"From the birth of op art to the dawn of cybernetics, artists found new ways to engage the senses and play with our perception. Electric Dreams celebrates the early innovators of optical, kinetic, programmed and digital art, who pioneered a new era of immersive sensory installations and automatically-generated works." Tate #ElectricDreams #Cybernetics #SpatialComputing #Art #SpaceshipEarth
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Associate Professor of Media & Art and Director of Signature Work @ Duke Kunshan University / Artist & Musician
[OPEN CALL] >> The “Shifting Cosmologies: More Than Human XR” track is part of the upcoming Politics of the Machines (POM) conference in Aachen in April 2024. Shifting Cosmologies: More Than Human XR track instigates a discursive conversation about reality media and the machines and technologies that define it. In the present reality we live in today, crises are marked by tensions between the interpersonal, socio-political, local, and global. These entanglements are often complex and range from the micro to macro scale, circumscribed by human and other-than-human agents and their place in a largely anthropocentric system. From this built-in anthropocentric bias evolves outcomes and scenarios with real and perceived calamities manifesting in complex problems that are seemingly unresolvable. Within this context, we consider how Extended Reality may be used as a theoretical framework and navigational toolkit to facilitate the social dreaming of alternate futures in reimagining our shifting cosmologies. In doing so, we pivot from an anthropocentric reality to one encompassing ecocentrism worlds beyond the human experience. By gazing back at the human from the viewpoint of the other, we uncover new perspectives. This track calls on researchers, practitioners, and scholars to consider reality media within the digital sphere, biosphere, ecosphere, and geosphere to critique the limitations of current XR technologies and practices. We seek novel interventions within reality media that present actionable approaches to non-anthropocentric utopias through (1) papers, (2) workshops, and (3) hybrid presentations that embrace XR technology for knowledge creation and transfer. Through the track, we incite ideas and concepts that can be developed into guides toward a future all-inclusive and ethical practice of immersive technology. Submit your 500-word abstract and learn more about the conference at: https://v2.nl/articles/pom The foundation for this work was developed by the XResearch Cluster, a collaborative research cluster between V2_Lab for the Unstable Media and the [DTRM] Design, Technology, and Radical Media Lab. We aim to generate sustained conversations about non-human-centric XR at the intersection of philosophy, creative practice, sciences, and technology. Track Chairs Benjamin Bacon (Duke Kunshan University, the Design, Technology and Radical Media Labs (DTRM)) Vivian Xu (DePaul University, the Design, Technology and Radical Media Labs (DTRM)) Boris Debackere (LUCA School of Arts, V2_ Lab for the Unstable Media)
V2_ Lab for the Unstable Media
v2.nl
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n a distant sector of the galaxy, renowned for its technological marvels, a non-organic alien female emerged as a prodigious creator, her brilliance shining across star systems. Her form, a stunning arrangement of crystalline structures and flowing metallic curves, reflected the advanced technology of her kind. This being was not just a technician; she was an artist, her creations a blend of functionality and aesthetic beauty. Her work, ranging from intricate personal gadgets to colossal starships, bore the hallmark of her unique vision, each piece a testament to her mastery over both the minute intricacies of circuitry and the grand scale of interstellar engineering. Her creations were sought after not only for their impeccable performance but also for their exquisite design, each a work of art capable of transforming the mundane into the extraordinary. Her reputation as a great techie creator was not solely due to her skill but also to her innovative spirit. She pioneered technologies that bridged the gap between organic and non-organic beings, facilitating a deeper understanding and connection among the diverse inhabitants of the galaxy. Her work often incorporated elements that resonated with the natural world, a nod to the harmony that could exist between technology and nature. As a non-organic entity, she challenged the preconceived notions of creativity and emotion, showcasing that beauty and innovation were not bound by organic limitations. In a universe where technology shapes the fabric of life, how do you think such a creator would influence the future of interstellar society? #Space #scifi #ScienceFiction #SpaceAdventure #epicjourney #Fantasy #inspiration #synthwave #TTRPG #RPG #RolePlay #D20 #gamemaster #Campaignsetting #futurism #FantasyWorld #Universe #mods #game #Midjourney #StableDiffusion #SD #AI #AIart #Dnd #retro #galaxy #OrganicAlien #NonOrganicAlien #Bots
