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Digital Scenography: 30 Years of Experimentation and Innovation in Performance and Interactive Media [Mīkstie vāki]

(Trinity College Dublin, Ireland)
  • Formāts: Paperback / softback, 224 pages, height x width x depth: 236x156x14 mm, weight: 360 g, 20 bw illus
  • Sērija : Performance and Design
  • Izdošanas datums: 06-Oct-2022
  • Izdevniecība: Methuen Drama
  • ISBN-10: 1350232750
  • ISBN-13: 9781350232754
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  • Mīkstie vāki
  • Cena: 31,02 €*
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  • Formāts: Paperback / softback, 224 pages, height x width x depth: 236x156x14 mm, weight: 360 g, 20 bw illus
  • Sērija : Performance and Design
  • Izdošanas datums: 06-Oct-2022
  • Izdevniecība: Methuen Drama
  • ISBN-10: 1350232750
  • ISBN-13: 9781350232754
Citas grāmatas par šo tēmu:
Shortlisted for the PQ Best Publication Award in Performance Design & Scenography 2023

This book uses digital media theory to explore contemporary understandings of expanded scenography as spatial practice. It surveys and analyses a selection of ground-breaking, experimental digital media performances that comprise a genealogy spanning the last 30 years, in order to show how the arrival of digital technologies has profoundly transformed performance practice. Performances are selected based on their ability to elicit the unique specificities of digital media in new and original ways, thereby exposing both the richness and shortcomings of digital culture.

O'Dwyer argues that contemporary scenography is largely propelled by and dependent on digital technologies and represents a rich, fertile domain, where unbridled creativity can explore new techniques and challenge the limits of knowledge. The 30-year genealogy includes works by Troika Ranch, Stelarc, Klaus Obermaier, Chunky Move, Onion Lab and Blast Theory. In addition to applying a broad scope of performance analysis and aesthetic theory, the work includes artists interviews and opinions.

The volume opens important aesthetic, philosophical and socio-political themes in order to highlight the impact of digital technologies on scenographic practice and the blossoming of experimental interdisciplinarity. Ultimately, the book is an exploration of how evolutionary leaps in technology contribute to how humans think, act, make work, engage one another, and therefore construct meaning and identity.

Recenzijas

ODwyer guides the reader through six chapters of case studies with amazing dexterity It is ODwyers adept and careful analysis of each of the artists/works that makes this volume so compelling. * International Journal of Performance Arts and Digital Media *

Papildus informācija

Short-listed for PQ Best Publication Award in Performance Design & Scenography 2023 (UK).The book explores the use of digital technologies over the past 30 years for the embellishment of performance and set design and examines the impact they have on contemporary culture.
List of Illustrations
x
Acknowledgements xii
Introduction 1(24)
Historical Background
2(2)
Yet Another Recuperation of the Theory of the Avant-Garde
4(5)
Contextualization of Digital Scenography
9(8)
Epochal Rupture of Digital Technology and Global Interconnectivity
17(1)
Methodology
18(2)
Through-Lines
20(5)
1 Avant-Garde and Invention in Early Digital Scenography: Troika Ranch
25(28)
Introduction
25(1)
Background
26(1)
The Need (1989)
27(2)
Tactile Diaries (1990)
29(2)
Mise-en-scene
31(2)
Technical Description
33(2)
Project Background and Avant-Garde Tendencies
35(1)
Teleactingand Democratization of Video Broadcasting
36(3)
Rupture and the Pharmacology of Digital Telecommunications
39(2)
Experimentalism, Invention and Procedure
41(2)
Systems Art
43(1)
Technological Transformations of Methods
44(1)
Towards In Plane
45(2)
Individuation and Influences on Troika Ranch
47(2)
In Plane
49(2)
A Final Thought on Troika Ranch
51(2)
2 Scenography of the Cyborg: Stelarc's Extra Ear
53(26)
Introduction
53(1)
Themes and Concepts
54(3)
Extra Ear. Description
57(4)
Leroi-Gourhan, Evolution and the Technical Tendency
61(2)
Technicity
63(1)
Towards Technical Individuation
64(2)
A General Organology
66(2)
Technical Evolution
68(1)
Preindividual Milieu and Epiphylogenesis
69(1)
Stelarc's Extra Ear, Post-evolution and Organ Functions
70(1)
Subversion and Rupture
71(1)
Sociocultural Impact
72(7)
3 Innovations in Motion-Tracking and Projection-Mapping: Klaus Obermaier
79(26)
D.A.V.E.
80(4)
Technical Determinacy in D.A.V.E.
84(2)
Vivisector
86(1)
Description
87(4)
The Ambivalences of Digital Scenography
91(2)
Apparition
93(1)
Responsive Scenography
94(3)
Projection-Mapping
97(2)
Socio-political Metaphors of Apparition
99(2)
Symbiosis or Organology?
101(4)
4 Responsive Environments and Choreographing Indeterminacy: Chunky Move
105(22)
Introduction
105(1)
Description
106(2)
Grammatization
108(3)
Specificities of Digital Scenography
111(5)
Sublime Aesthetics of Mortal Engine
116(3)
Performing Digital Individuations: Organology
119(3)
Delegation of Responsibilities: Towards Al
122(1)
The Pharmacology of the Second `Scenographic Turn'
122(3)
Expanding the Theoretical Lens
125(2)
5 Architectural Projection-Mapping: OnionLab Beaming on a Grand Scale
127(22)
Introduction
127(1)
A-Cero 15th Anniversary: Description
127(3)
Theodor Adorno: Aesthetic Theory and the Culture Industry
130(2)
From the Culture Industry to the Programme Industry
132(2)
Symbolic Misery
134(2)
Desire
136(2)
Desire and the Programme Industry
138(1)
Blade Runner 2049: `Everything You Want to Hear/See' and the Horror of Joi
139(2)
The Pharmacology of Software as Art Material
141(2)
Computer Vision: A Digital Resource
143(2)
The Pharmacology of Software as an Art Material
145(1)
Summing Up Projection-Mapping and the Programming Industries
146(3)
6 Ubiquitous Computing, Behavioural Profiling, Big Data and Machine Learning: Blast Theory
149(31)
Introduction
149(3)
Karen
152(1)
Description
152(1)
Mise-en-scene
153(2)
Dramaturgy
155(1)
Durational Time, Intermittence and Subversion of the Author-Audience Relation
156(3)
Algorithmic Governmentality and 24/7 Capitalism
159(4)
A New Critical Vocabulary for the New Economy
163(1)
The Goal of Art in the Hyperindustrial Economy
163(2)
Bifurcation Points in the Hyperindustrial Economy
165(1)
Eliciting the New Specificities
166(3)
Conclusion: Towards a Nascent Grammar of Digital Scenography
169(1)
Political Agency
170(2)
Singularity
172(1)
(In)determinism
173(1)
Innovative Repurposmg
174(1)
Digital Specificity
175(1)
Noetic Reactivation
176(1)
Increasing Technological Performativity
177(2)
A Final Word
179(1)
Notes 180(11)
Bibliography 191(12)
Index 203
Néill ODwyer is a senior research fellow and the principal investigator (PI) of 'Performative Investigations in Extended and Augmented Reality Technologies' (PIX-ART), in the Dept. of Drama at Trinity College Dublin, Ireland. He was formerly an awardee of the prestigious Irish Research Council Government of Ireland Research Fellowship. He specialises in practice-based research in digital art and performance.