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  1. Art, Creativity, Intellectual Property and the Commons

    Let us begin with a story about art. In this story, art produces aesthetic works of durability and stability — things that “stand up on their own”. The act of artistic production doesn’t come from nowhere; neither is it born in the heads of private individuals. It doesn’t dwell in a social nothingness. Nor does it start with a blank canvas. Any moment of production involves the reassembling and rearranging of the diverse materials, practices and influences that came before it and which surround it. Out of this common pool, art creates aesthetic works with emergent properties of their own. From the social world in which it lives, art creates affect and precept. It forms new ways of feeling, seeing and perceiving the world. It gives back to us the same object in different ways. In so doing, art invents new possibilities and makes available new forms of subjectivity and life. Art is creative and productive.

    David M. Berry - 21.09.2010 - 11:11

  2. The Politics of the Libre Commons

    The project of ‘free culture’ is committed to the creation of a cultural space, rather like the ‘public domain’, seeking to complement/replace that of proprietary cultural commodities and privatized meaning. This has been given a new impetus with the birth of the Creative Commons. This organization has sought to introduce cultural producers across the world to the possibilities of sharing, co–operation and commons–based peer–production by creating a set of interwoven licenses for creators to append to their artwork, music and text. In this paper, we chart the connections between this movement and the early Free Software and Open Source movements and question whether underlying assumptions that are ignored or de–politicized are a threat to the very free culture that the project purports to save. We then move to suggest a new discursive project linked to notions of radical democracy.

    David M. Berry - 21.09.2010 - 11:16

  3. Words Made Flesh. Code, Culture, Imagination

    Executable code existed centuries before the invention of the computer in magic, Kabbalah, musical composition and experimental poetry. These practices are often neglected as a historical pretext of contemporary software culture and electronic arts. Above all, they link computations to a vast speculative imagination that encompasses art, language, technology, philosophy and religion. These speculations in turn inscribe themselves into the technology. Since even the most simple formalism requires symbols with which it can be expressed, and symbols have cultural connotations, any code is loaded with meaning. This booklet writes a small cultural history of imaginative computation, reconstructing both the obsessive persistence and contradictory mutations of the phantasm that symbols turn physical, and words are made flesh.

    Johannes Auer - 08.11.2012 - 15:55

  4. Miniatureskrift og andet uendeligt småt

    Såvel religiøse lærde som forfattere og billedkunstnere har eksperimenteret med at formindske skriften til ulæselighed. Den mikrografiske kunst gemmer på en hemmelighed. Karen Wagner forfølger mikrografien op gennem historien, fra den jødisk bogkunst, hvor det vrimler med kalligrammer, “carpet pages” og sefardiske arabesker frem til Robert Walsers tætte krat af sætningsguirlander, Gary Gisslers godt skjulte tekster og cyberkunstens Institut for Uendeligt Små Ting.

    Sissel Hegvik - 20.04.2013 - 17:13

  5. ART, GAMES, AND PLAY

    Andrews looks at the relationships, kinships, and tensions between interactive art and interactive games. The intersection of art and game is play.

    Jim Andrews - 08.03.2015 - 02:09

  6. Infiltrating Aesthetics: Videogames, Art, and Distinction

    Though scholars of literature and the arts remain skeptical, Strunk explores some of the ways "videogames are making the transition into being objects worthy of artistic attention."

    Raoul Karimow - 12.09.2017 - 13:42

  7. Architecture as a Narrative Medium

    Christine Bucher, reviewing Beatriz Columnina, considers the narrative and photographic dimensions of interiors designed by Adolf Loos and Le Corbusier.

    (Source: ebr)

     

    Lisa Berwanger - 12.09.2017 - 14:37

  8. Nature is What Hurts

    In this review of Timothy Morton’s Hyperobjects, Robert Seguin contemplates the implication of the text’s eponymous subject on art, philosophy, and politics. The “hyperobject,” a hypothetical agglomeration of networked interactions with the potential to produce inescapable shifts in the very conditions of existence, emerges as the key consideration for the being in the present.

    (source: http://electronicbookreview.com/thread/criticalecologies/hurts)

    Malene Fonnes - 22.09.2017 - 10:25

  9. When Error Rates Fail: Digital Humanities Concepts as a Guide for Electronic Literature Research

    How do we think about things — like electronic literature — that combine the operational aspects of computing systems with the affective and representational aspects of the arts? We could view them through the frameworks of computer science, the literary arts, or critical interpretation. These can all be valuable. But they are all, inevitably, partial. Wardrip-Fruin proposes that digital humanities frameworks can provide a way of thinking about the dual elements of electronic literature simultaneously. Here he provides a case study: a strand of research that is both in computational approaches to social simulation and in the creation of works that build upon, and guide the development of, these simulations. He discusses the digital humanities concepts of operational logics and playable models that help him and his collaborators understand their work as they carry it out.

    Hannah Ackermans - 05.02.2021 - 11:39

  10. A Platform Poetics: Computational Art, Material and Formal Specificities, and 101 BASIC Poems

    My digital art is highly computational, or process intensive—it is more about code and symbol manipulation, and less about data, the visualization of data, or multimedia effects. But beyond this, what I do often explores specific computer platforms. In this essay I describe how my project 101 BASIC Poems is part of a platform practice engaging the Commodore 64, the Apple II series of computers, and the BASIC programming language. My project 101 BASIC Poems is an initiative to develop just more than a hundred computational artworks, each one not just a digital text but also a computer program that can and should be run. On the computational end of things, a major inspiration is 101 BASIC Computer Games, a collection of BASIC programs that fired the imaginations and scaffolded the programming ability of many people in the late 1970s and early 1980s.

    Nick Montfort - 15.11.2021 - 00:24