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Art of the Digital Age

July 22, 2009 by Roy Johnson

pictures, sculpture, installations, and web-art

Art of the Digital Age is a beautifully illustrated survey of the latest developments in art which has been generated digitally. Well, for ‘latest’ read ‘in the last ten or fifteen years’, because people were attempting to use IT for art even before the arrival of the Web. Bruce Wands very sensibly begins by defining ‘digital art’ – pointing out that many artists may use computers and digitisation in the preparation of works which are then executed by conventional means.

Art of the Digital Age His first section on digital imaging illustrates that perfectly. Many of the artists combine photography, painting, and scanned imagery – to produce data files which can then be projected into other media. He then moves on to show works which are categorised as ‘virtual sculpture’. In this genre, 3-D modelling software is used to produce wireframe shapes which can then be clad in a variety of skins or surfaces. The results can be sent as a file to a rendering studio which creates the object in a substances of the artist’s choice.

There is also 3-D printing, in which layer upon layer of a plastic coating can be applied to a surface until the result is a three dimensional shape. This can be the desired sculpture or a mould from which the finished work is cast. there are some slightly gruesome-looking organic forms here, but the constructivist work of sculptor Bruce Beasley (www.brucebeasley.com) stands out as possibly the most impressive work in the book.

On installation art I remained unconvinced. Much of it seemed like 3-D objects with light shows thrown in – though it is hard to judge an environment when it is only captured in a 2-D photograph. The problem here and elsewhere is that the term ‘art’ has been taken to mean ‘arty’. If the pages had been thrown open to the truly popular users of new technology, we could have had the work of those people whose works are viewed by up to ten million at a time on YouTube.

The same is even more true of digital music – though he ‘cheats’ by going back into performance and installation art which also happens to feature music. Video (which is now called ‘time-based media’) is another example where current commercial practice far outstrips the arty experimentalists

I followed up lots of the sources, and was amazed how few of the artists featured had their work available for view on their web sites – though the spectacular animations of Dennis H. Miller were an honourable and very worthwhile exception here (www.dennismiller.neu.edu). But when I arrived in the ‘Net Art’ section at work which allows you to connect interactively with snakes, I felt I could give that one a miss.

It’s a visually rich publication, marred only by the use of a sans-serif font for the body text which sits rather unsympathetically with the pictures; but this is offset by a richer-than-usual scholarly apparatus which includes a 1450—2006 IT timeline, a glossary, lists of further reading, a list of digital art resources, and a webliography of the artists featured.

© Roy Johnson 2007

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Bruce Wands, Art of the Digital Age, London: Thames and Hudson, new edition 2007, pp.224, ISBN 0500286299


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Digital Art

July 14, 2009 by Roy Johnson

illustrated survey of contemporary digital art forms

Digital technology has revolutionized the way art is now produced and viewed. Traditional forms such as painting, photography and sculpture have been transformed by digital techniques. Entirely new forms such as software art, digital installations, and virtual reality have emerged, and they are now collected by major museums, institutions, and private collectors. Christiane Paul’s book surveys the developments in digital art from its appearance in the early 1990s right up to the present day. It’s difficult for books like this to keep up with what’s being developed on the Internet, but she makes a good stab at it. She starts out with a rapid survey of the period 1940-1990, in which the foundations were laid. Then came the world wide web, which opened up the Net to Everyman.

Digital ArtAfter this comes her first main section, which deals with the digitisation of the two-dimensional surface. This yields computer-generated images which look like paintings, photographs which look like web sites, and collages which look like a combination of both – some of them even digital images which have been transferred onto canvass, to complete the illusion. There are lots of examples, all of them illustrated in full colour. It’s a visually rich book.

Most of the time her exposition is clear and straightforward, but now and again it does keep slipping into the style of Art School gobbledygook to which commentators on modern art seem irresistibly drawn:

Suggesting antagonisms, the project explores the concept of different poles in dataspace and the ways in which various forms of information can materialize in a dynamic matrix.

