This document provides links and information related to new media art. It begins with a list of links for the Whitney Biennial, TEDx talks, and a video of sounds recorded on Jupiter. It then provides historical context on early computers and computer art. It discusses tools and precedents of new media art, including influences from Dada, Duchamp, and other artists. It also discusses qualities of digital media and provides examples of new media artworks and artists.
Multimedia as Art provides a history of multimedia and generative art from the early 20th century to present day. It describes how the Dadaists were early pioneers in multimedia art. It then outlines the development of multimedia from pre-digital era through advances in film, music and computer graphics. Key eras discussed include the 1960s-80s with early computer art, and 1980s-90s with spread of tools like Photoshop and growth of online art. Current trends highlighted are real-time vs pre-rendered art and emerging concepts like symmetry, randomness and complexity.
This document discusses the history of recording technology from records to cassette tapes to CDs and how this evolution enabled sampling and remix culture. It then covers U.S. copyright law and the owner's exclusive rights to reproduce, distribute, perform and display copyrighted works, as well as the fair use clause. The document concludes by examining how remix culture and technology have challenged existing copyright law.
Slides from my Midwest UX 2012 presentation on new media art.
These aren't very useful without the talk - it's mostly pictures from the artists' websites. However, if you see the presentation in person some day this will be a good reference for remembering names and pieces.
There are a couple blank slides that are videos in the actual presentation.
New media, interactivity, and 21st century aesthetics - UX Australia 2013Matt Nish-Lapidus
Ā
The slides from my UX Australia 2013 talk. Videos have been removed from the deck, links to the videos are in the slides.
Audio is coming soon, and will help these make much more sense.
This powerpoint was presented at the 2011 Wisconsin Art Education Association's Fall Conference in Eau Claire by Frank Juarez, Sheboygan North High Art Department Chair.
Provides instruction on how to create a multimedia DLO by describing the components of DLOs (introduction learning objective, explanation, examples, relevant concepts, assessment and summary), showing how various multi media additions can enhance the DLO, offering three different examples to show the process and how the various components can be arranged to create a learning object.
#Media 2012: Citizen Media and the Olympic GamesJennifer Jones
Ā
The document discusses the role of citizen media and technology at the Olympic Games. It notes that the first "Olympic media" was a citizen journalist in 1896. It explores how citizen media has amplified local resistance to the Olympics and increased the visibility of cultural events. The document also examines how social media has transformed the Olympic experience and how organizations have created virtual and community spaces for citizen media at the Games.
A presentation about one of Wikimedia Israel\'s outreach projects in close cooperation with the Israel Internet Association and the Center for Educational Technology.
Multimedia as Art provides a history of multimedia and generative art from the early 20th century to present day. It describes how the Dadaists were early pioneers in multimedia art. It then outlines the development of multimedia from pre-digital era through advances in film, music and computer graphics. Key eras discussed include the 1960s-80s with early computer art, and 1980s-90s with spread of tools like Photoshop and growth of online art. Current trends highlighted are real-time vs pre-rendered art and emerging concepts like symmetry, randomness and complexity.
This document discusses the history of recording technology from records to cassette tapes to CDs and how this evolution enabled sampling and remix culture. It then covers U.S. copyright law and the owner's exclusive rights to reproduce, distribute, perform and display copyrighted works, as well as the fair use clause. The document concludes by examining how remix culture and technology have challenged existing copyright law.
Slides from my Midwest UX 2012 presentation on new media art.
These aren't very useful without the talk - it's mostly pictures from the artists' websites. However, if you see the presentation in person some day this will be a good reference for remembering names and pieces.
There are a couple blank slides that are videos in the actual presentation.
New media, interactivity, and 21st century aesthetics - UX Australia 2013Matt Nish-Lapidus
Ā
The slides from my UX Australia 2013 talk. Videos have been removed from the deck, links to the videos are in the slides.
Audio is coming soon, and will help these make much more sense.
This powerpoint was presented at the 2011 Wisconsin Art Education Association's Fall Conference in Eau Claire by Frank Juarez, Sheboygan North High Art Department Chair.
Provides instruction on how to create a multimedia DLO by describing the components of DLOs (introduction learning objective, explanation, examples, relevant concepts, assessment and summary), showing how various multi media additions can enhance the DLO, offering three different examples to show the process and how the various components can be arranged to create a learning object.
