topical media & game development

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research directions -- information art

Given the rise of the creative industry it is not suprising that initiatives have been taken to provide academic curricula in creative technology. The Institute of Creative Technology (LA), which developed the Mission Rehearsal Exercise discussed in chapter 9, may be taken as an example of an institute combining both technological and creative expertise in its staff.

The new media or creative technology play an important role in our society, in that they contribute in envisaging our dreams and (through advertisement) selling our reality.  [InformationArts], which provides an in any sense exhaustive investigation in the relation between technology and art, observes:

new media


a consequence of the constitutive function of artistic-illusionary utopias for the inception of new media of illusion is that the media are both a part of the history of culture and of technology.

Although the research agenda's of scientists may easily conflict with the artistic agenda's of artists,  [InformationArts], describes numerous projects where projects where artists and scientists cooperate, with mutual benefit.  [InformationArts] is together with  [DeepTime],  [VirtualArt] and many others, part of series of books from MIT Press, dealing with the cross section between technology, art and culture We repeat the quote, already given in section 1.1, that accompanies this series of books:

cultural convergence


the cultural convergence of art, science, and technology provides ample opportunity for artists to challenge the very notion of how art is produced and to call into question its subject matter and its meaning in society.

Examples of projects with both relevance science and art, may for example be found in the area of tele-presence, to thematize, following  [VirtualArt]:

tele-presence


  • notions of artificial life
  • fusion with (infinite) virtual image worlds
  • transformation of self into digital data
Such themes, apart from all technical problems involved, deeply affect human aspirations, as expressed in our myths and movies:

human aspiration(s)


telepresence also combines the contents of three archetypal areas of human aspirations: automation, virtual illusion and metaphysical views of the self.

In particular, such notions may be used to analyse, or de-construct, our behavior(s) on the web and our adoption of, for example, Second Life:

cybergnosis


what is being preached is the phantasm of union in a global net community, cybergnosis, salvation through technology, disembodied as a post-biological scattering of data that lives forever.

This, eveidently may lead to criticism(s), which after all is a function of art, to make us aware of our limits, and the intrinsic qualities of our existence:

zealot(s)


what we observe are hyperzealots of a new technoreligion running wild, zapping, excerpting and floating in cyberspace.

However, although we may encounter similar criticisms in popular culture, that is cartoons and games, it is interesting to reflect on the difference between art and the of new media applications that are somehow related to art. Again following  [VirtualArt]:

aesthetics


since the eighteenth century, aesthetic theories have regarded distance as a constitutive element of reflection, self-discovery and the experience of art and nature.

Aesthetic distance, however, is a notion that is also subject to criticism from new developments within art itself, for example performance art, which aspire a more direct existantial impact, as for example the works of Marina Abramovic, discussed in chapter ,a href=1.html>1.

What is meant with creative technology or new media, and what will constitute the tools of the new culture is not entirely clear. For example,  [InformationArts] observes that

tool(s)


aesthetic distance is no longer tenable when artist are engaging the same systems used in general communications and research

Does that mean that we must adopt open source to make an artistic statement, or shy away from the powerful visual effects enabled by for example shader technologies. Of course not. But it does indicate the need to critically reflect on the need and functions of these tools, and not adopt a technology, style or for that matter realism simply because everybody does so. Art, through its history, teaches us how to fight against both visions of dominance, and dominant vision(s)!

(C) Æliens 04/09/2009

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