Whilst it is unfair to judge these complex works from a text description of them on the page, plus a screenshot, it seems that many of them go down tempting but false avenues of discovery and innovation.

Randomness, interactivity, or simultaneously viewing events from different points of the globe have no intrinsic connection with art – though it is understandable that people should want to exploit such possibilities. ‘Allowing the viewer to select/mix/choose’ is a false avenue.

Works of art are almost always the finished products of one person which we are invited to contemplate. Exploiting the possibilities of the Web and Flash animations seem much more promising routes to me. Time will tell.

Real artists will be grappling with these new digital possibilities right now – musicians making symphonies in their back bedrooms, Flash animators making the next generation of films.

The last part of the book deals with the various forms in which digital art is popularly manifest – artificial intelligence, telepresence and robotics, data visualisation and mapping, hypertextual narratives, and of course gaming.

She includes an excellent lists of artists’ web sites, digital arts organizations, networks, museums, and festivals, plus a select bibliography.

Despite any reservations I might have expressed here, this is an extraordinarily wide-ranging and thorough investigation of what is going on in digital art right now. She discusses all the key artists and works, as well as issues such as the collection, presentation and preservation of digital art, the virtual museum, and ownership and copyright. Very good value.

© Roy Johnson 2008

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Christiane Paul, Digital Art, London: Thames and Hudson, revised edition 2008, pp.256, ISBN: 0500203989


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Digital Art History

June 30, 2009 by Roy Johnson

Teaching and learning art using IT

This is a collection of academic conference papers which look at the ways in which digital art history and the use of computers is affecting the ways in which art is both taught and studied. The papers cover issues such as the storage, access, and searchability of images; ownership and copyright. iconography and classification, and the analysis of art works using Computer Aided Design. There’s an account of a multi-media project for instance, Colour and Communication in 20th-Century Abstract Art, which teaches issues of tone, tint, and hue by making comparisons with music which are included as audio files alongside interactive exercises.

Digital Art HistoryNext comes a web-based project called The Cathedral as Virtual Encyclopedia – a virtual panoramic tour of Chartes cathedral. The really interesting and ambitious feature here is that the authoring team, lead by Stephen Clancy, have been digitally manipulating the panorama shots using Macromedia Director to produce a thirteenth-century version of the tour.

This is followed by an account of creating a multimedia database of the source materials archived by Georg Morgenstiern, professor of Indo-Iranian languages at the University of Oslo, Norway. The resulting collection of photographs, sound recordings, and movie clips can be seen at www.nb.no.

There is a short encomium for computer gaming which could safely have been left out of the collection. More interesting is an account of experimental new media art at the University of the West of England in Bristol – though the emphasis is on problems of curation rather than the ‘exhibits’ themselves. This is also true of an essay on the creation of a visually searchable database of images at London Guildhall.

The centrepiece of the book shows how computer graphics and visioning techniques can be used in the scientific analysis of paintings. Once the examples have been digitised using CAD software, new versions can be generated from different points of view; partly occluded objects can be completed; shapes and objects can be analysed; and a 3D version of the scene can be generated.

They show an amazing three dimensional reconstruction of Masaccio’s Florentine fresco, The Trinity. This paper is the work of three scholars in art history and engineering science working collaboratively at the University of Oxford and is probably the highlight of the collection.

As an e-learning author myself, I would sometimes have welcomed a little more technical detail, but there’s certainly enough here to stimulate anybody who want to see what’s possible in harnessing the power of IT to the teaching and learning in visual arts.