#Media 2012: Citizen Media and the Olympic GamesJennifer Jones
Ā
The document discusses the role of citizen media and technology at the Olympic Games. It notes that the first "Olympic media" was a citizen journalist in 1896. It explores how citizen media has amplified local resistance to the Olympics and increased the visibility of cultural events. The document also examines how social media has transformed the Olympic experience and how organizations have created virtual and community spaces for citizen media at the Games.
A presentation about one of Wikimedia Israel\'s outreach projects in close cooperation with the Israel Internet Association and the Center for Educational Technology.
The document discusses the author's experience as a pioneer in creating music for the web since the early days of the internet. It describes some of the author's early web-based musical works and compositions, including a symphony inspired by and involving an isolated island community. The author reflects on the challenges and opportunities of the emerging world wide web for musical creation and collaboration in the 1990s. The presentation aims to provide both personal insights and a broader discussion of the relationship between music and the internet.
The document traces the evolution of educational technology from the 17th century hornbook to modern devices. It describes early tools like slates, chalkboards, and projectors introduced between the 1600s-1900s. In the 20th century, technologies like film projectors, radios, overhead projectors, and ballpoint pens were adopted. Important later developments included headphones, slide rules, photocopiers, liquid paper, calculators, and CD-ROM drives between 1940-1990. The introduction of interactive whiteboards, iClickers, laptops, wireless networks, smartphones, and tablets in the 1990s-2010s has transformed modern classrooms with cloud-based services and virtual learning environments.
Sarah Taylor presented on her experiences integrating ICT into her junior classroom at Tauranga Primary School. She discussed the various technologies available in her classroom including iPads, an interactive whiteboard, laptops, and digital cameras. She explained how she uses these tools for blended learning across subject areas like math, reading, and writing. Some of the sites and apps she recommended for math included Numpa, Study Ladder, and tutpup. For reading, she uses iPads, Tumblebooks, and Study Ladder. She provided examples of how students use the interactive whiteboard for activities like character descriptions. The goal is to engage students through technology while still using traditional teaching methods.
This document provides information about artworks by the artist Tom Chambers that are included in the Rhizome ArtBase. It lists 11 artworks created between December 2006 and December 2014. For each artwork, it provides the title, date created, artist name, and associated keywords from the Rhizome vocabulary and terms provided by the artist. The artworks incorporate a variety of digital media including animation, Flash, HTML, and audio. The document also includes information about Rhizome's ArtBase and opportunities for members.
Virtual World Education Overview for NewcomersThe AZIRE
Ā
The powerpoint to support a lecture to learners in VWMOOC18 (Virtual Worlds MOOC 2018) about the history of virtual worlds, their affordances and challenges, and how to learn more about Second Life in particular and virtual world education in general.
The video of this lecture is available on YouTube at this link: https://youtu.be/HOgsmfFX6zw
The document discusses the use of iPads in an educational setting. It provides information on managing iPads, charging, syncing, and sharing apps. It lists many educational apps for subjects like math, writing, art and more. It discusses setting up apps, whiteboarding, blogging, photo sharing and using iPads for explicit teaching. Recommendations are provided for iPad research groups, BYOD policies, and links for continuing professional development around iPad integration.
For my year-long graduate school thesis, I did a series of user research studies on collections in people's homes. My goal was to develop a solution that would directly address the lack of personal investment, tangibility, and value found in digital music today.
From Bytes to BrushstrokesA Short History of ComputerJeanmarieColbert3
Ā
From Bytes to Brushstrokes:
A Short History of Computer Art and Illustration:
By Elio L. Arteaga, graduate student:
Florida Atlantic University:
The computer is the first and only general-purpose machine. Its functionality depends entirely on the software written for it. As new software is written, the computer is able to do more and more. Computers will do things in the future we cannot anticipate today. Human creativity is the driving force behind this technology.
By Professor Elio Arteaga
From Bytes to Brushstrokes: A Short History of Computer Art and Illustration
By Elio L. Arteaga, graduate student/FAU
The computer is the first and only general-purpose machine. Its functionality depends entirely on the software written for it. As new software is written, the computer is able to do more and more. Computers will do things in the future we cannot anticipate today. Human creativity is the driving force behind this technology.
