Digital Embodiment and the Arts - Denise Doyle

Digital Embodiment and the Arts

Exploring Hybrid Spaces through Emerging Technologies

(Autor)

Buch | Hardcover
230 Seiten
2024
Intellect Books (Verlag)
978-1-78938-977-7 (ISBN)
109,95 inkl. MwSt
A timely examination of the use of emerging technologies in the arts in recent decades, from the first wave of Virtual Reality through to the current use of Mixed, Augmented and Extended Realities. It highlights the necessity of understanding technological experiences through the assumption that all experience is embodied. An explosion of digital culture and experience has most certainly given artists and creative practitioners new ways of exploring a hybridisation of creative practices with access to technological tools only previously dreamt of. Further, there are a number of threads around digital embodiment and its centrality to the digital experience.



The book is divided into 3: Section 1 explores the whole notion of embodied experience through a study of space and virtuality, imagination, and technology. Section 2 lays the ground for a more explicit understanding of the role the body has in our engagement with the digital technologies focussing on three distinct bodies: the  gravitational body, the virtual body, and finally the hybrid body. Section 3 is split into three chronological chapters in terms of technological developments, that of VR, Virtual Worlds, and Augmented, Mixed, and Extended Realities.



While individual aspects and themes covered here can be found in some recent books, there is little that places digital embodiment within the arts in the way this book does. A unique synthesis.

With over 20 years of experience in arts and new technologies Dr Denise Doyle continues to research the impact of emerging technologies on practices across a diverse range of creative fields. As a practitioner and and a theorist her research interests focus on virtual worlds, embodied experience, virtual reality, phenomenology, digital narratives, and gravity, outer space and artistic practice. She is Principal Editor of the Journal of Virtual Creativity published by Intellect and Visiting Professor at Ontario College of Art and Design University, Canada.

List of Figures

Acknowledgements

Foreword

Introduction



 



SECTION I: EMBODIMENT AND SPACE



1. Digital Embodiment and the Arts

   Introduction

   Digital embodiment

   Privileging the body over the eye

   The art and science of embodiment

   Consciousness, cognition, and embodiment

   Hybridity as concept: Towards post-hybrid approach

   A post-hybrid approach to embodied cognition

   Embodiment systems and The Machine to be Another (TMTBA)

   Conclusion



2. Imagination, Space, and Immersive Technologies

   Introduction

   On the virtual and time

   On the imaginary and space

   Conclusion



 



SECTION II: BODY



3. Gravity Body

   Introduction

   Outer space and virtual space

   Art practices at the frontiers of space

   Zero-gravity flight

   Embodiment and zero gravity: Tipping points, liminal states

   Consciousness, gravity, and embodiment

   Susan Kozel and Gravity and its Sisters

   Louise K. Wilson and Aerial Stories

   Conclusion



4. Virtual Body

   Introduction

   Immersion, telepresence, and the body of the avatar

   Being in (an) other body: Joseph DeLappe and MGandhi

   The virtual body experience of Wanderingfictions Story

   Performativity and the virtual body

   The Meta-Dreamer project

   Living between worlds

   Ontologies of virtual bodies and spaces

   Conclusion



5. Hybrid Body

   Introduction

   Hybridity: The cyborg body

   Stelarc and the cyborg/hybrid body

   Inhabiting the robot body

   Identity and the hybrid body

   The bio-cultural body

   The post-gendered body

   Micha Cardenas’s Becoming Dragon

   Catarina de Sousa’s Delicatessen project

   Lynne Heller’s The Adventures of Nar Duell

   Conclusion



 



SECTION III: TECHNOLOGY



6. Two Waves of Virtual Reality

   Introduction

   A brief history of the development of VR

   First wave of artists engaged in VR

   Extending the senses: Touch and smell and the sense of ‘being there'

   Second wave of artistic practices in VR

   Early adopters of the second wave

   The Lumen Prize for VR

   Empathy and affect in VR

   Conclusion



7. Artistic Practice in Virtual Worlds

   Introduction

   Art and virtual space

   The early history of arts practice in virtual worlds

   Pioneering work in the early days of Second Life

   The Kritical Works in SL I and II virtual exhibitions

   Kritical Works in SL II

   Translating art in virtual worlds

   Virtual worlds artworks since 2010

   Conclusion



8. Augmented, Mixed, and Extended Realities

   Introduction

   ‘Different’ realities: Augmented, mixed, virtual, extended

   Augmented reality (AR)

   MR: Mixed reality

   Mixed reality and performance

   XR: Extended reality

   (Un)Balance (2020)

   Aerobanquets RMX (2017)

   We Live in an Ocean of Air (2018–21)

   The Cosmos Within Us (2020)

   Carne y Arena (virtually present, physically invisible) (2017)

   Robotic encounters in extended reality

   Conclusion



Conclusion

Index

Erscheinungsdatum
Zusatzinfo 24 Illustrations, color; 2 Illustrations, black and white
Sprache englisch
Maße 170 x 244 mm
Themenwelt Kunst / Musik / Theater Film / TV
Mathematik / Informatik Informatik Grafik / Design
ISBN-10 1-78938-977-1 / 1789389771
ISBN-13 978-1-78938-977-7 / 9781789389777
Zustand Neuware
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