier word 'n simbool van die ou papier argief asook die estetiese en funksionele voorstelling van die cybrid argief. Die nuwe ruimte vergestalt eienskappe van beide die fisiese and digitale ryke en die papier installasie word die visuele verbinding in die ruimte wat die essensie vna die argitektoniese tekening argief vas vang.
Mini Dissertation (MInt (Prof))--University of Pretoria, 2016.
Architecture
MInt (Prof)
Unrestricted
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30

Woodger, Jeff Robert. "An inquiry into Suiboku and Kano School influences on Rococo and Romantic landscape painting through Claude Lorraine (1600-1682) and Salvator Rosa (1615-1673)." Thesis, University of Ballarat, 2006. http://researchonline.federation.edu.au/vital/access/HandleResolver/1959.17/38512.

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"This research project examines the impact and influence of Chinese and Japanese ink landscape painting on the genre of Grand Manner Classical and Romantic landscape painting in Europe, from its beginnings as an independent genre in the 17th century. Specifically, the grand theme of woods and rivers will be investigated and its stylistic and philosophical relationship to Chinese and Japanese aesthetics demonstrated. The work examines how Far Eastern landscape painting conventions and techniques can be effectively acquired, and practically applied to painting in the manner of Classical and Romantic landscapes. [...]The aim of the investigation is to contribute to our deeper understanding of the genesis of this important style of artistic representation, and give fuller credit to the initiators of the technique and to those who realised its potential in the field of Western art."
Doctor of Philosophy
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31

Woodger, Jeff Robert. "An inquiry into Suiboku and Kano School influences on Rococo and Romantic landscape painting through Claude Lorraine (1600-1682) and Salvator Rosa (1615-1673)." University of Ballarat, 2006. http://archimedes.ballarat.edu.au:8080/vital/access/HandleResolver/1959.17/15614.

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"This research project examines the impact and influence of Chinese and Japanese ink landscape painting on the genre of Grand Manner Classical and Romantic landscape painting in Europe, from its beginnings as an independent genre in the 17th century. Specifically, the grand theme of woods and rivers will be investigated and its stylistic and philosophical relationship to Chinese and Japanese aesthetics demonstrated. The work examines how Far Eastern landscape painting conventions and techniques can be effectively acquired, and practically applied to painting in the manner of Classical and Romantic landscapes. [...]The aim of the investigation is to contribute to our deeper understanding of the genesis of this important style of artistic representation, and give fuller credit to the initiators of the technique and to those who realised its potential in the field of Western art."
Doctor of Philosophy
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32

Fernandes, José Carlos Silvestre. "A estética do erro digital." Pontifícia Universidade Católica de São Paulo, 2010. https://tede2.pucsp.br/handle/handle/18260.

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This dissertation proposes an outline of an aesthetics of the error in Digital Art. We start with a survey of works in Digital Art that explore the theme of the error, and advance a rigorous definition of what we call error, to introduce our main hypothesis: that the error is a revealing of the Materiality of Informatics. We investigate the particularities of this materiality and this revealing, fundamented in authors such as Hayles, Kittler, Simondon and Fuller. Next, we consider the cultural reverberations of the error state from this revealing of materiality: its subversive connotations, its association with hacker culture, and its sub-text of nostalgia. Our main sources for this second part are Kittler, Stiegler and Pias. Throughout our theoretical discussion, we analyse the works of many artists to demonstrate how each of these themes and concerns are explored therein; we give particular attention to the works of Ant Scott, JODI, and Cory Arcangel. We adopt, however, an anti-hermeneutic approach to most works, molded after the practice of Friedrich Kittler: an emphasis in the technical and social systems implicated rather than in interpretation and a search for meaning contained in the works themselves. We hope to finally present a theoretical framework which may support the analysis and exploration of the aesthetics of error, a fairly unprecedented topic. Moreover, much of our discussion is of interest in fields beyond Digital Art
Esta dissertação propõe-se a esboçar os princípios de uma estética do Erro na Arte Digital. Principiamos com um levantamento de obras de Arte Digital que exploram o tema do erro, bem como com uma definição rigorosa de o que entenderemos por erro, para partir para nossa principal hipótese: de que o erro é um revelar da Materialidade da Informática. Investigamos as particularidades desta materialidade e deste revelar, fundamentados em autores como Hayles, Kittler, Simondon e Fuller. Em seguida, consideramos as reverberações culturais do estado de erro a partir desta revelação da materialidade: sua conotação de subversão, sua associação com a cultura hacker, e seu sub-texto de nostalgia. Nossas principais fontes, para esta segunda parte, são Kittler, Stiegler e Pias. No decorrer da explanação teórica, analisamos as obras de vários artistas para demonstrar como cada um destes temas e destas preocupações ocorre em suas obras no que toca o tema do erro; damos particular atenção para os trabalhos de Ant Scott, JODI, e Cory Arcangel. Adotamos, todavia, uma leitura anti-hermenêutica da maioria das obras, aos moldes daquela praticada por Friedrich Kittler: uma ênfase nos sistemas técnicos e sociais implicados, e não na interpretação e na busca por significados contidos nas próprias obras. Ao fim, acreditamos ter apresentado um framework teórico a partir do qual a estética do erro, um tema relativamente inédito, pode ser pensada e analisada. Além disso, muitos dos temas porque passamos tem interesse para além da Arte Digital
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Alvarez, Diaz Maria Guadalupe. "Experiencing Play with Digital Heritage through Mobile AR Technology." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12740.