The first machine for storing and āprintingā graphics was invented over 200 years ago! In 1804, Frenchman Joseph-Marie Jacquard invented the Jacquard Loom, the first automatic machine for weaving intricate patterns in fabrics.
In 1804, Frenchman Joseph-Marie Jacquard invented the Jacquard Loom, the first automatic machine for weaving intricate patterns in fabrics.
The Jacquard Loom. Lost ArtistāThe Discovery of Lost Works of Art [Web Site].
http://www.orat.ilstu.edu/~cmkukla/jacquard_loom/JacJacuard.htm
An artist translated images into grids of discrete pixels (analogous to the way scanners translate images into pixels today), and stored sequences of instructions onto punched cards (analogous to saving your work on a disk).
An artist translated images into grids of discrete pixels (analogous to the way scanners translate images into pixels today), and stored sequences of instructions onto punched cards (analogous to saving your work on a disk).
http://www.columbia.edu/acis/history/jacquard.html
Basket of Plenty, tapestry woven on Jacquard Loom.
Following are examples of Jaquard tapestries that can be mass-produced by storing their patterns in a system of punched cards.
Basket of Plenty, tapestry woven on Jacquard Loom.
http://www.accentonrugs.com/catalogue/worl/tmt-Thumb.00005.html
Indiscretion, tapestry woven on Jacquard Loom.
Indiscretion, tapestry woven on Jacquard Loom.
http://www.accentonrugs.com/catalogue/worl/tmt-Thumb.00005.html
Peacock, tapestry woven on Jacquard Loom.
Peacock, tapestry woven on Jacquard Loom.
http://www.accentonrugs.com/catalogue/worl/tmt-Thumb.00005.html
In 1822, Charles Babbage invented the difference engine, for calculating mathematical problems. The difference engineās capabilities of input, storage, processing and output were carried out mechanically, before electric circuits or electronic tubes were even invented.
In 1822, Charles Babbage invented the difference engine, for calculating mathematical problems. The difference engineās capabilities o ...
A 20-minute introduction to the history of digital art.
Presentation for the symposium āTransformation Digital Artā
International symposium on the preservation of born-digital art
Stichting Behoud Moderne Kunst and LIMA, Amsterdam, NL
http://www.sbmk.nl/projects/detail/id/36
The document discusses the history of digital and electronic art from its early experimental stages in the early 20th century to its expansion through new technologies today. It provides examples of pioneering digital artists like Nam June Paik who incorporated new electronic media into their work. It also explores how digital art has expanded to include virtual and networked spaces, interactive installations, locative media, and works that blend real and virtual elements.
This document provides a brief history of the development of interactive art and design. It outlines the evolution of participatory art forms like happenings and multimedia works. Key figures and their influential projects are mentioned, including Joseph Beuys' social sculpture concept from the 1960s, Allan Kaprow's happenings, and Jasia Reichardt's 1968 Cybernetic Serendipity exhibition. Early video and computer games, as well as interactive art installations from the 1990s onwards are also summarized.
Slides for a short lecture presentation I gave on selling internet art (both commercial and alternative economies). Salon 1 "The Art of Success" with co-presenters Jeff Stark and Zach Blas, Abandon Normal Devices Festival in Manchester, UK on August 30, 2012.
The Museum as Agora: Identity and collaboration in the 21st century museumNancy Proctor
Ā
The document discusses the changing role of museums in the digital age. It describes how museums are becoming more collaborative spaces through various online initiatives that engage audiences. These initiatives include user-generated content on sites like Flickr, Wikipedia projects, mobile apps, podcasts, and games. The museum is transforming from a traditional "Acropolis" model to a more open "Agora" model that facilitates collaboration with other institutions, partners, and audiences.
This document summarizes and discusses several artworks and projects that involve collecting and copying digital information and images from the internet. It describes Penelope Umbrico's ongoing project of collecting sunsets from Flickr, Hans-Peter Feldmann's collections of photographs of clothes and seated women, and examples of art collections by Aby Warburg and John Baldessari. It also discusses projects by Jon Rafman, Natalie Bookchin, Olia Lialina and Dragan Espenschied that collect and recontextualize Google Street View and other online images. The document argues that these artists use digital collecting and copying to create new meaning and contextualize fragmented online information.