© Roy Johnson 2005

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Anna Bentkowska-Kafel et al (eds), Digital Art History, Bristol: Intellect, 2005, pp.118, ISBN 1841501166


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Filed Under: Art, Media, Online Learning Tagged With: Art, Computers, Cultural history, Digital art, Digital Art History, Education, New media, Online learning

Hamlet on the Holodeck

July 11, 2009 by Roy Johnson

reflections on hypertext and story-telling

Janet Murray has an intellectual background which will be common to many who have passed through higher education since the 1960s. She is rooted in her training in the humanities (English Literature) – but she has been touched by developments in computer science, and wishes to combine the two disciplines. She holds simultaneously a deep reverence for post-Renaissance book-based traditional learning and an appreciation that digitised texts, non-sequential narratives, and multimedia effects might produce new artistic forms. Hamlet on the Holodeck is an exploration of what has been done to develop these new forms – and what might be done in the future. It is a study which has become a central text in the required reading on hypertext. As a teacher at the Massachusetts Institute of Technology – the home of research and development in multimedia – she knows the field well.

Hamlet on the HolodeckHer examination starts with a survey of science fiction and various modern narratives which explore the possibilities of parallel universes or alternative realities – including 3-D movies and virtual reality simulators. She describes the existing technology with enthusiasm – although in each case she ends up in the realm of ‘Imagine if this could be put to use in …’ rather than what has been done. But this is understandable. After all, we are considering an extremely new technology. When printing was first invented, books were produced which imitated written manuscripts, just as in our own age cinema and radio first imitated the live theatre. Maybe the new digital narrative forms have not yet emerged.

She discusses videogames, virtual dungeons (MUDs and MOOs) and literary hypertexts, including the best known – Michael Joyce’s Afternoon and Stuart Moulthrop’s Victory Garden. She also considers the advantages and weaknesses of Web-based narrative experiments. These include the complex worlds which are generated around TV soap operas for instance – which have archives of back footage linked to fan-generated materials.

The main problem is that she doesn’t really confront the most fundamental philosophical principle of fictional narratives. This is that consumers usually want and appreciate a series of events which has been artfully conceived and structured by somebody else. Such narratives represent, in no matter how diffuse a form, a distinctive point of view or perspective on the world.

There is much discussion of journeys through mazes, fantasy quests, dragon-slaying, and all the usual clichés of games with names such as Pong, Zork, and Doom. However, when it comes to predicting what the new forms might be, these tend to be simply different ways of telling the same story – multiple viewpoints – a strategy which has been adopted in most art forms, and which is not intrinsically connected to computers or hypertext. Her arguments and exposition seem more fruitful when she is discussing the rapidly merging world of the Web and television.

Her examination of current multimedia productions is wide-ranging and thorough, although there are one or two assumptions about what is likely to develop which seem open to question. The first is that computers will somehow participate in the generation of basic narratives. The second is that readers will be invited to participate in the story. The third is that a video games or MUDs are likely to be the most likely form to be developed. These are certainly interesting possibilities, but whether they are necessary elements of the new forms or not, only convincing evidence will tell.

However, these are reservations of a rather theoretical nature. At a practical level, anyone interested in the future possibilities of story-telling using computer technology should read this book. Its comprehensive survey of current practice is an inspiring starting point for what might be achieved in the digital future.

© Roy Johnson 2001

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Janet H. Murray, Hamlet on the Holodeck, Cambridge, MA: MIT Press, 1999, pp.324, ISBN: 0262631873


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Internet Art

June 25, 2009 by Roy Johnson

modern art meets digital technology – the latest results

As bandwidth has increased and rates for subscribing to it have dropped, so we have easier access to sites offering high quality graphics, animations, and even streamed videos. Digital artists can now make their work available to a very wide audience. This survey of contemporary internet art attempts to merge visual art with the digital world. It comes from the cheap-and-cheerful but excellent value ‘World of Art’ series of paperbacks from Thames and Hudson. As somebody who has recently started to experiment with Internet art – albeit in a Blogging sort of way – I bought this book thinking it would give me some new ideas. It did – but it’s a lot more besides.

Internet ArtIt starts off quite usefully with a quick overview of computers and the Internet, then situates the origins of Net art in the experimental art of the 1960s and 1970s. I was surprised Rachel Greene didn’t have examples from these early years. For instance, it’s half way through the book before she even mentions ASCII art.

