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Digital MediaArts Numériques
Media Arts Watch Lab - www.arts-numeriques.info - laboratoire de veille Arts Numériques - twitter @arts_numeriques - @processing_org - @DigitalArt_be - by @jacquesurbanska
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Mathematical & Computational Topics in Weaving by Ralph Griswold

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Art-Sciences | Institut ACTE - arts, créations, théories & esthétiques - CNRS + Université Paris 1

Art-Sciences | Institut ACTE - arts, créations, théories & esthétiques - CNRS + Université Paris 1 | Digital MediaArts Numériques | Scoop.it

Située sur un axe de recherche associant l’art avec les sciences exactes, les sciences naturelles, et les sciences politiques, cette ligne de recherche, se propose de développer, d’analyser et de promouvoir les projets collaboratifs élaborés conjointement par les scientifiques. La ligne de recherche fédérera les initiatives de collaboration entre des artistes-chercheurs et des scientifiques qui concevront ensemble des œuvres tout en analysant simultanément leurs émergences. Le croisement des disciplines se réalisera au niveau des concepts, des modèles, des méthodes et des matériaux. Cette approche interdisciplinaire permettra de reconstruire une réalité artificiellement morcelée par le cloisonnement des savoirs et vise à l’acquisition de compétences transversales. Elle vise autant à engager des problématiques en relation directe avec le monde de l’art que de l’ouvrir à un champ plus large, celui des sciences.

 

La ligne de recherche convoque  dans un premier temps la notion de science sur trois de ses grands domaines:

- Art & Sciences exactes interroge avant tous les modèles mathématiques. Elle s’intéresse également aux domaines de  la physique, notamment la physique quantique, la géophysique, l’astronomie, et les nanotechnologies ;

- Art & Sciences naturelles s’intéresse aux sciences du vivant ;

- Art & Sciences politiques traite des sciences de la société afin d’interroger le fonctionnement de la société du point vue politique, social et historique.

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History of Computer - Art VII.1 Computer & Video Games by Thomas Dreher

History of Computer - Art VII.1 Computer & Video Games by Thomas Dreher | Digital MediaArts Numériques | Scoop.it

Since the beginning of the 16th century the game "Nim" is known in Europe. Two players alternate in their efforts to remove matchsticks from a series of matches. The players decide how many matches they remove. According to the agreement about the goal of the game each player tries either to cause or to prevent the situation to hold the last matchstick.


When in the thirties Patrick Michael Grundy and Roland Parcifal Sprague used Nim as a model case to investigate conditions of impartial games then they discovered independently from each other the Sprague-Grundy-theorem now fundamental to the mathematical game theory. This model status exposed Nim beside chess: Both games offered points of departure for further far-reaching developments from which computer games emerged.


Since 1940 machine versions of Nim players were realised. They are variants of early electronic games processing a classic games´ set of rules (see below). The goal of the Nim machines was a reconstruction of the game logic. In the meantime, in 1948, inventors started with the "Cathode Ray Tube Amusement Device" (see below) a development line constructing machines for the game action of hitting.

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L'âge de l'accès - La nouvelle culture du capitalisme - par Jeremy Rifkin

L'âge de l'accès - La nouvelle culture du capitalisme - par Jeremy Rifkin | Digital MediaArts Numériques | Scoop.it

Longtemps, le capitalisme s'est identifié à la propriété : le marché est d'abord ce lieu où nous échangeons les biens que nous possédons et ceux que nous désirons acquérir. Aujourd'hui, l'explosion des technologies de l'information et de la communication est à l'origine d'une mutation sans précédent : les marchés laissent la place aux réseaux, les biens aux services, les vendeurs aux prestataires et les acheteurs aux utilisateurs.

