Difference between revisions of "Media art and culture"

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Media art includes projects exploring ''technological'' issues of emerging tools - devices ([[video art|video]], [[computer art|computer]], [[mobile art|mobile devices]]), standards and software ([[net art|internet]], [[software art|software]], [[code poetry|code]], [[game art|computer games]], [[streaming]], [[locative media|GPS]]). These projects usually focus on the manuevre limitations, stereotypes of perception, or aesthetics of these tools. (There is a significantly increasing number of entertainment projects andservices created for commercial and/or social networking purposes. These are not of our attention here, since we are interested in writings on media culture, rather than in media culture production.)
 
Media art includes projects exploring ''technological'' issues of emerging tools - devices ([[video art|video]], [[computer art|computer]], [[mobile art|mobile devices]]), standards and software ([[net art|internet]], [[software art|software]], [[code poetry|code]], [[game art|computer games]], [[streaming]], [[locative media|GPS]]). These projects usually focus on the manuevre limitations, stereotypes of perception, or aesthetics of these tools. (There is a significantly increasing number of entertainment projects andservices created for commercial and/or social networking purposes. These are not of our attention here, since we are interested in writings on media culture, rather than in media culture production.)
  
Looking at the media art and culture mailing lists, conferences and festivals, the current discussions are held on [[accessibility of data/software/devices|public domain]], [[protection of identity|protection of personal data]], [[democratization of electromagnetic spectrum|open spectrum]], [[social web|web 2.0]] and [[responsibility in world affairs|debates on politics]]. Projects dealing with such ''social, cultural, legal and political issues'' stemmed from media art discourse and still can be considered as a part of it.
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Looking at the media art and culture mailing lists, conferences and festivals, the current discussions are held on [[public domain|accessibility of data/software/devices]], [[protection of personal data|protection of identity]], [[open spectrum|democratization of electromagnetic spectrum]], [[web 2.0|social web]] and [[debates on politics|responsibility in world affairs]]. Projects dealing with such ''social, cultural, legal and political issues'' stemmed from media art discourse and still can be considered as a part of it.

Revision as of 13:47, 30 October 2006

The term media art is useful and used for projects bringing up the technological, social, cultural, legal and political issues that come along with the emergence of new media. Since 1990s the new media have included internet, web, mobiles, wireless, GPS, and others. Media culture in this regard uses and is used by new media.

Media art includes projects exploring technological issues of emerging tools - devices (video, computer, mobile devices), standards and software (internet, software, code, computer games, streaming, GPS). These projects usually focus on the manuevre limitations, stereotypes of perception, or aesthetics of these tools. (There is a significantly increasing number of entertainment projects andservices created for commercial and/or social networking purposes. These are not of our attention here, since we are interested in writings on media culture, rather than in media culture production.)

Looking at the media art and culture mailing lists, conferences and festivals, the current discussions are held on accessibility of data/software/devices, protection of identity, democratization of electromagnetic spectrum, social web and responsibility in world affairs. Projects dealing with such social, cultural, legal and political issues stemmed from media art discourse and still can be considered as a part of it.