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👏 Course Leader for MA 3D Computer Animation Friendred Peng recently did a talk at TEDxAmsterdam, speaking about how art can be transformed and reshaped by technology, and how our connections can be rebuilt through experiencing joy, breaking social norms, and letting our guard down. “The surreal experience of becoming a TEDx speaker gave me a voice to express my ideas and tell the world about my journey to becoming the computational artist I am today. It overwhelmed me with gratitude, especially working with a team of like-minded people and knowing that my ideas will be spread across the world is incredible.” Watch the full video here: https://lnkd.in/gT9CEgTb
How Technology is Changing the Way you Experience Art | Friendred Peng | TEDxAmsterdam
https://www.youtube.com/
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Discover the potential ✨ of Spatial Computing 👓 for museums, art, and culture 🎭 with the latest video review by our CEO and digitalization strategist, Ulrich Buckenlei. “The Art Universe by Kaleido” on Apple Vision Pro, reviewed to you by VISORIC GmbH, revolutionizes how we engage with art, offering a mesmerizing, life-sized experience. The “The Art Universe by Kaleido” app, exclusively available on the Apple Vision Pro, is revolutionizing how we experience art. It offers access to a magical ✨, spatial experience 👓 that allows the audience to enjoy art in overwhelming size and quality, as if they were right in the museum. With a catalog of over 100 selected, contemporary artists from a wide range of genres and disciplines, from abstract art to digital art, this app opens up new dimensions of art viewing. Aura, the #AI 🤖 guide of the Art Universe, accompanies users, shares stories of the artists, and enables the virtual placement of artworks on one’s own wall. Get ready to be virtually transported to an art world with the guidance of Aura, your #AI art companion. #ArtTech #CulturalInnovation #DigitalTransformation #TechInArt #MuseumTech #ArtificialIntelligence #VISORIC #AppleVisionPro
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Explore the digital art evolution from its origins to its future. Dive into the Digital Renaissance and discover how technology reshapes the art world. https://lnkd.in/eZ_CdsNj
eastendarts.org
https://eastendarts.org
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Deadline extended to April 2! Apply now to the next ACM SIGGRAPH Digital Arts Community juried online exhibition! The Future of Reality: Post-Truths, Digital Twins, and Doppelgängers 2024 SIGGRAPH DAC Exhibition Curated by: Victoria Szabo DAC Committee Member(s): Gustavo Alfonso Rincon Exhibition Opening: July 2024 Submit your work to the Call for Participation: https://lnkd.in/gRimB_UP Submission Information: https://lnkd.in/gvNJJEie The Future of Reality is a digital art exhibition to be presented online as part of a collection of juried works. The review committee will accept both copies of digital art works and documentation of pieces and performances. We will also ask for an artist’s statement to accompany the work, and welcome additional explanatory texts and writings to frame the work. Accepted artists will also be invited to join online conversations about the work at a future DAC SPARKS session focused on the exhibition and shared at SIGGRAPH 2024. The work will also be documented in the online SIGGRAPH History Archives. Description: In The Production of Space Henri LeFebvre described the complex ways in which space is perceived, conceived, and experienced. This mutually constitutive and dynamic social process affects both the built environment and socio-cultural relations within it. For decades theorists of both urban geographies and the landscapes of cyberspace have taken inspiration from his ideas to think about how spaces become places at a moment in time. Artwork that engages concepts of space and place has been energized by thinking through these dynamic relations in installations, site-based experiences, virtual art, and other forms. Today the boundaries between these productive forces of space and experience are increasingly blurred, as physical space and virtual space boundaries overlap; space design itself becomes generative and democratized; and lived experience within them is both participatory and reactive. Virtual worlds, 3D models, animations, reality capture imaging, sensors, and intelligent agents of all kinds are converging to create post-truths, digital twins, and doppelgängers to the material world, and are co-constituting our experiences within and outside of it. How are artists engaging information as data – structuring new grammatical languages as code, formulating the future of reality from A.I. into the era of Quantum computing?
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