Anna Bentkowska-Kafel, Trish Cashen, Hazel Gardiner (ed.): Digital Art History: A Subject in Transition (2005)

15 February 2009, pht

This book looks at the transformation that Art and Art history is undergoing through engagement with the digital revolution. Since its initiation in 1985, CHArt (Computers and the History of Art) has set out to promote interaction between the rapidly developing new Information Technology and the study and practice of Art. It has become increasingly clear in recent years that this interaction has led, not just to the provision of new tools for the carrying out of existing practices, but to the evolution of unprecedented activities and modes of thought.

This collection of papers represents the variety, innovation and richness of significant presentations made at the CHArt Conferences of 2001 and 2002. Some show new methods of teaching being employed, making clear in particular the huge advantages that IT can provide for engaging students in learning and interactive discussion. It also shows how much is to be gained from the flexibility of the digital image – or could be gained if the road block of copyright is finally overcome. Others look at the impact on collections and archives, showing exciting ways of using computers to make available information about collections and archives and to provide new accessibility to archives. The way such material can now be accessed via the internet has revolutionized the search methods of scholars, but it has also made information available to all. However the internet is not only about access. Some papers here show how it also offers the opportunity of exploring the structure of images and dealing with the fascinating possibilities offered by digitisation for visual analysis, searching and reconstruction. Another challenging aspect covered here are the possibilities offered by digital media for new art forms. One point that emerges is that digital art is not some discreet practice, separated from other art forms. It is rather an approach that can involve all manner of association with both other art practices and with other forms of presentation and enquiry, demonstrating that we are witnessing a revolution that affects all our activities and not one that simply leads to the establishment of a new discipline to set alongside others.

Published by Intellect Books, 2005
ISBN 1841501166, 9781841501161
123 pages

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Cory Doctorow: Content: Selected Essays on Technology, Creativity, Copyright, and the Future of the Future (2008)

15 February 2009, pht

Hailed by Bruce Sterling as “a political activist, gizmo freak, junk collector, programmer, entrepreneur, and all-around Renaissance geek,” the Internet’s favorite high-tech culture maven is celebrated with the first collection of his infamous articles, essays, and polemics. Irreverently championing free speech and universal access to information—even if it’s just a free download of the newest Britney Spears MP3—he leads off with a mutinous talk given at Microsoft on digital rights management, insisting that they stop treating their customers as criminals. Readers will discover how America chose Happy Meal toys over copyright, why Facebook is taking a faceplant, how the Internet is basically just a giant Xerox machine, why Wikipedia is a poor cousin of The Hitchhikers Guide to the Galaxy, and how to enjoy free e-books. Practicing what he preaches, all of the author’s books, including this one, are simultaneously released in print and on the Internet under Creative Commons licenses that encourage their reuse and sharing. He argues persuasively that this practice has considerably increased his sales by enlisting readers to promote his work. Accessible to geeks and nontechies alike, this is a timely collection from an author who effortlessly surfs the zeitgeist while always generating his own wave.

Published by Tachyon Publications, 2008
ISBN 1892391813, 9781892391810
224 pages

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Videogames and Art (2007), ed. Andy Clarke, Grethe Mitchell

14 February 2009, dusan

From Madden NFL 2007 to Grand Theft Auto: Vice City, videogames are firmly enmeshed in modern culture. Acknowledging the increasing cultural impact of this rapidly changing industry, Videogames and Art is one of the first books devoted to the study of videogame art, featuring in-depth essays that offer an unparalleled overview of the field.

The distinguished contributors range broadly over this vast intellectual terrain, positioning videogame art as a crucial interdisciplinary mix of digital technologies and the traditions of pictorial art. They examine machinima and game console artwork, politically oriented videogame art, and the production of digital art; they also interview prominent videogame artists about their work. Rounding out Videogames and Art is a critique of the commercial videogame industry comprising several critical essays on the current quality and originality of videogames.

An essential volume for our digital age, Videogames and Art will be a fascinating read for players, fans, skeptics, and scholars alike.

Published by Intellect Books, 2007
ISBN 1841501425, 9781841501420
283 pages

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