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The present work is based on the research and design of a mobile AR experiment performed in the context of the emerging interdisciplinary fields of digital heritage and experience design. In an attempt to find a method to support the justification and discovery of elements that can influence the user towards the fulfilment of an objective in a heritage experience, my experimental research reveals that a combination of play moments including elements of embodiment and sensuousness in mobile AR are most suitable to convey a story. Determining suitable gameplay and game mechanics requires an appropriate setting and context for a user’s encounter with digital heritage. My research outlines a design methodology to reveal how the aesthetics of mobile AR technology can be designed to support critical user experiences through play and discovery.
Designing Digital Heritage. Seeing Secrets
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Morris, Jeffrey Martin. "Live Sampling in Improvised Musical Performance: Three Approaches and a Discussion of Aesthetics." Thesis, connect to online resource, 2007. http://digital.library.unt.edu/permalink/meta-dc-3936.

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Souza, Aline Antunes de. "Os games enquanto jornadas fenomenológicas: a experiência estética semiótica nos jogos digitais." Pontifícia Universidade Católica de São Paulo, 2017. https://tede2.pucsp.br/handle/handle/20173.

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Conselho Nacional de Pesquisa e Desenvolvimento Científico e Tecnológico - CNPq
Fundação São Paulo - FUNDASP
This study aims to explore how games may be able to provide their players with meanin experiences. To what extent are qualities such as contemplation, ecstatic chance, habit change, and self-knowledge, tlnough moral and ethical questioning, are also involved in the act of playing? And what kinds of experiences are these aspects capable of creating? The intent is to analyze some of the semiotic elements that are able to bring some explanation about the reasons that make games to exert so much attraction to their users, an attraction that cannot be understood by the simple observation that games are made exclusively for fun. For the investigation, three games were selected, Journey (2012), Portal (2007) and The Walking Dead (2012), to reflect on the possibilities of experience that their joumeys allow. Their semiotic aspects are investigated from C. S. Peirce's Phenomenology, Aesthetics and Semiotics perspectives, in order to find a phenomenological predominance in the immediate interpretant of each one, that is, in their immanent potential to signifr. As a result, tlnee semiotic cartographies of the possibilities of games experiences, inspired by the universal Peircian categories are defined: firstness, secondness and thirdness. As so, this study is mainly based on the Phenomenology, Aesthetics and Semiotics of Charles Sanders Peirce and the works of Lucia Santaella, Priscila Arantes, Mima Feitoza, Cleomar Rocha and Brian Upton
Esta pesquisa visa explorar como os games poderiam ser capazes de proporcionar àquele que os experimenta uma vivencia com características significativas. Até que ponto qualidades como a contemplação, o acaso extático, a mudança de hábitos e o autoconhecimento, por meio do questionamento moral e ético, são também aspectos envolvidos no ato de jogar? E quais tipos de experiências esses aspectos são capazes de criar? Pretende-se analisar alguns dos elementos de sua linguagem que devem ser capazes de trazer algumas explicações sobre as razões que os fazem ter tanta penetração junto aos seus usuários, uma penetração que não pode ser compreendida pela simples constatação de que games são feitos exclusivamente para divertir. Para a investigação, foram selecionados três games, Journey (2012), Portal (2007) e The Walking Dead (2012), com a finalidade de refletir acerca das possibilidades de experiência que suas jomadas permitem. Neles, são investigados e discutidos seus aspectos de linguagem a partir da fenomenologia, estética e semiótica pelrceana, no objetivo de encontrar uma predominância fenomenológica no interpretante imediato de cada um, ou seja, em seu potencial imanente de significar. Como resultado, fica constatada a existência de três cartografias semióticas das possibilidades de experiências dos games, inspiradas nas categorias universais peircianas: prlmeiridade, secundidade e terceiridade. Fundamentam esta pesquisa, principalmente, a Fenomenologia, a Estética e a Semiótica de Charles Sanders Peirce e as obras de Lucia Santaella, Priscila Arantes, Mirna Feitoza, Cleomar Rocha e Brian Upton
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Swift, Elizabeth. "The hypertextual experience : digital narratives, spectator, performance." Thesis, University of Exeter, 2014. http://hdl.handle.net/10871/16025.