Instead, she pitches straight into Web-based ‘happenings’ from the 1990s, where web sites are used to co-ordinate and publicise public events – usually of a ‘situationist’ type. The most interesting innovation which I had not seen before is ‘Browser Art’- where browsers are re-programmed using JavaScript and Perl scripts to simultaneously display a mosaic of materials from multiple sources. The other genre which seems promising is software art.

She is very well informed about what is going on in what I suppose still calls itself the avant-gard, so it’s all the more disappointing that her expression of it is clouded by the written style of the art school manifesto:

As site-specific sculpture operates vis-a-vis the particular components and ideologies of a place, so do many works of Internet art derive in significant ways from their location within a networked public field of vision and consumption.

Fortunately, the book is profusely illustrated, which helps you through two hundred pages of that sort of thing.

I was disappointed that she missed the chance to categorise the various genres of art object that are made possible by the Internet – the web site as display gallery, as record of an expedition, as interactive game or challenge, as multimedia experience, and so on – though she does discuss examples of each.

Blogging is covered in one sentence, and Flash animations don’t even get a mention. Even hypertextuality doesn’t get much of a look in, yet lots of space is devoted to silly art-school pranks and radical [for which read pretty useless] ‘experiments’.

Overall, this strikes me as a missed opportunity, because she clearly knows a lot about radical art of the 1990s, but her lack of historical and conceptual depth means she is unable to synthesise it. Instead, she provides a descriptive tour of various fin de siècle activist posturings, happenings, and staged art events about which most sane people will neither know nor care.

So far as I’m aware, the book on Internet Art has still to be written. Correct me if I’m wrong. Yet there’s bound to be something in here somewhere for anyone interested in the relationship between digital technology and art. Despite my reservations, I look forward to browsing some of the more inventive sites she lists in a well documented Webliography.

© Roy Johnson 2004

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Rachel Greene, Internet Art, London: Thames and Hudson, 2004, pp.224, ISBN 0500203768


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Literacy in the New Media Age

July 2, 2009 by Roy Johnson

theoretical study of writing in the digital age

This is an investigation of the effect of new media on what Gunter Kress calls ‘alphabetic writing’. He is arguing that multimedia and the screen are starting to challenge the page as the natural medium of writing – and that this in turn is affecting the way we write. It’s certainly true that writing for the screen has to be more immediate and heavily chunked than writing for the page, and Kress also argues that the screen is making graphic images more important as a medium of communication.

Literacy in the New Media Age He points out quite rightly that speech and writing are two completely separate systems (which is why many people have problems with writing). The alphabet is actually a loose transcription system for translating between them. His basic argument is that all communication (including linguistics) should be seen as a subset of semiotics. There’s actually not very much about new media discussed – merely an assumption that iconic or visual communication is challenging the dominance of writing.

However, he does make the interesting observation that computers put users in charge of page layout in a way which gives new emphasis to design, as well as providing interactivity between writer and reader.

Having argued that all texts are a result of ideological relationships between author and reader, he even attempts a quasi-political analysis of punctuation. This is not really persuasive, and founders in his attempts to explain or excuse his examples of what is no more than poor writing.

But he does end on an interesting topic of reading paths. That is, the manner in which readers have to construct their own navigational routes when confronting what he calls ‘multimodal’ texts – ones with pictures and words, such as magazines and web pages, for instance.

Although he claims to have left behind an academic style so as to communicate with a wider audience, he writes in a dense and rather abstract manner. The results will be of interest to linguists, educational theorists, and semiologists – though those approaching it with an interest in new media might be a little disappointed.

