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The object speaks: connecting the post-optimal object design with new media arts discourse

机译:对象说话:将后最佳对象设计与新媒体艺术话语联系起来

摘要

This research paper aims to make evident a relationship between Post-udOptimal Object design and New Media Art. This objective is approached byudreflecting on the respective disciplines’ theoretical and practical area ofudexploration. In Chapter One, the concept of the Post-Optimal Object, which isuda proponent of design, is introduced and categorised, in order for it to beuddiscussed in relation to New Media Art. In Chapter Two, three art historicaluddescriptions utilised by Francis Halsall, which include: the dematerialisation ofudthe art object; intermedia; and the post-medium condition, will be used toudcontextualise New Media Art, and serve towards its discussion with theudconcept of the Post-Optimal Object. There will also be a contemporaryudreflection of these two disciplines, which include a genre of New Media Art,udreferred to as interactive digital installation; and a genre of the concept of theudPost-Optimal Object, which is ‘responsive’. In support of the proposedudarguments of this research paper, four case studies will be utilised forudillustrative purposes. In Chapter Three, a New Media Artwork, entitledudOverflow (2000), by artist Laura Nova, will be discussed in comparison to audPost-Optimal Object case study entitled, The Technological Dreams Seriesud(2007), by the design duo, Dunne & Raby. In Chapter Four, two additionaludcase studies will be compared and discussed: Standards and DoubleudStandards (2004) by interactive digital artist Rafael Lozano-Hemmer; and EtudDukkehjem (2008) by the design duo Roofoftwo.
机译:本研究论文旨在证明后期最佳对象设计与新媒体艺术之间的关系。通过反省各个学科的探索领域的理论和实践来实现这一目标。在第一章中,对后最优对象的概念进行了介绍和分类,这是设计的拥护者,以便与新媒体艺术相关地对其进行讨论。在第二章中,弗朗西斯·哈索尔(Francis Halsall)运用了三种艺术历史描述,包括:艺术品的非物质化;中级以及后中等条件将被用于“新媒体艺术”的语境化,并有助于其与“后最佳对象”的概念化讨论。这两个学科也将在当代受到 udreflection的影响,其中包括一种新媒体艺术流派, udd被称为交互式数字装置。以及“ udPost-Optimal对象”的概念类型,即“响应式”。为了支持本文的建议论点,将以四个案例研究为例。在第三章中,将与艺术家劳拉·诺瓦(Laura Nova)题为“ udOverflow(2000)”的新媒体作品进行讨论,并与设计中题为“技术梦想系列”(ud)的“后期最佳对象”案例研究( ud(2007))进行比较。二人,邓恩和拉比。在第四章中,将对另外两个案例进行比较和讨论:互动数字艺术家Rafael Lozano-Hemmer的Standards和Double udStandards(2004)。和Et udDukkehjem(2008)由二人组Roofoftwo设计。

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    Reddiar Wayne Emmanuel;

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