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This thesis demonstrates how the dynamics of hypertext fiction can inform an understanding of spectatorial practices provoked by contemporary performance and installation work. It develops the notion of the ‘hypertextual experience’ to encapsulate the particular qualities of active user engagement instigated by the unstable aesthetic environments common to digital and non-digital artworks. The significance and application of this term will be refined through an examination of different works in each of the study’s six chapters. Those discussed are as follows: Performances: Susurrus, by David Leddy; Love Letters Straight from the Heart and Make Better Please, by Uninvited Guests; The Waves, by Katie Mitchell; House/ Lights and Route 1 & 9, by the Wooster Group; Two Undiscovered Amerindians Discover the West, by Coco Fusco and Guillermo Gómez-Peña. Digital works: Afternoon (1987) by Michael Joyce; Victory Garden (1992) by Stuart Moulthrop; TOC by Steve Tomasula; The Princess Murderer by Deena Larsen. Installations: H.G. and Mozart’s House, by Robert Wilson; Listening Post, by Mark Hanson and Ben Rubin. In developing and discussing the hypertextual experience the thesis uses a number of conceptual frameworks and draws on philosophical perspectives and digital theory. A central part of the study employs an adaptation of possible worlds theory that has been recently developed by digital theorists for examining hypertext fiction. I extend this application to installation and performance and explore the implications of framing a spectator’s experience in terms of a hypertextual structure which foregrounds its performative operations and its engagement with machinic processes.
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Boll, Cíntia Inês. "A enunciação estética juvenil em vídeos escolares no youtube." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2013. http://hdl.handle.net/10183/70596.

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Este estudo aborda a enunciação juvenil no viés da função estética enredada ao fetichismo contemporâneo e à Cultura Digital. O contexto de pesquisa envolve a função estética disposta nos vídeos caseiros digitais de trabalhos escolares publicados na internet, em especial na interface digital de compartilhamento YouTube. Esta interface onde se encontram as publicações dos vídeos que se apresentam em um tempo de tentativas de convergência tecnológica, mercadológica, cultural e social, tem em especial um falante — neste caso o jovem, — como seu principal espect-autor que vive e transita entre essa a escola e a Cultura Digital. A linha teórica analítica de pesquisa dessa composição (produçãovídeo- imagem) é construída com os conceitos de Estética e Atrator no diálogo com BAKHTIN e CANEVACCI. No limiar desse suporte de comunicação, Massimo CANEVACCI discute o conceito de atrator visual enquanto código de alto valor fetish que, acoplado à mercadoria comunicacional contemporânea, seduz espetc-atores e encena enigmas silenciados. A partir da indagação filosófica e sob sua orientação, foi utilizada como ferramenta metodológica de apreciação a noção de estético considerando o princípio ético-estético bakhtiniano que entende o pensamento teórico articulado à vida, focado na perspectiva sócio-histórica tanto da criação quanto da expressão. A relevância do processo emerge desse cronotopo singular enunciativo juvenil que se manifesta na forma de vídeos caseiros com um típico traço estilístico e sistemático firmando-se cada vez mais em seu inacabamento e dialogicidade digital. Uma experiência oportunizada não só pela intertextualidade já oferecida pelas redes sociais digitais, mas também pela atividade estética avizinhada aos espaços escolares em que este jovem está hoje imerso.
This study approaches the juvenile enunciation bias in the aesthetic function entangled to contemporary fetishism and digital culture. The research context involves the aesthetic function arranged in school work digital home videos published on the internet, especially on YouTube digital sharing interface.This interface where the publications of the videos that are presented in a trial time of technological, market, cultural and social convergence are localizated, in particular has a speaker - in this case the young’s - as its main “spect-author” who lives and moves between this school and Digital Culture.The analytical theoretical line research in this composition is built on the concepts of Aesthetics and Attractor in dialogue with Bakhtin and Canevacci.On the threshold of this communication support, Massimo Canevacci discusses the concept of visual attractor while the high value fetish code that, coupled with good contemporary communication, seduces espetc-actors and performs silenced puzzles.From the philosophical inquiry and under his guidance, was used as a methodological tool for assessing the notion of aesthetic from the ethical-aesthetic principle that understands the Bakhtinian theoretical thinking articulated to life, focused on the socio-historical perspective same as the creation and the expression. The relevance of this process emerges from the single young enunciative chronotope that is manifested in the form of home made videos with a typical stylistic trait and systematically establishing “itself” in their incompleteness and digital dialogicity.An experience not only nurtured by intertextuality already offered by social digital networks, but also by the aesthetic activity around school spaces which this young people are now immersed.
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Lund, Linda. "Aesthetics in User Interface Design: : The Influence on Users' Preference, Decoding and Learning." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10455.

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The question of the relationship between, and the importance of usability and aesthetics, in the field of user interface design, has been debated back and forth. It has also been looked at from different perspectives since Raskin (1994) wrote his article on intuitive design. Several experiments have also been conducted over the last twenty years to find out exactly how much each factor matter, what the ultimate user preference is, and if it can be stereotyped. The more complex part of the discussion, however, seems to be the definitions: exactly what is aesthetics, what is usability and how do they affect each other? To find out, I explored the context of these factors from multiple perspectives, to draw the larger conclusions about what affects what. How accurate is the concept of halo when it comes to interface design; can a less aesthetic interface discourage users from exploring its content? Moreover, can a highly usable interface convince its users that the web page is also aesthetically pleasing? In this paper I will explain the ideas of aesthetic and intuitive design based on two fields of study; human computer interaction design and interaction design. That is in the pursuance of understanding user preference and the design decisions behind one of the most popular interfaces on the internet today.
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39

Gazana, Cleber [UNESP]. "Glitch Art: uso do erro digital como procedimento artístico e possibilidade estética." Universidade Estadual Paulista (UNESP), 2016. http://hdl.handle.net/11449/136255.