This document discusses the history and development of computing technologies in art museums from the 1960s to the present. It notes early proposals from the 1960s about using computers to access information about artworks across collections worldwide. Specific early digital projects aimed at cataloging and analyzing artworks are also mentioned from the 1960s and 1970s. The development of standards, databases, and the internet are then reviewed in transforming how art information is stored and accessed over subsequent decades to the present digital age.
A History of Silicon Valley/ San Jose State Univpiero scaruffi
Ā
This document provides a history of the development of high-tech industries in the San Francisco Bay Area from 1900-2010. It discusses the early development of electrical engineering and radio engineering industries in the area. It also summarizes the growth of computing technologies on the East Coast during this period and how Stanford University encouraged students to start tech businesses in the Bay Area in the 1920s-1950s, leading to the founding of companies like Hewlett-Packard. The document also notes how military funding drove growth in the Bay Area's electronics and semiconductor industries during World War II and the Cold War.
1. The document outlines different ages of communication technology - pre-industrial, industrial, electronic, and information age.
2. It provides examples of early communication technologies from each age, including cave paintings, clay tablets, the telegraph, telephone, television, and the internet.
3. The ages progressed from basic tools and writing systems to electronic devices and digital networks as technology advanced over thousands of years.
The document discusses the history of audio-visual art and performance from the 1950s to the present. It covers early happenings by groups like the Situationist International and Ken Kesey's Merry Pranksters that combined multimedia elements. It then moves to the emergence of video art and scratch video in the 1960s-1980s. The text outlines the rise of club culture and VJing in the 1980s-1990s and different styles that developed. It concludes by mentioning some influential artists and tools used in generative and data visualization works.
The document discusses the author's experience as a pioneer in creating music for the web since the early days of the internet. It describes some of the author's early web-based musical works and compositions, including a symphony inspired by and involving an isolated island community. The author reflects on the challenges and opportunities of the emerging world wide web for musical creation and collaboration in the 1990s. The presentation aims to provide both personal insights and a broader discussion of the relationship between music and the internet.
The document traces the evolution of educational technology from the 17th century hornbook to modern devices. It describes early tools like slates, chalkboards, and projectors introduced between the 1600s-1900s. In the 20th century, technologies like film projectors, radios, overhead projectors, and ballpoint pens were adopted. Important later developments included headphones, slide rules, photocopiers, liquid paper, calculators, and CD-ROM drives between 1940-1990. The introduction of interactive whiteboards, iClickers, laptops, wireless networks, smartphones, and tablets in the 1990s-2010s has transformed modern classrooms with cloud-based services and virtual learning environments.
Sarah Taylor presented on her experiences integrating ICT into her junior classroom at Tauranga Primary School. She discussed the various technologies available in her classroom including iPads, an interactive whiteboard, laptops, and digital cameras. She explained how she uses these tools for blended learning across subject areas like math, reading, and writing. Some of the sites and apps she recommended for math included Numpa, Study Ladder, and tutpup. For reading, she uses iPads, Tumblebooks, and Study Ladder. She provided examples of how students use the interactive whiteboard for activities like character descriptions. The goal is to engage students through technology while still using traditional teaching methods.
This document provides information about artworks by the artist Tom Chambers that are included in the Rhizome ArtBase. It lists 11 artworks created between December 2006 and December 2014. For each artwork, it provides the title, date created, artist name, and associated keywords from the Rhizome vocabulary and terms provided by the artist. The artworks incorporate a variety of digital media including animation, Flash, HTML, and audio. The document also includes information about Rhizome's ArtBase and opportunities for members.
Virtual World Education Overview for NewcomersThe AZIRE
Ā
The powerpoint to support a lecture to learners in VWMOOC18 (Virtual Worlds MOOC 2018) about the history of virtual worlds, their affordances and challenges, and how to learn more about Second Life in particular and virtual world education in general.
The video of this lecture is available on YouTube at this link: https://youtu.be/HOgsmfFX6zw
The document discusses the use of iPads in an educational setting. It provides information on managing iPads, charging, syncing, and sharing apps. It lists many educational apps for subjects like math, writing, art and more. It discusses setting up apps, whiteboarding, blogging, photo sharing and using iPads for explicit teaching. Recommendations are provided for iPad research groups, BYOD policies, and links for continuing professional development around iPad integration.