© Roy Johnson 2003

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Gunther Kress, Literacy in the New Media Age, London: Routledge, 2003, pp.186, ISBN: 041525356X


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Mediactive

December 27, 2010 by Roy Johnson

new journalism, new publishing, new media

Mediactive is the latest stage in an argument that has been developing for some time now. In 2004 Dan Gillmor launched the notion of the ‘citizen journalist’ in his polemic We the Media. He argued that news is too important to be left entirely in the hands of professional journalists, and that bloggers (who were at that time a new phenomenon) had a corrective influence that should be encouraged. Since anyone with access to a computer and the Internet can start blogging within five minutes, it was in the power of ordinary people to create an additional and maybe an alternative voice to the established press and the broadcast media. They can also do this at virtually no cost, because the open source movement makes powerful software available to us free of charge. Since that time the sales of print newspapers have been plummeting, and bloggers have risen in importance and influence, to the extent that all major newspapers now have their own staff bloggers, having once ridiculed their very existence.

Mediactive Mediactive is Gillmor’s update to these arguments, in which he urges us all to become more active, sceptical, and open consumers of information – but also active participants in its creation. And he even provides the tools to do the job. In the past you needed to own printing presses, publishing companies, and distribution networks to make even the smallest item of information available to a wider audience. But now all that has changed. Because as he argues very persuasively (referencing Clay Shirky) – the barriers to entry are virtually zero. “You don’t need anybody’s permission, and you don’t need much money either”. In other words, individual entrepreneurs now have an entirely new opportunity to make information available to the public.

His book is in three parts: first, the arguments for becoming active in the creation of media (print, blogs, video, podcasts); second, the tools for engagement and how to use them; and third, the large socio-legal issues and conflicts in online advocacy and the realms of media literacy in education.

This is an interesting book in its own right as a physical object. Mediactive exists primarily as an on-going project, a web-based set of resources, of which this printed book is only one manifestation, which might well be called Version 1.0. Other manifestations already exist as web pages, and you can download the whole thing as a PDF file free of charge at Mediactive.com. In time, as new materials, updated evidence, modifications, and corrections are made, the version number will change – just as in the case of software at the moment.

Dan Gillmor is one of those people who believe that making books available as free downloads increases the sales of a print version. It has to be said that in this form of print on demand (POD) format these books are not very attractive. They have small page margins, the first lines of paragraphs are indented, typography is crude, and perhaps worst of all, underlining is used to show where hyperlinks exist in the online version.

It has no index, footnotes, or bibliography. All of these are available in the master copy which exists on line. It’s rather like a book that has been produced by an enthusiastic amateur using a desktop publishing kit. It’s also written in bite-sized chunks for reading on screen. What works in one medium doesn’t necessarily translate well without problems for another

However this is the Brave New World of publishing and distributing ideas, and I think we might expect a few rough edges in these emerging forms, just as I’m equally confident that production standards will rise as the form matures. If you don’t believe me, have a look at any document you produced twenty years ago.

Basically he wants us all to become more vigilant and active participants in using the new media tools at our disposal. His strongest argument in support of citizen media against traditional journalism and especially broadcast media is also its smallest and simplest elements – the hyperlink and the comment. If television news reports an event, we have no way of clicking through to check the source of the information or any alternatives there might be, and we have no way of offering corrective feedback or criticism.

Having urged participation, he then goes through the best known of the new media tools – blogs, YouTube, Flickr, and even content management systems (CMS), though like me, he drew the line at Drupal as a techie step too far.

All this creates an entirely new opportunity to the individual entrepreneur in any field of interest. That’s because the barriers to entry are virtually zero. “You don’t need anybody’s permission, and you don’t need much money either.”

He poses interesting questions and raises thought-provoking questions. For instance, the apparently simple query: “What is journalism?” If somebody documents arguments over a planning application to build a new factory in their neighbourhood on a blog – is that journalism? And if not, why not? His answer would be yes – because even though you are not paid for writing the article or employed by a newspaper, the article is performing the function of journalism by making information publicly available.