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Esta pesquisa tem como objetivo constatar a possibilidade e potencialidade estética por meio do uso do erro digital e de usos não projetados dos dispositivos técnicos e softwares na Glitch Art. Por ser um tema quase inédito, foi importante explicar o significado dos termos tilt, bug, failure, fault, error e mistake em relação ao campo técnico e artístico da Glitch Art, à sua prática e a nossa experiência, assim como a definição do termo glitch e de seu uso como designação deste recente gênero artístico. Seguiu-se para a investigação de suas bases fundamentais, classificações, características visuais, procedimentos artísticos, relação com o passado da arte, seus artistas visuais mais expressivos e sua aplicação para além da arte digital. Para tanto, este trabalho apoiou-se, principalmente, nos pensamentos de Moradi, Manon, Temkin e Menkman nos aspectos exclusivos da Glitch Art. Por fim, de modo teórico-prático, resultou a criação da obra Decode, de minha autoria, onde se dialogou e se experienciou as teorias e os procedimentos aqui discutidos.
This research aims to verify the possibility and aesthetic potential through the use of digital error and not designed uses of technical devices and software in Glitch Art. For being an almost unheard subject, it was important to explain the meaning of tilt, bug, failure, fault, error and mistake terms in relation to the technical and artistic field of Glitch Art, its practice and our experience as well the definition of glitch term and its use as designation of this recent artistic genre. We proceed to the investigation of its fundamental basis, classifications, visual characteristics, artistic procedures, relationship with the past of art, its more expressive visual artists and its application beyond the digital art. Therefore, this research grounds on mainly thoughts of Moradi, Manon, Temkin, and Menkman in exclusive aspects of Glitch Art. Finally, with theoretical and practical way has resulted in the creation of my own work Decode, where was connected and experienced the theories and procedures discussed herein.
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40

Gampe, Johanna. "De l'esthétique numérique : changements nés de la révolution numérique, vus à travers les études des médias, l'art sonore et la philosophie." Thesis, Paris 1, 2014. http://www.theses.fr/2014PA010549.

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Cette thèse explore les nombreux changements nés de la Révolution Numérique à travers l'esthétique. Elle aborde les questions essentielles en trois étapes: le discours, la création et la réception. La première partie rassemble les courants et les mots-clefs qui reflètent le discours principal dans son actualité et son historique. Une étude comparative analyse les approches esthétiques typiques. Que l'on étudie les nouveaux médias, l'art visuel, l'art numérique, le « computer art », l'art de l'information ou l'art du code: on cherche tous à définir les nouvelles qualités spécifiques du médium numérique. La deuxième partie se concentre sur les arts sonores et les drames audio en particulier, mais aborde également la musique assistée par ordinateur. L'attention portée au genre du Hörspiel permet de démontrer comment espace et temps évoluent dans le détail. La mise en place d'une hypothèse de travail portant sur les Sonarios - installations sonores spatiales à interactivité scénique - permet de comparer directement 1'« ancien» genre du Hörspiel au « nouveau» genre des Sonarios, en se fondant sur trois études de cas et un état des lieux de l'art. En outre, elle propose un modèle d'interactivité quantitatif et qualitatif. La troisième partie présente les courants prédominants en philosophie. Elle construit un modèle herméneutique à l'aide de l'ontologie, en commençant par la virtualisation et l'actualisation. Abordant philosophiquement des catégories esthétiques, elle affine ce modèle en y incorporant les découvertes de la deuxième partie. Un modèle graphique de signes algorithmiques, développé en sémiotique et en phénoménologie, est alors intégré au domaine de l'esthétique
This dissertation explores the numerous changes arising from the Digital Revolution through aesthetics. It takes on the essential issues in three steps, tackling discourse, creation and reception. The first part assembles trends and keywords that reflect the main discourse, covering both the present and the past. A comparative study analyzes typical aesthetic approaches: whether considering new media art, virtual art, digital art, computer art, information art or code art, it becomes apparent that almost ail approaches seek the specific new qualities of the digital medium. The second part concentrates on sound arts and on audio dramas in particular, but also tackles computer music. The focus on the genre Hörspiel allows demonstration of how space and time change in detail. The setting up of a working hypothesis of Sonarios, defining interactive scenic spatial sound installations, allows the direct comparison of the 'old' genre Hörspiel and the 'new' genre Sonario on the basis of three case studies and a consideration of the state of the art. It, moreover, suggests a qualitative and quantitative model of interactivity. The third part introduces the prominent research sectors of philosophy. Step by step, it constructs a hermeneutic model with the aid of ontology, starting with the processes of virtualization and actualization. Selected philosophical approaches on important aesthetic categories are presented in order to refine and discuss the model, together with an analysis of findings from the second part. A graphical model of algorithmic signs, developed in the context of semiotics and phenomenology, allows the analysis to be embedded in the context of aesthetics
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41

King-Smith, Leah. "Resonances of difference : creative diplomacy in the multidimensional and transcultural aesthetics of an indigenous photomedia practice." Thesis, Queensland University of Technology, 2006. https://eprints.qut.edu.au/16321/1/Leah_King-Smith_Thesis.pdf.

