Digital #MediaArt(s) Numérique(s)
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Digital #MediaArt(s) Numérique(s)
Media Arts Watch Lab - www.arts-numeriques.info - laboratoire de veille Arts Numériques - twitter @arts_numeriques - @processing_org - @DigitalArt_be - by @jacquesurbanska @_Transcultures
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Designrr - Create Stunning eBooks & Lead Magnets In 30 Seconds - Without Ever Writing A Single Word

Designrr is a software application developed by PageOneTraffic Ltd. a content marketing software company. Since inception in October 2011 our focus has been to identify problems with online marketing and build software that solves them. 

 

Paul Clifford is the founder and CEO of PageOneTraffic Ltd. He has been building software for over 20 years. Prior to 2011 he worked with Nike, Statestreet Bank, Adidas, Carrefour and DeutschePost building large enterprise SaaS platforms – which are still in use today. He has been involved in 3 start-ups, the last of which sold to Taleo Inc for $38 million in 2011.He founded the company in London, July 2011.   In 2013 he moved the business and his family to San Diego to launch and grow his content marketing platform Kudani. In addition, to adding his latest cloud based software Designrr.The ‘For Dummies’ brand chose Kudani to help explain content marketing in their February 2016 book and worked with us to produce a mini ‘Content Marketing For Dummies – Kudani Limited Edition’ for our customers.
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Bob Stein Talk @ PointCulture Bruxelles (2015) /// #ebook

Bob Stein (USA) is founder and co-director of the Institute for the Future of the Book and founder of The Voyager Company. The last 13 years he produced more than 300 titles under 'The Criterion Collection', a series of films on videodisc, and more than 75 CD ROM titles including the CD Companion to Beethoven's Ninth Symphony, 'Who Built America', and the Voyager edition of 'Macbeth'. Previous to Voyager, Stein worked with Alan Kay in the Research Group at Atari on a variety of electronic publishing projects. Eleven years ago Stein started 'Night Kitchen' to develop authoring tools for the next generation of electronic publishing. That work is now being continued at the Institute for the Future of the Book.

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Collectif Hyperfictions | Manifeste / comment/quand un contenant dédié à un ou des supports numériques fait livre

Collectif Hyperfictions | Manifeste / comment/quand un contenant dédié à un ou des supports numériques fait livre | Digital #MediaArt(s) Numérique(s) | Scoop.it
L’objet livre face au numérique vient soulever des problématiques propres à la rencontre de deux médias. Les productions d’artistes abordant ces questions s’inscrivent dans un champ de tensions se développant entre livre papier, livre-objet plastique et livre numérique.

Le livre papier édité s’inscrit dans une économie (d’offre et de demande, de reproductibilité) – dont le livre d’artiste (pièce unique, fanzine ou multiple) s’émancipe. Sa lecture s’accompagne d’une certaine transparence de l’énonciation éditoriale, de l’oubli du support matériel au profit d’une recherche d’“immersion” (en particulier dans les textes de fiction), jusqu’aux jeux plastiques les plus divers. Cette dernière démarche interroge la forme du livre-objet. Celui-ci déborde de la définition traditionnelle du “livre”, jusqu’à, parfois, la mettre à mal. Des expérimentations d’artistes sur les formes plastiques, le volume et le support attribués à ce livre-objet mettent au défi les pratiques de lecture.

Nous distinguerons le livre numérique du livre homothétique de format pdf ou de certains ePub, dont la forme se contente d’imiter le livre papier. Il ne s’agit pas non plus d’un site Web au sens classique du terme : un support au contenu extensible et dont la forme ouverte (Eco) est difficilement circonscriptible par le lecteur. Ce qui fait livre dans le numérique est une forme autoportée, circonscrite, quoique dynamique et parfois non linéaire, et dont l’essence n’est pas nécessairement littéraire ni textuelle. L’éventuel paradoxe du “livre” numérique se résout dans une adéquation totale entre les particularités du support au service d’un contenu pensé nativement pour celui-ci.

Il s’agit ici d’expérimenter comment (et quand) un contenant dédié à un ou des supports numériques fait livre.
Les enjeux plastiques des formes observables à l’écran seront abordés ici “au pixel près”.
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OPEN #CALL for ARTICLES - FILE #01 | Digital Aesthetics E-BOOK promoted by M0us310n.net

OPEN #CALL for ARTICLES - FILE #01 | Digital Aesthetics E-BOOK promoted by M0us310n.net | Digital #MediaArt(s) Numérique(s) | Scoop.it

FILE is an e-book promoted by M0us310n.net which analyses the intersections between Philosophy, Art, and computing communication processes on the internet. FILE is an open call for dialogue that attempts to bring together different theoretical and practical fields of criticism and reflection on digital art. Developed from an academic context, but emerging from a need to reach beyond it and to establish links with the artistic production, FILE is created with the intention of compile essays in order to link theoretical perspectives, practices, and reflection on the Digital Arts.

