Browsing Re:Trace Conference - Keynotes, Papers & Posters by Issue Date
Now showing items 1-20 of 130
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Crowd and Art - Kunst und Partizipation im Internet
(transcript, 2017-02)What can be contributed to a networked reality by art resulting from involvement by “others,” and what does this have to do with knowledge or non-knowledge? Working at the nexus of art theory, cultural studies, media studies ... -
3×4: a telematic/architectural hypersurface
In her 2004 publication ‘Virtual Theatres’ Gabriella Giannachi wrote on the processes of doubling presence in interactive artworks, from liquid architecture to telematic performance, where the physical and virtual realms ... -
The artistic contribution of the electrographic practices in the archaeology of electronic art
Nowadays that it is almost a fact that electronic art and, therefore, Media Art, was not born without inheritance, this research presents a return to the past through the Media Archaeology methodology and within Media Art ... -
Amaru Cholango on How to Poeticize Technology
The Kichwa artist Amaru Cholango has been experimenting since the early 1990s with the boundaries between art and technology. While his creative inquiries cover an array of subjects, Cholango’s main interest conveys an ... -
Art and Technology as Research: Episteme and Techne Fluidity
At the outset, the paper will present a selection of research fields and practices of members of RELATE (Research Laboratory for Art and Technology) at Aalborg University. As a newly founded research group, RELATE allows ... -
Carlos Relvas (1838-1894): The Intriguing Research of his Stereo Archive
Early this year a new research project was launched in Portugal, entitled ‘European Stereo Masters: Carlos Relvas’. Stemming from previous research on Portuguese stereoscopy, this project is focused on the stereo photographs ... -
BioCare: Feminist Labs and the Aesthetics of Care
In the science lab objectivity is key. Protocols are set in place to ensure that experiments go on without interference, without subjectivity, unnecessary inquiry, emotion or caring. These do not seem to be sites of ... -
Coding from the Latin American ancestral indigenous knowledge
Wawakipu is a computer science program developed by the MedialabUIO of the International Center for Advanced Studies of Communication for Latin America, which seeks to awaken computational thinking in children, mainly from ... -
Computer art: the ‘orphan parent’ of media art
The sadness of most art is that it does not know its future. The sadness of much media art is that it does not know its (computer art) past. We develop alternative histories of media arts because of new trends, techniques ... -
Curating in the Age of Artistic Ubiquity and of Visulizing Techniques
The present cultural interest and technological effort around the subject of data mining, information retrieval and data and information visualization, not only in scientific fields, but also in common cultural experience ... -
The Crowdsourced Archive: Mobile Media, Photography, and the Local(ized) Frame
As mobile devices have proliferated, so too have the number of images that attempt to document a sense of place. These images are contributing to a growing visual database of how individuals see a region or a location. In ... -
Cybercontemporary art: mutations and digital contagion
Digital technologies are increasingly present and accessible in nowadays. This ubiquity produce a creative and specific research field, influencing the way others artistic production modes operates. Contemporary art, until ... -
Crisis as Critical Practice in the MENA
The awakening civil dissent in the Middle East and North Africa (MENA) in 2010/2011 has been attended by forms of artistic as well as user-generated and cultural strategies that reflect critical dissonant practices in the ... -
CyberSM, cybersex and 25 years of VR
2018 will mark the 25th anniversary of cyberSM, a series of media arts projects incorrectly heralded as the first fully-functional cyber-sex systems. These projects made frequent appearances in newspapers, magazines and ... -
Datafying Media Art. Assessing Digital Methods for Media Art Research
Where the initial wave of Digital Humanities (DH) concentrated mainly on textual analysis, the contemporary DH witnessed a visual turn. This resulted not only in establishing visuals as subject of digital analysis but also ... -
Design of Narrative Book Collection: Redesigning Pre-Modern Japanese Books in the Digital Age
This paper introduces Narrative Book Collection—a unique model of digital exhibition for pre-modern Japanese books that explores computational and visualization approaches to create a new book reading experience in the ... -
Digging the (new) media art scene of İstanbul: Towards Media Art Historical Re-discovery
This study is an attempt to excavate and analyze (new) media art scene of İstanbul in order to explore the particularities in the field and local histories of media art. There is still ambiguity about what (new) media art ... -
Ethico-onto-epistemologies of Media Art: A case study of the “Protocol for Interdisciplinary Research” project
As all steps of Art’s value chain get transformed by the ever-challenging practices of Media Arts and other forms as Art and Science intersections, and while agents and Institutions are adapting to the on-going transformation ... -
An Example of Conscientious Handling of Time-Based Media Artwork
For the past 35 years, the Kunstsammlung des Landes Niederösterreich has been acquiring media art in various formats, such as video sculptures, installations and film. The result of these 35 years of acquisition is a ... -
Gaze and Geometry: comparing two languages of vision from Medieval Eastern and Modern Western visual compositions
Islamic patterns from the medieval era are non-figurative displays of repetitive geometric shape relations on architectural surfaces. They are historically created as designs of a particular cultural setting and are said ...