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Multidimensional aesthetics in photomedia practice shift the emphasis away from the culturally dominating singularity of the camera's eye-piece towards a supple interplay of semi-transparent image planes and shifting positions. Using various image-capture devices that can produce digital, film, still or moving pictures, I create bodies of work that invite the viewer to see many perspectives simultaneously. The challenge is to implement the effectiveness of the technologies and simultaneously dislodge those principles and values fundamental to their imperialist cultural backgrounds. My practice investigates a diplomatic negotiability of aesthetic language to accommodate conceptual and cultural difference/s. Located on the print surface or in animated sequences are symbolic representations that disclose histories, cultures, times and places in subtle and ambiguous ways. The interplay of allure and resistance, repetition and change, are strategies that reveal the delicate and paradoxical nature of the multidimensional psyche.
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42

King-Smith, Leah. "Resonances of difference : creative diplomacy in the multidimensional and transcultural aesthetics of an indigenous photomedia practice." Queensland University of Technology, 2006. http://eprints.qut.edu.au/16321/.

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Multidimensional aesthetics in photomedia practice shift the emphasis away from the culturally dominating singularity of the camera's eye-piece towards a supple interplay of semi-transparent image planes and shifting positions. Using various image-capture devices that can produce digital, film, still or moving pictures, I create bodies of work that invite the viewer to see many perspectives simultaneously. The challenge is to implement the effectiveness of the technologies and simultaneously dislodge those principles and values fundamental to their imperialist cultural backgrounds. My practice investigates a diplomatic negotiability of aesthetic language to accommodate conceptual and cultural difference/s. Located on the print surface or in animated sequences are symbolic representations that disclose histories, cultures, times and places in subtle and ambiguous ways. The interplay of allure and resistance, repetition and change, are strategies that reveal the delicate and paradoxical nature of the multidimensional psyche.
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43

Álvaro, Sánchez Sandra. "Postdigital city: aesthetics and politics in the space of embodied virtuality. La ciudad postdigital. estética y política en el espacio de la virtualidad encarnada." Doctoral thesis, Universitat Autònoma de Barcelona, 2016. http://hdl.handle.net/10803/400208.