FILE Digital Aesthetics E-BOOK should be seen as a meeting point for artists, academics, or implementers of art/development projects. We welcome proposals for both chapters and case studies from academics, photographers, artists and other visual practitioners. We are seeking for contributions that deal with a wide range of issues in connection with the impact of computing communication processes on the internet within the production and reception of Art.

FILE #01 is an ISBN registered publication with free online distribution, licensed under aCreative Commons Attribution
NonCommercial-NoDerivatives 4.0 International License.


FB event : https://www.facebook.com/events/793577664066799

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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 #MediaArt(s) Numérique(s) | 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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From the Sky to the Earth de Fabien Zocco sur iBooks - NAIMA Editions // #mediaart #netart

From the Sky to the Earth est un livre d'artiste de Fabien Zocco. Juste une œuvre prenant la forme d'un livre numérique.
Une base de données répertoriant des noms attribués à des étoiles (Aldebaran, Proxima, etc...) est parcourue aléatoirement. À chaque terme selectionné vient se juxtaposer l'image saisie dans Google Street View d'un lieu quelque part sur terre (ville, lieu-dit, rue etc...), dont le toponyme est identique au nom de l'étoile.


Ce livre peut être téléchargé sur votre Mac ou appareil iOS avec iBooks. Les livres Multi-Touch peuvent être lus sur votre Mac ou appareil iOS avec iBooks. Les livres avec du contenu interactif peuvent être plus fonctionnels sur un appareil iOS. iBooks sur votre Mac nécessite OS X 10.9 ou une version ultérieure.

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Daata Editions - artists using moving image and sound to create digital editions

Daata Editions - artists using moving image and sound to create digital editions | Digital #MediaArt(s) Numérique(s) | Scoop.it

Daata Editions is an online platform for the sale of artist commissioned video, sound and web art editions. This new and innovative way to collect art is designed specifically to be a native platform to a new generation of artists who work with moving image and sound.

For Season One, Daata Editions has commissioned 18 artists to create six new artworks each, which are available for sale on the website in editions of 15.

Editions are strictly limited and there will be no further release at a later stage. Artworks on the website are divided in three different tranches, Video, Sound and Web, according to their medium and the technologies used for their production. The Daata Editions logo is being used to watermark video files and protect artworks’ copyrights online. For sound files a Daata Editions sound logo has been created from the word Daata being transcribed into a binary code and has been imported to the artworks. ...

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Dennis Cooper - Zac's Haunted House (A Novel entirely in #GIF form) published by Kiddiepunk

Dennis Cooper - Zac's Haunted House (A Novel entirely in #GIF form) published by Kiddiepunk | Digital #MediaArt(s) Numérique(s) | Scoop.it

A novel by Dennis Cooper, published by Kiddiepunk


In an attempt to feed our depleting attention spans, or maybe just for fun, writer and artist Dennis Cooper has unleashed a brain-scrambling new "reading experience" onto the world. Cooper, whose work includes the drug-and-sex-fueled series known as the George Miles cycle, has released his newest novel, Zac's Haunted Houseentirely in GIF form.


The novel, which is more like a visual short story, is made up of a preface, an afterword, and five chapters, all of which contain dozens of loosely interconnected GIFs. The GIFs range from pulsing hearts and grainy home movie disasters to pixel art and tumbling puppies, sourced from the depths of the entertainment world.

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Open Models - Les business models de l’économie ouverte - #OpenCulture #OpenEconomy

Open Models - Les business models de l’économie ouverte - #OpenCulture #OpenEconomy | Digital #MediaArt(s) Numérique(s) | Scoop.it

Logiciel, éducation, conception industrielle, données, science, art et culture, les open models sont partout. Les acteurs qui utilisent ces approches ouvertes remettent en cause les positions établies par les acteurs traditionnels. Souvent, des communautés s'organisent pour résoudre collectivement des problèmes sur lesquels buttent les organisations centralisées. Tabby, la voiture en kit open source, Protei, le drone marin open source, Open street map, en sont quelques exemples. ...


Changer de modèle c'est aussi changer son propre regard. Ainsi, pendant votre lecture, posez votre smartphone à côté du livre, lancez OpenModels.fr et tournez les pages au fur et à mesure de votre lecture. Vidéos, interviews, commentaires en direct, flux twitter, votes, le numérique vous offre un autre contexte, une autre façon de comprendre les choses.

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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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