MediaArtHistoriesOliver Grau Digital art has become a major contemporary art form, but it has yet to achieve acceptance from mainstream cultural institutions; it is rarely collected, and seldom included in the study of art history or other academic disciplines. In MediaArtHistories, leading scholars seek to change this. They take a wider view of media art, placing it against the backdrop of art history. Their essays demonstrate that today's media art cannot be understood by technological details alone; it cannot be understood without its history, and it must be understood in proximity to other disciplines--film, cultural and media studies, computer science, philosophy, and sciences dealing with images. Contributors trace the evolution of digital art, from thirteenth-century Islamic mechanical devices and eighteenth-century phantasmagoria, magic lanterns, and other multimedia illusions, to Marcel Duchamp's inventions and 1960s kinetic and op art. They reexamine and redefine key media art theory terms--machine, media, exhibition--and consider the blurred dividing lines between art products and consumer products and between art images and science images. Finally, MediaArtHistories offers an approach for an interdisciplinary, expanded image science, which needs the "trained eye" of art history. |
Contents
THE COMING AND GOING OF IMAGES | 15 |
FORGING A METHOD | 43 |
MEDIA ARCHAEOLOGICAL APPROACH | 71 |
Copyright | |
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abstraction aesthetic al-Jazari algorithms Art and Technology art history artists artwork audience automata automation Banu Musa become Bell Labs bioinformatics century chess Christa Sommerer cinema collaboration communication complex computer art concept contemporary context created culture curator cybernetics Device Art Duchamp electronic emergence engineering environment essay exhibition experience field Figure film Fluxus forms Frank Popper function gallery haptic human images installation interac interactive art interface Islamic Japanese kind permission kinetic art Large Glass Lev Manovich Marcel Duchamp material means mechanical media art medium models movement Museum nanotechnology networks notion objects painting performance Peter Weibel phantasmagoria photography physical Press production representation role Roy Ascott science and technology scientists screen sculpture sense sensory social sound space spectators structure tactile telematic television theory tion touch traditional transformation Turing Turing's videogames viewer virtual reality visual York