Dans cet ouvrage passionnant, Jeremy Rifkin montre que les nouveaux géants de l'économie mondiale ne cherchent plus seulement à nous vendre des produits, mais à nous faire adhérer à l'imaginaire de leurs marques, à nous regrouper en clubs et à nous faire partager des émotions communes. Et Internet ne fait qu'accélérer la dématérialisation de l'économie, obligeant chacun à être "connecté" s'il veut accéder aux loisirs, à la culture et au savoir.

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Beyond New Media Art by Domenico Quaranta (updated version of the book)

Beyond New Media Art by Domenico Quaranta (updated version of the book) | Digital MediaArts Numériques | Scoop.it

Beyond New Media Art” is the revised, updated version of a book first published in Italian with the title “Media, New Media, Postmedia” (Postmedia Books, Milan 2010). Through the circulation of excerpts, reviews and interviews, the book produced some debate outside of Italy, which persuaded the author to release, three years later, this English translation.


“Beyond New Media Art” is an attempt to analyze the current positioning of so-called New Media Art in the wider field of contemporary arts, and to explore the historical, sociological and conceptual reasons for its marginal position and under-recognition in recent art history. On the other hand, this book is also an attempt to suggest new critical and curatorial strategies to turn this marginalization into a thing of the past, and to stress the topicality of art addressing the media and the issues of the information age.


From the book’s preface: “So what is New Media Art? What does this term really describe? And what has occasioned the schism between this term and the art scene it is supposed to describe? And lastly, what accounts for the limited presence in critical debate of an artistic practice that appears to have all the credentials for representing an era in which digital media are powerfully reshaping the political, economic, social and cultural organization of the world we live in?”

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Book : Insect Media. An Archaeology of Animals and Technology by Jussi Parikka

Book : Insect Media. An Archaeology of Animals and Technology by Jussi Parikka | Digital MediaArts Numériques | Scoop.it

Insect Media analyzes how insect forms of social organization—swarms, hives, webs, and distributed intelligence—have been used to structure modern media technologies and the network society. Through close engagement with the pioneering work of insect ethologists, posthumanist philosophers, media theorists, and contemporary filmmakers and artists, Jussi Parikka provides a radical new perspective on the interconnection of biology and technology.


With Insect Media, Jussi Parikka offers a theory of media that challenges our traditional views of the natural and the artificial. Parikka not only understands insects through the lens of media and mediation, he also unearths an insect logic at the heart of our contemporary fascination with networks, swarming, and intelligent agents. Such a project requires the ability to interweave cultural theory with a deep understanding of the sciences—something for which Parikka is well-suited. Most importantly, Insect Media reminds us of the non-human aspect of media, communication, intelligence. Insect Media is a book that is sure to create a buzz.


http://www.upress.umn.edu/book-division/books/insect-media

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Disrupting Business: Art & Activism in Times of Financial Crisis - Edited by Tatiana Bazzichelli & Geoff Cox

Disrupting Business: Art & Activism in Times of Financial Crisis - Edited by Tatiana Bazzichelli & Geoff Cox | Digital MediaArts Numériques | Scoop.it

Disrupting Businessexplores some of the interconnections between art, activism and the business concept of disruptive innovation. With a backdrop of the crisis in financial capitalism and austerity cuts in the cultural sphere, the idea is to focus on potential art strategies in relation to a broken economy. In a perverse way, we ask whether this presents new opportunities for cultural producers to achieve more autonomy over their production process. If it is indeed possible, or desirable, what alternative business models emerge? This book is concerned broadly with business as material for reinvention, including critical writing and examples of art/activist projects.


Contributors include Saul Albert, Christian Ulrik Andersen, Franco "Bifo" Berardi, Heath Bunting, Paolo Cirio, Baruch Gottlieb, Brian Holmes, Geert Lovink, Dmytri Kleiner, Georgios Papadopolous, Soren Bro Pold, Oliver Ressler, Kate Rich, René Ridgway, Guido Segni, Stevphen Shukaitis, Nathaniel Tkacz, and Marina Vishmidt.

