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Frames: Digital Art as Text, Context...
~
Schoenbeck, Robert Wallace.
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Frames: Digital Art as Text, Context, and Code.
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
Frames: Digital Art as Text, Context, and Code./
作者:
Schoenbeck, Robert Wallace.
面頁冊數:
186 p.
附註:
Source: Dissertation Abstracts International, Volume: 73-07(E), Section: A.
Contained By:
Dissertation Abstracts International73-07A(E).
標題:
Multimedia Communications. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3499529
ISBN:
9781267240217
Frames: Digital Art as Text, Context, and Code.
Schoenbeck, Robert Wallace.
Frames: Digital Art as Text, Context, and Code.
- 186 p.
Source: Dissertation Abstracts International, Volume: 73-07(E), Section: A.
Thesis (Ph.D.)--University of California, Irvine, 2012.
In digital media studies, it has commonly been claimed over the past decade that the significance of a piece of electronic art is reflected somewhere within its program structure, or source code. This structure is thought to represent a communicative intent or expression on the part of the artist, and to act as a constraint of sorts on the possibilities of interaction and interpretation with respect to the work. In this dissertation, I show that this forced separation of code and art has led to a misleading equation of conservative, formalist models of literary study with computing. The problems raised by digital art require us not to think simply in terms of machines and readers, or programs and users, or output and input, but rather in terms of hidden and competing modes of symbolic processing: that is to say, the human and the computer each represent ways of understanding the world that aren't easily disentangled from one another, and it is our very awareness of this fact that causes us to try so insistently to keep them apart. Rather than representing a wholly novel development in the history of art, human-computer interaction simply allows us to displace literary elements of play onto a logical code structure. This dissertation brings together close media-specific analysis of digital art (including source code where applicable) with a broader vision of what literature means beyond formal categories of expression, structure, and related concepts. Using the metaphor of a frame, which can refer to either an expansive artistic threshold (as in a picture frame) or a fleeting single moment in time (as in the term "frames per second"), I focus on the paradoxical similarity between the big picture and the narrowly technical in digital art, as well as their mutual dependence on a kind of narrative conjunction. I conclude that what we refer to as "computational procedure" in digital media studies---and the arts more generally---reflects less the significance of the thing itself than a particular set of human anxieties and motivations surrounding that thing.
ISBN: 9781267240217Subjects--Topical Terms:
1057801
Multimedia Communications.
Frames: Digital Art as Text, Context, and Code.
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In digital media studies, it has commonly been claimed over the past decade that the significance of a piece of electronic art is reflected somewhere within its program structure, or source code. This structure is thought to represent a communicative intent or expression on the part of the artist, and to act as a constraint of sorts on the possibilities of interaction and interpretation with respect to the work. In this dissertation, I show that this forced separation of code and art has led to a misleading equation of conservative, formalist models of literary study with computing. The problems raised by digital art require us not to think simply in terms of machines and readers, or programs and users, or output and input, but rather in terms of hidden and competing modes of symbolic processing: that is to say, the human and the computer each represent ways of understanding the world that aren't easily disentangled from one another, and it is our very awareness of this fact that causes us to try so insistently to keep them apart. Rather than representing a wholly novel development in the history of art, human-computer interaction simply allows us to displace literary elements of play onto a logical code structure. This dissertation brings together close media-specific analysis of digital art (including source code where applicable) with a broader vision of what literature means beyond formal categories of expression, structure, and related concepts. Using the metaphor of a frame, which can refer to either an expansive artistic threshold (as in a picture frame) or a fleeting single moment in time (as in the term "frames per second"), I focus on the paradoxical similarity between the big picture and the narrowly technical in digital art, as well as their mutual dependence on a kind of narrative conjunction. I conclude that what we refer to as "computational procedure" in digital media studies---and the arts more generally---reflects less the significance of the thing itself than a particular set of human anxieties and motivations surrounding that thing.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3499529
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