He also poses an interesting notion that is reflected in the very nature of the book itself. “When is a work complete?” Why shouldn’t a digital work live on and accrue to itself all the modifications, corrections, additions, and links to further information that become available over time? There is no reason why a book should not be like a Wikipedia entry – subject to constant updating and revision.

Of course this idea leads in turn to the question “What is a book?” – to which this production is an interesting answer. Of course we are accustomed to a book being a relatively static or fixed entity, existing in maybe at the most two or three editions. But there is no reason why we should not refer in future footnotes and references to Book Title, Version 3.1.5

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© Roy Johnson 2011


Dan Gillmor, Mediactive, Lulu.com, 2010, pp.183, ISBN: 0557789427


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MTIV: New Media Design

June 14, 2009 by Roy Johnson

new media design principles, plus tips on inspiration

Hillman Curtis is one of the new generation of multi-media designers – with a background in writing and rock music rather than art college. This is his credo on the process of professional new media design – which is centred on listening carefully to what clients want, and helping them to articulate their ideas. It’s a glamorous production, with big margins, glossy paper, and double-spread photos.

New Media Design In the first part of the book he spells out his approach to designing and managing projects. He gets his stimulus from magazines, movies, and other people’s Web sites, collecting examples of good design for inspiration. One of the main purposes of this book is to communicate this personal enthusiasm – which he does very well.

You feel as if you’re only a couple of steps away from your own award-winning designs. The down side is, he doesn’t go into any technical detail on how to do it. In the central section of the book he gives examples of the people whose work has inspired him – graphic designers Saul Bass, Kyle Cooper and Joseph Müller-Brockman, painter Mark Rothko, plus film directors David Mamet and Sydney Lumet.

I’ll visit a gallery, buy or borrow a few CDs, see a couple of movies, and study my favourite movies on DVD. I’ll read art history, film theory … and of course I immerse myself constantly in design books and magazines.

It’s interesting to note how the possibilities of motion and the Web has led to these Flash designers thinking of themselves as directors of sixty second movies which must deliver a theme, plus a coherent and complete experience.

When it comes to the technical matters discussed in part three, he hands over the baton to other writers, so what we get is a series of essays from experts. These are on colour theory, design with grids, font construction, and Web page layout. These are quite useful primers, particularly if you want a quick introduction to HTML and XML. He also includes a chapter on usability from Steve Krug’s excellent Don’t Make Me Think, and a there’s a finale encouraging would-be movie makers to try their hands at digital video.

© Roy Johnson 2005

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Hillman Curtis, MTIV: Process, Inspiration and Practice for the New Media Designer, Indianapolis (IN): New Riders, 2002, pp.240, ISBN: 0735711658


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New Media in Late 20th-century Art

July 17, 2009 by Roy Johnson

new forms of multimedia, performance, and digital art

There’s nothing like discussing ‘contemporary’ art forms for making you realise we’re now in the twenty-first century. When you look at developments which seem quite recent (particularly related to the Internet) you suddenly realise that these were in the LAST CENTURY!! – (to sound for a moment a little like Tom Wolfe). The latter half of the nineteen hundreds saw artists breaking up the boundaries of aesthetic genres and introducing all sorts of new technology into their work – as well as mixing disparate activities into one experience. New Media in Late 20th-century Art is a survey of the new media which evolved roughly in the period 1950—2000.

New Media in Late 20th-century Art It covers the mixing of media and performance, video art, video installations, and the new forms of digital art. Starting from the notion that traditional Art has been a painting in two dimensions, Michael Rush looks at the extensions made by the twentieth century. It’s a beautifully illustrated book, with picture captions which explain the significance of each medium.

After an introductory consideration of the inclusion of Time, which is made possible by film, he passes into the early stages of media and performance. This covers the multimedia happenings which started with events organised by the painter Robert Rauschenberg, the composer John Cage, and the choreographer Merce Cunningham organised in the 1960s. These mixed together various combinations of film, acting, music, and dance, and there began the widespread use of video film around the same time.