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Software Takes Command (volume 5) - Lev Manovich... ebook to read online

Software has replaced a diverse array of physical, mechanical, and electronic technologies used before 21st century to create, store, distribute and interact with cultural artifacts. It has become our interface to the world, to others, to our memory and our imagination - a universal language through which the world speaks, and a universal engine on which the world runs. What electricity and combustion engine were to the early 20th century, software is to the early 21st century. Offering the the first theoretical and historical account of software for media authoring and its effects on the practice and the very concept of 'media,' the author of The Language of New Media (2001) develops his own theory for this rapidly-growing, always-changing field.
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Book : You Are Here, Art After the Internet by Michael Connor

Book : You Are Here, Art After the Internet by Michael Connor | Digital MediaArts Numériques | Scoop.it
'You Are Here: Art After the Internet' is the first major publication to critically explore both the effects and affects that the Internet has had on contemporary artistic practices.


Today, "internet culture" is increasingly just "culture."


Earlier this month, Rhizome presented a panel discussion at the ICA in London titled "Post-Net Aesthetics." Following in the wake of prior panels (titled "Net Aesthetics 2.0") which were organized by Rhizome in 2006 and 2008, this edition was precipitated by the recent discussion of postinternet practices by a number of art institutions and magazines, including Frieze. We invited a longtime Rhizome collaborator, critic and curator Karen Archey, to chair and organize the panel, and what emerged was a wide-ranging and extremely generative conversation in which participants began to articulate some of the shifts they'd seen in artistic practice in recent years, while critiquing those shifts and their framing as "postinternet."

read more on rhizome : http://rhizome.org/editorial/2013/nov/1/postinternet/

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Book : L'être et l'écran de Stéphane Vial - comment le numérique change la perception

Book : L'être et l'écran de Stéphane Vial - comment le numérique change la perception | Digital MediaArts Numériques | Scoop.it

Comme le dit Pierre Lévy dans sa préface et comme le montre ce livre, « la révolution numérique ne concerne pas tant les apparences, ou l’observable, que le système organisateur de nos perceptions, de nos pensées et de nos relations, leur nouveau mode d’apparition ». La révolution numérique n’est pas seulement un événement technique, mais un événement philosophique majeur, qui modifie nos structures perceptives et reconfigure notre sens du réel.

Les techniques, en effet, ne sont pas seulement des outils, ce sont des structures de la perception. Elles conditionnent la manière dont le monde nous apparaît et dont les phénomènes nous sont donnés. Depuis près d’un demi-siècle, les technologies numériques nous apportent des perceptions d’un monde inconnu. Ces êtres qui émergent de nos écrans et de nos interfaces bouleversent l’idée que nous nous faisons de ce qui est réel et nous réapprennent à percevoir.

Quel est l’être des êtres numériques ? Que se cache-t-il derrière le terme trompeur de “virtuel" ? Que devient notre être-dans-le-monde à l’heure des êtres numériques ? Le temps est venu d’analyser « l’ontophanie numérique » dans toute sa complexité. La prétendue différence entre le réel et le virtuel n’existe pas et n’a jamais existé. Nous vivons dans un environnement hybride, à la fois numérique et non-numérique, en ligne et hors ligne, qu’il appartient aux designers de rendre habitable.

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Books : Anti-Media. Ephemera on Speculative Arts by Florian Cramer

Books : Anti-Media. Ephemera on Speculative Arts by Florian Cramer | Digital MediaArts Numériques | Scoop.it

Literature written in the style of computer code, electro-acoustic compositions with newly created sounds, but also subcultures with clearly identifiable manifestations, from Internet porn to neo-Nazis and anti-copyright activists: high-, low- and subculture have long been impossible to distinguish, including in the degree of their self-reference. Art and media criticism focuses mainly on the concepts, not on the objects themselves.


In Anti-Media Florian Cramer shows, through a close reading of cultural expressions and analysis of media and art criticism, how these constantly refer to their tradition, language and medium while trying to subvert them.

