Contemporary Art and Digital Culture analyses the impact of the internet and digital technologies upon art today. Art over the last fifteen years has been deeply inflected by the rise of the internet as a mass cultural and socio-political medium, while also responding to urgent economic and political events, from the financial crisis of 2008 to the ongoing conflicts in the Middle East.
This book looks at how contemporary art addresses digitality, circulation, privacy, and globalisation, and suggests how feminism and gender binaries have been shifted by new mediations of identity. It situates current artistic practice both in canonical art history and in technological predecessors such as cybernetics and net.art, and takes stock of how the art-world infrastructure has reacted to the internetâs promises of democratisation.
An invaluable resource for undergraduate and postgraduate students of contemporary art â especially those studying history of art and art practice and theory â as well as those working in film, media, curation, or art education.
Melissa Gronlund is a writer and lecturer on contemporary art, specialising in the moving image. From 2007â2015, she was co-editor of the journal Afterall, and her writing has appeared there and in Artforum, e-flux journal, frieze, the NewYorker.com, and many other places.
The first edition of Purity in Print documented book censorship in America from the 1870s to the 1930s, embedding it within the larger social and cultural history of the time. In this second edition, Boyer adds two new chapters carrying his history forward to the beginning of the twenty-first century.
The Unofficial Minecraft Lab for Kids comes with a variety of creative exercises that explore the game's aspects and uses them to teach fun, educational lessons.An Amazon Best Kidsâ Books of 2016 pick! Balancing your child's screen time can be difficult, especially when it comes to wildly popular, open-ended video games like Minecraft. Minecraft offers players an environment focused on exploration, imagination, and creation, but its nonlinear game structure can mean spending a lot of time in the game. You will start the book by brushing up on some common Minecraft language and examining each of the four game modes: survival, creative, adventure, and spectator. Then, youâll use this knowledge to venture off onto the six different quests that encourage child and adult participation. These "gamified" labs will allow your child to earn stickers and badges as rewards as they complete quests. You'll even learn how to screencast and narrate your own videos to share with family and friends! TheÂ Unofficial Minecraft Lab for Kids provides a fun, educational gaming goals that you and your child can reach together!
Digital Visual Culture presents the latest research into the relationship between theory and practice across digital media and technology in the visual arts and investigates the challenges of contemporary research and art curation, particularly in regard to new media artworks. The contributors to this volume discuss the impact of technological advances on visual art and the new art practices that are developing as a result. Many aspects of new interdisciplinary and collaborative practices are considered, such as net art and global locative environments, , and installations that are themselves performance, or games that often take place simultaneously online and in reality. Digital Visual Culture is an important addition to the ongoing discussion surrounding postmodern art practice in art and digital media.
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