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Deleuze y Guattari citan a Paul Klee para caracterizar el arte moderno como investigación comprometida en la movilización de las potencialidades creativas de la materia. El arte abandona la representación y asume un compromiso a la vez estético y político: Expresar como las cosas alcanzan la existencia. El artista moderno deviene un artesano comprometido en la experimentación; después de abandonar la repetición de la tradición y las codificaciones del poder, el arte explora el ruido, las posibilidades no actualizadas de lo Virtual para desarrollar nuevas transducciones que puedan dar lugar a la creación de nuevos territorios o espacios habitables. El arte deviene ecología y reclama una población, llamada a ser los osciladores que hagan resonar nuevos puntos de partida y temporalidades. El compromiso colectivo en la creación de nuestra realidad circundante alcanzará la filosofía y la ciencia, dando lugar a una nueva comprensión de la Ontología. Nuestra realidad se convierte en un proyecto colectivo, no estando poblada por objetos estáticos sino por procesos inmanentes produciendo ensamblajes complejos. El concepto Deleuziano de Arte deriva de la ontología materialista desarrollada a partir de la filosofía pos-cartesiana de Leibniz y Spinoza y la concepción de la realidad en proceso propuesta por Whitehead y continuada por autores como Bergson, Simondon, Deleuze y Serres, posteriormente elaborada por Delanda y Latour y más recientemente por corrientes como los Estudios de Software, la Arqueología de los Medios y otras que han considerado la agencia de la materia en relación a lo digital. La investigación que aquí se presenta navega esta teorías y su relación e influencia en el urbanismo, especialmente derivado de Lefebvre, y la producción artística actual para proponer una serie de conceptos: 'Espacio de Transformación', 'Virtualidad Encarnada' y 'Pos-digital' son los puntos de acumulación donde convergen las elaboraciones conceptuales previas. Los nodos de una constelación que permite esbozar un mapa navegable y útil a la comprensión de nuestro entorno tecnológico. Pos-digital designa una situación originada en la ubiquidad del ensamblaje que ha extendido la computación a todos los espacios de conocimiento y practica hasta alcanzar nuestras rutinas diarias y el espacio físico por mediación de los dispositivos conectados de la Computación Ubicua y los fenómenos asociados del Big Data, el Internet de las Cosas y las smartcities, los cuales están territorializando todos los espacios bajo una política de representación en la que todo se reduce a datos computables y es modelado por cartografías destinadas a la administración eficiente. Bajo estas circunstancias, los ordenadores no son herramientas sino los productores de un nuevo aparato tecno-social que esta alterando el espacio practicado, concebido y vivido. Esta investigación esta dirigida a la proposición de una relación productiva con los agentes no humanos que pueblan este entorno mediante la consideración del potencial creativo del Hacer, este comprendido como un proceso transductivo en que las cosas emergen como Espacios de Transformación Encarnados. Es decir, el resultado de un encuentro comunicativo en virtud del cual las cosas son producidas simultáneamente a las subjetividades y territorios del colectivo que involucran. Como Valéry predijo, el arte esta deviniendo ubicuo, las creaciones y técnicas desarrolladas en la experimentación con los nuevos medios han penetrado todo nuestro entorno desde las fachadas de los edificios a los pequeños dispositivos portátiles de comunicación y el diseño de los productos de consumo. El arte y el diseño se encuentran con la tecnología y la ingeniería. Lo que se propone aquí es un conjunto de estrategias surgidas en la actividad libre y lúdica surgida en la intersección entre arte, ingeniería e intervención social. Las estrategias pos-digitales se originan en el espacio de la Virtualidad Encarnada y están dirigidas a la elaboración de una nueva poética de la ciudad. Esta comprometida en la construcción especulativa del espacio programable, no como un no-lugar desarraigado, homogeneizado, fragmentado y puesto en riesgo por los sistemas relacionales de un dispositivo imperceptible sino como un espacio enraizado en la especificidad de lo local, capaz de albergar la diferencia y poblado por sistemas abiertos capaces de alentar la participación y empoderar a los ciudadanos. Un espacio que puede ser apropiado para nuevos usos y donde todo el mundo puede participar en su producción social. Las semillas de la nueva ciudadanía que Lefebvre postulaba en el Derecho a la Ciudad.
Deleuze and Guattari quote Paul Klee to characterize modern art as research engaged in the mobilization of the creative potentialities of matter. Art gives up mimesis or Representation and assumes an aesthetic and political compromise: to express how things reach existence. The Modern Artist becomes an artisan engaged in the experimentation with matter, which is understood as multidimensional, active, complex, and counter-intuitive. After having abandoned the repetition of tradition and the codifications of power, art explores noise, the unactualized possibilities of the Virtual, and unfolds new channels of communication, new transductions towards the creation of new territories or spaces of dwelling. Art becomes ecology and claims for a population, called on to be the oscillators that make these starting points and new temporalities resonate. The collective engagement in the creation of our surrounding reality will reach philosophy and science, this resulting in a new understanding of Ontology; our reality becomes an ongoing collective project, not populated by static objects but by the immanent process of producing complex assemblages. The Deleuzian concept of Art stems from a materialistic ontology that unfolded from the postcartesian philosophy of Leibniz and Spinoza and the conception of a processual reality proposed by Whitehead, and followed by authors such as Bergson, Simondon, Deleuze and Serres, that was later elaborated by Delanda and Latour and more recently by currents such as Software Studies, Media Archaeology, the Ecology of Media, and others that have considered the agency of matter in relation to the Digital ground. The research presented here navigates these theories, their relation to and influence on to theories about urbanism, especially in Lefebvre, and contemporary artistic production to propose a series of concepts: ‘Space of Transformation’, ‘Embodied Virtuality’ and ‘PostDigital’ are the points of accumulation where all the previous conceptual elaborations converge; the nodes of a constellation that will allow a navigable map towards the understanding of the conformation of our technological milieu to be built. The Postdigital designates a situation shaped by the ubiquity of a big assemblage that has spread computation to all the spaces of knowledge and practice until reaching our daily routines and the physical space by means of the new connected devices of Ubiquitous Computing and the associated phenomena of Big Data, the Internet of Things and Smartcities, that are territorializing all the spaces of our life, all of them flattened under the politics of a representation where everything becomes computable data and modelled by new cartographies, which are aimed at the efficient management of these spaces. Under these circumstances, computers are not tools, but a new techno-social apparatus changing the practiced, conceived and lived space. This research is aimed at the proposal of a productive relation with the new non-human agents populating our environment, by means of the consideration of the creative potential of making, understood as a transductive process from where things emerge as Embodied Spaces of Transformation. That is to say, the result of a communicative encounter by virtue of which things are produced at the same time as the subjectivities and territories of the Collectives involved in them. As Valéry predicts art is becoming ubiquitous, the creations and techniques developed in the experimentation with new media pervade our environment from the facades of our buildings to the small communicative devices we stock in our pockets and the design of consumer products. In it, art and design encounter with technology and engineering. What is proposed here is a set of strategies arising from the free and playful activity developed on the intersections between art, engineering, architecture and social intervention, the Postdigital Strategies are rooted in the space of Embodied Virtuality and directed at the elaboration of a new poetics of the city, which is concerned with the speculative construction of programmable space. It becomes not an unrooted, homogenized and fragmented nowhere, jeopardized by the fuzzy relational systems of an imperceptible apparatus, but a space rooted in the specifics of the local and able to embrace difference, populated by open systems that foster participation and empowers citizens, able to be appropriated for new uses and where everybody can be engaged in its social production; the seeds for the new citizenship that Lefebvre claims in the Right of the City.
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44

Johnson, Rebecca. "The clash of articulations : aesthetic shock, multivalent narratives and Islam in the post-9/11 era." Thesis, University of Manchester, 2017. https://www.research.manchester.ac.uk/portal/en/theses/the-clash-of-articulations-aesthetic-shock-multivalent-narratives-and-islam-in-the-post911-era(4b88517c-6052-4d4d-90a6-4df8134f1138).html.

