topical media & game development

talk show tell print

the artwork

  1. website of Montevideo Collection Catalogue. To avoid being parochial here, I should also mention similar institutes abroad, such as Electronic Arts Intermix from New York, USA, and LUX, from London, UK.
  2. website of INCCA.
  3. tangible virtual museum -- from  [Tangible], see section 10.1.
  4. digital dossier -- concept graph for abramovic dossier, see section 10.2.
  5. digital dossier -- presentation gadget in abramovic dossier, with video of Relation in Time, with Ulay.
  6. digital dossier -- installation Terra dea degli madre, as 3D model.
  7. conservator's studio -- Self-Portrait with Braid, see section 10.2
  8. diagram -- task world ontology,  [Euterpe].
  9. tower of babel -- location where the event took place, see below.
  10. tower of babel -- projection of tower of babel project, see section 10.3, submitted by Katelijne Arts. The project is a concept of Katelijne Arts, Tineke Goemans, Franka van de Goor, Leidi Haaijer en Bert Vogels.
  11. tower of babel -- a view from the inside of the building.
  12. PANORAMA architecture -- from  [PanoramaWeb].
  13. signs -- sports,  [Signs], p. 278, 279.
The artwork for this chapter is selected to emphasize variety and experiment. The collection of Montevideo contains a great number of works from the early history of video art, including the works of Nam June Paik and Bill Viola. Yet, despite the experimental flavor of these works, contemporary media art shows a strong sense of context, experience and communication, as demonstrated for example in the tower of babel project. The issues of preservation we dealt with in this chapter, may now, to conclude this chapter, be summarized as: how do we preserve the context of experience of contemporary media art?
[] readme course(s) preface I 1 2 II 3 4 III 5 6 7 IV 8 9 10 V 11 12 afterthought(s) appendix reference(s) example(s) resource(s) _

(C) Æliens 18/6/2009

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