Performances range from video films of ultra-minimalist events such as hand gestures or people asleep, to live broadcasts of people commenting whilst under local anaesthetic on their own cosmetic surgery operations. Yes, it’s true.

There’s a lot of combining performance art with video recordings of it. Artists put themselves into embarrassing and even dangerous situations and record the consequences as a work of ‘art’. The problem for a lot of the art works created between the 1960s an 1980s is that there is little easily recoverable record of them. On the plus side, there are lots and lots of artists represented here – and their work is illustrated in colour with stills from exhibitions and ‘installations’.

The general problem with the survey is that most of its emphasis is on the content of the so-called art works, rather than the art itself. There is nothing new in an artist putting her adolescent traumas of sexual identity into a work of art just because it’s in the form of a video film.

The older artist to whom most repeated reference is made in the context of cross-boundary works is Marcel Duchamp, and the contemporary names which come up most frequently are Naim June Paik and Bill Viola, both installation artists. Most of these works seem to add up to multiple projections, using TV monitors or giant split screens

Bill Viola – ‘Acceptance’ 2008

A section on digital art attempts to bring things up to date with digitally altered photography and virtual reality programs. But in fact it’s very difficult to keep up with the developments of digital multimedia. I think the publishers will do Michael Rush a favour by publishing a second edition which allows him to add material on the Flash and Shockwave movies which are now sweeping the Web.

© Roy Johnson 2005

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Michael Rush, New Media in Late 20th-Century Art, London: Thames and Hudson, revised edition 2005, pp.248, ISBN: 0500203784


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Remediation: Understanding New Media

May 26, 2009 by Roy Johnson

new media – theoretical and practical studies

Jay Bolter is the author of Writing Space, one of the most important books on hypertext of the early 1990s. Here he continues with co-author Richard Grusin his theoretical and practical consideration of digitisation into the realm of ‘new media’: that is, computer graphics, streamed video, and virtual reality. He begins by looking at the ways in which various media – from Renaissance paintings to modern 3D digital images – have tried to render convincing images of the real world.

Remediation: Understanding New MediaThe first part of the book discusses the interesting distinctions to be made between immediacy and hypermediacy. Their definition of remediation is ‘the representation of one medium in another’ and they argue that this is ‘a defining characteristic of the new digital media’.

Their premise is that all new media take over and re-use existing media. Thus the Web grabs aspects of television and printed books. A good Web homepage presents all its most important information visible ‘above the fold’, in the same way as newspapers are designed.

This doesn’t prevent some of the ‘old’ media fighting back. So, for instance, television news programs begin to show separate ‘windows’ on screen – in a clear imitation of the multitasking environment of the computer monitor to which we are now all accustomed.

There’s some heavy-duty language to get through in this section – but the tone lightens in the second part of the book. This deals with studies of a dozen contemporary forms of digital media – computer games, virtual reality, digital art and photography, television, and the Web.

This includes an extended analysis of the game Myst, which is seen in terms of a remediation and critique of film. They chase the differences between photo-realistic painting and digital art all around the houses. It also includes an interesting analysis of Hitchcock’s Vertigo, of Disney theme parks, and of web cam sites.

The analysis does include some dubious assumptions – such as the idea that the difference between film and TV is that we watch films in public and television in private. The truth is that not many people go to the cinema any more, and lots of people watch television films with friends.

The last part of the book returns to a theoretical consideration of the effect of all this on the individual. We are taken into issues such as ‘gender problems in MUDs’ and what it is like in VR experience to be a molecule or virtual gorilla.

It might be hard work to read, but it’s stimulating stuff. There may be further theoretical questions posed on many of these issues – but anybody interested in the uses of new media will not wish to miss what Bolter and Grusin have to say about them.

© Roy Johnson 2000

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Jay David Bolter and Richard Grusin, Remediation: Understanding New Media, Cambridge (MA): MIT Press, 2000, pp.295, ISBN: 0262522799


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