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This study investigates a multilingual, multi-genre data set of 13 post-9/11 popular culture videos, produced by performative artists from across global society, which use digital media aesthetics to defy hegemonic narratives relating to Islam and the War on Terror. The languages represented across the 13 texts are English, French, Spanish and Arabic; and the popular culture genres are hip-hop, comedy, punk and parkour. The texts are grouped thematically for analytical purposes into the following categories: 9/11, War on Terror, Clash of Civilisations, and Palestine. Using the sociological manifestation of narrative theory (Baker 2006, Somers 1994) as the conceptual framework, I firstly conduct a narrative analysis of the texts focusing on themes of temporality; character/identity; and multivalence, i.e. the co-existence of seemingly contradictory narratives within a single text (Stroud 2002). I argue that a combination of aesthetics and multivalence is deployed in all the videos, despite their creative and linguistic diversity, which functions to arrest viewers out of uncritical immersion in their normative (hegemonic) narrative environment, and open a space in the affective present for new meanings and values to enter. This technique or affective practice, which I term ‘aesthetic shock’, addresses a widespread critique of socio-narrative theory; namely, the failure to account for how social agents might subscribe to new narratives that contradict their existing worldview. Secondly, the socio-narrative framework is supplemented with recent scholarship on affect (Berlant 2011, Butler 2004) and Deleuzian philosophy (1987). This permits a deeper understanding of the texts as indicative of an epistemological groundswell that is symptomatic of our unfolding moment in history, whereby contradiction and aesthetics emerge as key narrative tools for resistance to the post-9/11 hegemonic order. The two models are connected from a translation studies vantage point by the notion of ‘renarration’ (Baker 2008), offering a unique angle on the flows, patterns of exchange, and evolving identity constructs in the digital media context. Following detailed exploration of the texts and their production contexts, consistent features are drawn out in an attempt to identify emerging patterns between them. These findings include the affective practice of what I term ‘conscious individualism’, the creation of intimate publics (Berlant 2011), and a united, pluralised front against the neoliberal economic agenda for which prominent public narratives such as Samuel Huntington’s reductive ‘Clash of Civilisations’ thesis (1996) act as a smokescreen. Ultimately, it is argued that the texts should be seen as deterritorialising sites of aesthetic activism; a means for the non-elites masses across global society to creatively capitalise on the affordances of the digital era, to assert themselves against oppressive cultural narratives and affirm new modes of thinking and being the world. Expressions of political resistance such as the 13 texts analysed in this study are becoming more visible and more vital across different linguacultures as the rationalist nation-state paradigm loses currency, evoking the possibility of futures other than that of capitalist progress. I contend that we must pay close attention to such narratives –both their message and their medium – if we are to achieve a more constructive and nuanced appreciation of the chaotic and contradictory world in which we live.
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45

Skowronska, Elwira Monika. "datascapes: Redefining the Sublime in Contemporary Art." Thesis, The University of Sydney, 2018. http://hdl.handle.net/2123/20357.

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Despite the recent resurgence of the sublime as a key theme in contemporary art and its profound art historical lineage, the concept largely remains defined in terms of its 18th century formulation by German philosopher Immanuel Kant. He conceived of the sublime as an aesthetic space where the human observer is overwhelmed by the massive scale of a pictorial object, triggering the perception of awe and dread. However, recent developments in art, philosophy and technology provide the foundation for reformulating the sublime: firstly, as emerging from minute rather than massive scale objects, and secondly, as the result of the material and virtual relationships between these objects. Through a creative body of work, the thesis experimentally tests the contemporary hypotheses of Claire Colebrook, that ‘sublimity allows all infinities to unfold from insignificant minutiae’, and Wojciech Kałaga, that the sublime is a relation between physical and virtual objects. It does so by exploring how a comprehensive analogue and digital approach can provide a portal into a new practice and understanding of the sublime by expanding Kant’s two notions of the sublime. Firstly, while Kant conceives the sublime as a function of vast scale, the research investigates the sublime as emerging from minute scale. Drawing on the work of Roman Opałka and Ryoji Ikeda as starting points, the creative works integrate the hand painting and digital notation of minutiae to trace a sublime that occupies a minute scale of infinity. Secondly, while Kant argues that the sublime is the property of human perception triggered by natural objects, the studio research explores how a reimagined sublime is the property of the infinite virtual and material relations between objects. Theoretically, the thesis explores this new, expanded concept of the sublime by evaluating its theoretical legacy alongside its artistic expression in the work of selected artists and the creative work undertaken as part of the doctoral project. In particular, it unpacks the tension in Kant's division of the sublime into the dynamical and the mathematical sublime. In the former, Kant offers the sublime as a formless infinity of massive objects that can be mastered through imagination, in which its unbounded nature is aesthetically sublimated to be rendered awe-inspiring. In the latter, he formulates the sublime as an absolute infinity that presents an un-representable limit to the imagination that can only be mastered conceptually through mathematical thinking. In response, the thesis conceptualises the sublime in terms of objects, rather than the imaginative limitations of human perception, arguing these objects occupy a spectrum from the actual to the virtual and at a scale from the minute to the cosmological. By focusing on the relations between objects at minute scale and using a methodology that integrates analogue and digital techniques, this thesis experimentally explores a new way of imagining and conceptualising the sublime beyond the limitations of Kantian imagination and thought.
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46

