By Brunella Antomarini, Adam Berg, Alain Cohen, Rob Spruijt, Erith Jaffe-Berg, Miltos Manetas, Alessandro Lanni, Roberto Diodato, Domenico Parisi, Teresa Iaria, Peter B. Lunenfeld, Ysamur Flores Pena
Aesthetics in current destiny: the humanities and the Technological Horizon is a suite of essays by means of students and some artists who specialise in the problem of the way arts both swap while conveyed by way of new media (such because the net, 3D printers, and video clips) or are easily subtle through them. The individuals’ analyses describe how either digital construction and digital verbal exchange swap our attitudes towards what we name the humanities. The scope of the themes levels from images to cinema and portray, from theater to avant-garde artwork and web paintings, and from building of robots to simulation of mind services. the result's an incredible diversity of recent chances and dangers for the humanities, and new views relating to our wisdom of the world.
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Extra info for Aesthetics in present future : the arts and the technological horizon
In a unimediated environment, the ordered progression through time is replaced by a blended presentness—what literary theorists would refer to as the 38 triumph of the synchronic over the diachronic. One reason our faith in progress has waned even as the future continues to manifest itself on our desktops and in pockets stuffed with smart devices is that this blending produces what I call a state of permanent present, which impairs the facility to appreciate the present, much less produce a new, better future.
The neuroscience and cognitive science studies on gaming are still coming in, and critics, depending on their preconceptions, divide into two camps, either bemoaning the splintering of attention that video games bring in their wake, or lauding the response time and multitasking skills that games engender in their most avid players. These are all serious issues, spanning the range from the sociological impact of repetitive actions to the neural conditioning that distinguishes gaming from other media.
The Postscript World of image/text printing has become part of an even larger system of computer fabrication, or “fabbing,” in which what was once restricted to two dimensions is extruded in three. ” Just as WYSIWYG allowed new freedoms to graphic designers and two-dimensional image makers, the WYMIWYM era of computing allows architecture and industrial design to play with form and iteration, and make complex extant forms easier to manufacture profitably. In other words, what the computer did to the flat, two-dimensional fields of painting, photography, and graphics is now happening in the three-dimensional realms of sculpture, industrial design, and architecture, as artists, designers, and architects develop forms on the computer, and then fabricate them with three-dimensional printers.
Aesthetics in present future : the arts and the technological horizon by Brunella Antomarini, Adam Berg, Alain Cohen, Rob Spruijt, Erith Jaffe-Berg, Miltos Manetas, Alessandro Lanni, Roberto Diodato, Domenico Parisi, Teresa Iaria, Peter B. Lunenfeld, Ysamur Flores Pena