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#Book : Spam (A Shadow History of the Internet ) by Finn Brunton | The MIT Press

#Book : Spam (A Shadow History of the Internet ) by Finn Brunton | The MIT Press | Digital MediaArts Numériques | Scoop.it

The vast majority of all email sent every day is spam, a variety of idiosyncratically spelled requests to provide account information, invitations to spend money on dubious products, and pleas to send cash overseas. Most of it is caught by filters before ever reaching an in-box. Where does it come from? As Finn Brunton explains in Spam, it is produced and shaped by many different populations around the world: programmers, con artists, bots and their botmasters, pharmaceutical merchants, marketers, identity thieves, crooked bankers and their victims, cops, lawyers, network security professionals, vigilantes, and hackers. Every time we go online, we participate in the system of spam, with choices, refusals, and purchases the consequences of which we may not understand.
    
This is a book about what spam is, how it works, and what it means....

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#books : #Hackers, au coeur de la résistance numérique | Amaelle Guiton - aussi en ebook gratuit

#books : #Hackers, au coeur de la résistance numérique | Amaelle Guiton - aussi en ebook gratuit | Digital MediaArts Numériques | Scoop.it

Communiquer, partager, s’informer librement : telle était l’utopie des pionniers du Net. Quarante ans après ses premiers balbutiements, les gouvernements et les grands acteurs privés contrôlent toujours plus étroitement les échanges, rongent liberté d’expression et droit à la vie privée. Le réseau est devenu une extension du domaine de la lutte politique.


Ils sont nés avec un ordinateur dans les mains, ont grandi sur la Toile, connaissent tous les avantages, et tous les pièges, de la vie en ligne. Ils ont soutenu WikiLeaks et les cyberdissidents des printemps arabes, se sont mobilisés contre les lois sécuritaires, exfiltrent des témoignages de répression, échangent avec les Indignés du monde entier. Ils créent des réseaux alternatifs. On les retrouve jusque dans les parlements européens. Ils réinventent la politique.

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Anonymous: From the Lulz to Collective Action | by Gabriella Coleman

Anonymous: From the Lulz to Collective Action | by Gabriella Coleman | Digital MediaArts Numériques | Scoop.it

Taken as a whole, Anonymous resists straightforward definition as it is a name currently called into being to coordinate a range of disconnected actions, from trolling to political protests.1 Originally a name used to coordinate Internet pranks, in the winter of 2008 some wings of Anonymous also became political, focusing on protesting the abuses of the Church of Scientology. By September 2010 another distinct political arm emerged as Operation Payback and did so to protest the Motion Picture Association of America (MPAA), and a few months later this arm shifted its energies to Wikileaks, as did much of the world's attention. It was this manifestation of Anonymous that garnered substantial media coverage due the spectacular waves of distributed denial of service (DDoS) attacks they launched (against PayPal and Mastercard in support of Wikileaks). Despite this notoriety and despite the fact that Anonymous had already coordinated protests against the Church of Scientology, commentators struggled to describe its ethics, sociology, and history using traditional analytical categories.

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Book: Code/Space - Software and Everyday Life, by Rob Kitchin and Martin Dodge

Book: Code/Space - Software and Everyday Life, by Rob Kitchin and Martin Dodge | Digital MediaArts Numériques | Scoop.it

After little more than half a century since its initial development, computer code is extensively and intimately woven into the fabric of our everyday lives. From the digital alarm clock that wakes us to the air traffic control system that guides our plane in for a landing, software is shaping our world: it creates new ways of undertaking tasks, speeds up and automates existing practices, transforms social and economic relations, and offers new forms of cultural activity, personal empowerment, and modes of play. In Code/Space, Rob Kitchin and Martin Dodge examine software from a spatial perspective, analyzing the dyadic relationship of software and space. The production of space, they argue, is increasingly dependent on code, and code is written to produce space.