Frigo, Alberto. "Life-stowing from a Digital Media Perspective : Past, Present and Future." Doctoral thesis, Södertörns högskola, Medie- och kommunikationsvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32439.

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While both public opinion and scholars around the world are currently pointing out the danger of increasingly popular life-logging devices, this book articulates this debate by distinguishing between automatic and manual life-logging approaches. Since new definitions of life-logging have excluded the latter approach and have been mainly focused on effortless life-logging technologies such as Google Glass and Quantified Self applications in general, the second part of this thesis theoretically frames life-stowing.Through extensive etymological research, I have defined life-stowing as a manual and effortful practice conducted by life-stowers, individuals who devote their life to sampling reality in predefined frameworks. As part of this book, an historical overview introduces life-stowers and distinguishes between Apollonian and Dionysian varieties of these practitioners. Lastly, in order to understand the future reception of life-stowing, particularly in relation to digital media, I have disclosed my ongoing life-stowing project to a small audience.
Den samtida samhälls- och forskningsdebatt, där de allt mer populära teknologierna för life-logging ofta framställs som farliga, vidgas och utvecklas i denna bok genom ett särskiljande av automatiska och manuella tekniker för life-loggning. Eftersom nya definitioner av life-loggning i stor utsträckning har exkluderat manuella tekniker och fokuserat på egenmätning som inte kräver så mycket av användaren, såsom GoogleGlass, innehåller avhandlingen också ett teoretisk utforskande av begreppet lifestowing. Genom omfattande etymologisk forskning definieras life-stowing i avhandlingen som en manuell och ansträngande praktik utförd av life-stowers, personer som vigt sina liv åt att samla och spara bitar av verkligenheten enligt fördefinierade ramar. I den historiska översikten introduceras två typer av life-stowers, den Apollonianska och den Dionysiska. Slutligen, för att förstå det framtida mottagandet av life-stowing i relation till digitala medier, presenteras författarens egna life stowingprojekt för en mindre publik.
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47

Milos, Emil University of Ballarat. "Letters to Francisco : negative imagery in art and the depiction of microstructural elements of the human body." University of Ballarat, 2006. http://archimedes.ballarat.edu.au:8080/vital/access/HandleResolver/1959.17/12772.

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"The thesis itself, involves some psychological and philosophical aspects and thoughts about fear as the main mover in the so called negative aesthetic. This specific method of self-expression, its possible triggers and the reasons that may initiate art creation on the basis of pessimistic and ugly imagery have not been discussed to a great degree in the past. Generally, the content of this writing is focused on the fictious correspondence between two engravers and printmakers. These invented letters serve as an exposé for practical findings and thoughts about the author's works executed during the period 2005-2006."
Master of Arts
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48

Milos, Emil. "Letters to Francisco : Negative imagery in art and the depiction of microstructural elements of the human body." Thesis, University of Ballarat, 2006. http://researchonline.federation.edu.au/vital/access/HandleResolver/1959.17/61908.

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"The thesis itself, involves some psychological and philosophical aspects and thoughts about fear as the main mover in the so called negative aesthetic. This specific method of self-expression, its possible triggers and the reasons that may initiate art creation on the basis of pessimistic and ugly imagery have not been discussed to a great degree in the past. Generally, the content of this writing is focused on the fictious correspondence between two engravers and printmakers. These invented letters serve as an exposé for practical findings and thoughts about the author's works executed during the period 2005-2006."
Master of Arts
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49

Milos, Emil. "Letters to Francisco : negative imagery in art and the depiction of microstructural elements of the human body." University of Ballarat, 2006. http://archimedes.ballarat.edu.au:8080/vital/access/HandleResolver/1959.17/14608.

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"The thesis itself, involves some psychological and philosophical aspects and thoughts about fear as the main mover in the so called negative aesthetic. This specific method of self-expression, its possible triggers and the reasons that may initiate art creation on the basis of pessimistic and ugly imagery have not been discussed to a great degree in the past. Generally, the content of this writing is focused on the fictious correspondence between two engravers and printmakers. These invented letters serve as an exposé for practical findings and thoughts about the author's works executed during the period 2005-2006."
Master of Arts
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50

Ong, Lorraine Grace G. "Mu-Tonics: in search of mutable tectonics." Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/22699.

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