For my year-long graduate school thesis, I did a series of user research studies on collections in people's homes. My goal was to develop a solution that would directly address the lack of personal investment, tangibility, and value found in digital music today.
From Bytes to BrushstrokesA Short History of ComputerJeanmarieColbert3
Ā
From Bytes to Brushstrokes:
A Short History of Computer Art and Illustration:
By Elio L. Arteaga, graduate student:
Florida Atlantic University:
The computer is the first and only general-purpose machine. Its functionality depends entirely on the software written for it. As new software is written, the computer is able to do more and more. Computers will do things in the future we cannot anticipate today. Human creativity is the driving force behind this technology.
By Professor Elio Arteaga
From Bytes to Brushstrokes: A Short History of Computer Art and Illustration
By Elio L. Arteaga, graduate student/FAU
The computer is the first and only general-purpose machine. Its functionality depends entirely on the software written for it. As new software is written, the computer is able to do more and more. Computers will do things in the future we cannot anticipate today. Human creativity is the driving force behind this technology.
The first machine for storing and āprintingā graphics was invented over 200 years ago! In 1804, Frenchman Joseph-Marie Jacquard invented the Jacquard Loom, the first automatic machine for weaving intricate patterns in fabrics.
In 1804, Frenchman Joseph-Marie Jacquard invented the Jacquard Loom, the first automatic machine for weaving intricate patterns in fabrics.
The Jacquard Loom. Lost ArtistāThe Discovery of Lost Works of Art [Web Site].
http://www.orat.ilstu.edu/~cmkukla/jacquard_loom/JacJacuard.htm
An artist translated images into grids of discrete pixels (analogous to the way scanners translate images into pixels today), and stored sequences of instructions onto punched cards (analogous to saving your work on a disk).
An artist translated images into grids of discrete pixels (analogous to the way scanners translate images into pixels today), and stored sequences of instructions onto punched cards (analogous to saving your work on a disk).
http://www.columbia.edu/acis/history/jacquard.html
Basket of Plenty, tapestry woven on Jacquard Loom.
Following are examples of Jaquard tapestries that can be mass-produced by storing their patterns in a system of punched cards.
Basket of Plenty, tapestry woven on Jacquard Loom.
http://www.accentonrugs.com/catalogue/worl/tmt-Thumb.00005.html
Indiscretion, tapestry woven on Jacquard Loom.
Indiscretion, tapestry woven on Jacquard Loom.
http://www.accentonrugs.com/catalogue/worl/tmt-Thumb.00005.html
Peacock, tapestry woven on Jacquard Loom.
Peacock, tapestry woven on Jacquard Loom.
http://www.accentonrugs.com/catalogue/worl/tmt-Thumb.00005.html
In 1822, Charles Babbage invented the difference engine, for calculating mathematical problems. The difference engineās capabilities of input, storage, processing and output were carried out mechanically, before electric circuits or electronic tubes were even invented.
In 1822, Charles Babbage invented the difference engine, for calculating mathematical problems. The difference engineās capabilities o ...
A 20-minute introduction to the history of digital art.
Presentation for the symposium āTransformation Digital Artā
International symposium on the preservation of born-digital art
Stichting Behoud Moderne Kunst and LIMA, Amsterdam, NL
http://www.sbmk.nl/projects/detail/id/36
The document discusses the history of digital and electronic art from its early experimental stages in the early 20th century to its expansion through new technologies today. It provides examples of pioneering digital artists like Nam June Paik who incorporated new electronic media into their work. It also explores how digital art has expanded to include virtual and networked spaces, interactive installations, locative media, and works that blend real and virtual elements.
This document provides a brief history of the development of interactive art and design. It outlines the evolution of participatory art forms like happenings and multimedia works. Key figures and their influential projects are mentioned, including Joseph Beuys' social sculpture concept from the 1960s, Allan Kaprow's happenings, and Jasia Reichardt's 1968 Cybernetic Serendipity exhibition. Early video and computer games, as well as interactive art installations from the 1990s onwards are also summarized.