Examples of code/space include airport check-in areas, networked offices, and cafés that are transformed into workspaces by laptops and wireless access. Kitchin and Dodge argue that software, through its ability to do work in the world, transduces space. Then Kitchin and Dodge develop a set of conceptual tools for identifying and understanding the interrelationship of software, space, and everyday life, and illustrate their arguments with rich empirical material. And, finally, they issue a manifesto, calling for critical scholarship into the production and workings of code rather than simply the technologies it enables—a new kind of social science focused on explaining the social, economic, and spatial contours of software.

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Link Editions - publishing initiative of the LINK, Center for the Arts of the Information Age

Link Editions - publishing initiative of the LINK, Center for the Arts of the Information Age | Digital MediaArts Numériques | Scoop.it

LINK Editions is a publishing initiative of the LINK Center for the Arts of the Information Age. LINK Editions uses the print on demand approach to create an accessible, dynamic series of essays and pamphlets, but also tutorials, study notes and conference proceedings connected to its educational activities. A keen advocate of the idea that information wants to be free, LINK Editions releases its contents free of charge in .pdf format, and on paper at a price accessible to all. Link Editions is a not-for-profit initiative and all its contents are circulated under an Attribution-NonCommercial-ShareAlike 3.0 Unported (CC BY-NC-SA 3.0)

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#Book - Biohackers: The Politics of Open Science by Alessandro Delfanti

#Book - Biohackers: The Politics of Open Science by Alessandro Delfanti | Digital MediaArts Numériques | Scoop.it

Biohackers explores fundamental changes occuring in the circulation and ownership of scientific information. Alessandro Delfanti argues that the combination of the ethos of 20th century science, the hacker movement and the free software movement is producing an open science culture which redefines the relationship between researchers, scientific institutions and commercial companies. ...


Alessandro Delfanti teaches New Media at the University of Milan.

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#Book: Maurice Benayoun OPEN ART 1980-2010

#Book: Maurice Benayoun OPEN ART 1980-2010 | Digital MediaArts Numériques | Scoop.it

Une monographie consacrée à Maurice Benayoun, artiste pionnier dans le domaine des nouvelles technologies. Au fil de la présentation des œuvres, cet ouvrage revient sur près de 30 années de recherches, de création et de réflexion sur les médias émergents, et donne ainsi l'occasion de découvrir le travail de cet artiste majeur des arts numériques français.

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Getting Started with Processing - Casey Reas & Ben Fry (pdf)

Casey and I wrote Getting Started with Processing, a short and inexpensive guide to writing code for beginners and non-programmers. The book is heavy on examples and designed to help you get started quickly. It's propaganda material to get people hooked on coding: before long they're pursuing careers as artists or computer scientists, or worse yet, creating new programming languages to get others hooked, thus repeating the cycle.

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Book: Interactive Art and Embodiment | The Implicit Body as Performancen - Nathaniel Stern

Book: Interactive Art and Embodiment | The Implicit Body as Performancen - Nathaniel Stern | Digital MediaArts Numériques | Scoop.it

What is interactive art? Is this a genre? A medium? An art movement? Must a work be physically active to be classified as such, or do we interact when we sense and make sense? Is a switch-throw or link-click enough – I do this, and that happens – or must subjects and objects be confused over time? Is interaction multiple in its engagements (relational), or a one-to-one reaction (programmed)? Are interactive designs somehow more democratic and individualized than others, or is that merely a commercial strategy to sell products and ideas?


This book argues that interactive art frames moving-thinking-feeling as embodiment; the body is addressed as it is formed, and in relation. Interactive installations amplify how the body’s inscriptions, meanings, and matters unfold out, while the world’s sensations, concepts, and matters enfold in. Interactive artwork creates situations that enhance, disrupt, and alter experience and action in ways that call attention to our varied relationships with and as both structure and matter.


Nathaniel Stern’s inspirational book, Interactive Art and Embodiment, outlines how new media has the ability to intervene in, and challenge, not only the construction of bodies and identities, but also the ongoing and emergent processes of embodiment, as they happen. It includes immersive descriptions of a significant number of interactive artworks and over 40 colour images.

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"Data Points" & "Visualize This" : Books by Nathan Yau on #DataViz

"Data Points" & "Visualize This" : Books by Nathan Yau on #DataViz | Digital MediaArts Numériques | Scoop.it

Whether it's statistical charts, geographic maps, or the snappy graphical statistics you see on your favorite news sites, the art of data graphics or visualization is fast becoming a movement of its own. In Data Points: Visualization That Means Something, author Nathan Yau presents an intriguing complement to his bestseller Visualize This, this time focusing on the graphics side of data analysis. ...

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Book : Software Takes Command. Lev Manovich 2013

Book : Software Takes Command. Lev Manovich 2013 | Digital MediaArts Numériques | Scoop.it

This new book from the celebrated author of The Language of New Media is the first to offer a rigorous theory of the technology we all use daily - software for media authoring, access, and sharing.

What motivated developers in the 1960s and ‘70s to create the concepts and techniques that now underlie contemporary applications like Photoshop, Illustrator, and Final Cut?


How do these tools shape the visual aesthetics of contemporary media and design? What happens to the idea of a “medium” after previously media-specific tools have been simulated and extended into software?

Lev Manovich answers these questions through detailed analysis of key media applications such as Photoshop and After Effects, popular web services such as Google Earth, and milestone projects in design, motion graphics, and interactive environments.


Software Takes Command is a must for scholars, designers, technologists, and artists concerned with contemporary media and digital culture.

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Networked Disruption – The Book By Tatiana Bazzichelli

Networked Disruption – The Book By Tatiana Bazzichelli | Digital MediaArts Numériques | Scoop.it

The current techno-economic paradigm of Web 2.0 has challenged notions of art and hacktivism within digital culture. The book “Networked Disruption” takes up this challenge and discusses a new perspective on political and social criticism. It simultaneously asks what are the conditions for hacker and artistic practices under Web 2.0 and how can social networking be seen to build on and incorporate artistic practices from the earlier decades of digital and network culture.


Through its theoretical discussion of contemporary art and hacktivism, the book maps out a new contradictory space for art and criticism: Networked disruption.

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Book: Aesthetics of Interaction in Digital Art, By Katja Kwastek | The MIT Press

Book: Aesthetics of Interaction in Digital Art, By Katja Kwastek | The MIT Press | Digital MediaArts Numériques | Scoop.it

Since the 1960s, artworks that involve the participation of the spectator have received extensive scholarly attention. Yet interactive artworks using digital media still present a challenge for academic art history. In this book, Katja Kwastek argues that the particular aesthetic experience enabled by these new media works can open up new perspectives for our understanding of art and media alike. Kwastek, herself an art historian, offers a set of theoretical and methodological tools that are suitable for understanding and analyzing not only new media art but also other contemporary art forms. Addressing both the theoretician and the practitioner, Kwastek provides an introduction to the history and the terminology of interactive art, a theory of the aesthetics of interaction, and exemplary case studies of interactive media art.

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Digital Transformations - #MediaArt at the Interface between Art, Science, Economy and Society on netzspannung

Digital Transformations - #MediaArt at the Interface between Art, Science, Economy and Society on netzspannung | Digital MediaArts Numériques | Scoop.it
Die Publikation "Digitale Transformationen" ist eine aktuelle Bestandsaufnahme zur digitalen Kultur. Die Textbeiträge von Theoretikern, Künstlern und Wissenschaftlern sowie Produzenten, Förderern und Vermittlern stellen Medienkunst als künstlerische Position an der Schnittstelle von Technologie, Wirtschaft, Wissenschaft und Kultur vor und geben einen breit gefächerten Einblick in den Diskurs im deutschsprachigen Raum.
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