Slides for a short lecture presentation I gave on selling internet art (both commercial and alternative economies). Salon 1 "The Art of Success" with co-presenters Jeff Stark and Zach Blas, Abandon Normal Devices Festival in Manchester, UK on August 30, 2012.
The Museum as Agora: Identity and collaboration in the 21st century museumNancy Proctor
Ā
The document discusses the changing role of museums in the digital age. It describes how museums are becoming more collaborative spaces through various online initiatives that engage audiences. These initiatives include user-generated content on sites like Flickr, Wikipedia projects, mobile apps, podcasts, and games. The museum is transforming from a traditional "Acropolis" model to a more open "Agora" model that facilitates collaboration with other institutions, partners, and audiences.
This document summarizes and discusses several artworks and projects that involve collecting and copying digital information and images from the internet. It describes Penelope Umbrico's ongoing project of collecting sunsets from Flickr, Hans-Peter Feldmann's collections of photographs of clothes and seated women, and examples of art collections by Aby Warburg and John Baldessari. It also discusses projects by Jon Rafman, Natalie Bookchin, Olia Lialina and Dragan Espenschied that collect and recontextualize Google Street View and other online images. The document argues that these artists use digital collecting and copying to create new meaning and contextualize fragmented online information.
This document discusses the history and development of computing technologies in art museums from the 1960s to the present. It notes early proposals from the 1960s about using computers to access information about artworks across collections worldwide. Specific early digital projects aimed at cataloging and analyzing artworks are also mentioned from the 1960s and 1970s. The development of standards, databases, and the internet are then reviewed in transforming how art information is stored and accessed over subsequent decades to the present digital age.
A History of Silicon Valley/ San Jose State Univpiero scaruffi
Ā
This document provides a history of the development of high-tech industries in the San Francisco Bay Area from 1900-2010. It discusses the early development of electrical engineering and radio engineering industries in the area. It also summarizes the growth of computing technologies on the East Coast during this period and how Stanford University encouraged students to start tech businesses in the Bay Area in the 1920s-1950s, leading to the founding of companies like Hewlett-Packard. The document also notes how military funding drove growth in the Bay Area's electronics and semiconductor industries during World War II and the Cold War.
1. The document outlines different ages of communication technology - pre-industrial, industrial, electronic, and information age.
2. It provides examples of early communication technologies from each age, including cave paintings, clay tablets, the telegraph, telephone, television, and the internet.
3. The ages progressed from basic tools and writing systems to electronic devices and digital networks as technology advanced over thousands of years.
The document discusses the history of audio-visual art and performance from the 1950s to the present. It covers early happenings by groups like the Situationist International and Ken Kesey's Merry Pranksters that combined multimedia elements. It then moves to the emergence of video art and scratch video in the 1960s-1980s. The text outlines the rise of club culture and VJing in the 1980s-1990s and different styles that developed. It concludes by mentioning some influential artists and tools used in generative and data visualization works.
Unleashed Devices is an exhibition featuring DIY, hacking, and open source art projects that critically and creatively explore technology. The artists reconstruct, remix, and reinvent everyday electronic devices, shifting visions of how data and technology are used. These repurposed devices become sites for new creative works. The projects not only challenge conceptions of technology but also art, music, and design. They reveal the power of DIY and sharing as forms of social reflection and participation. The exhibition includes interactive installations, performances, and hardware/software-based artworks. Artists developed different modes of visualizing data taken from visitors and their actions, creating innovative media installations and new experiences.
The document provides an overview of communication technologies across different eras:
1) Pre-industrial age: People used tools like papyrus, cave paintings, clay tablets, and codices to communicate and store information.
2) Industrial age: Technologies like the telephone, typewriter, newspaper, printing press, and telegraph emerged.
3) Electronic age: Inventions like the transistor, television, transistor radio, computers, and fax advanced communication.
4) Digital age: The internet, websites, blogs, social media, smartphones, and wearables transformed information sharing globally.
The document discusses how young people today are immersed in a culture of remixing and mashing up existing media in creative ways. It provides examples of remix culture across various domains like music, fashion, and online content. It also discusses the history of remixing and how new technologies have challenged old concepts of copyright and ownership, enabling today's youth to easily manipulate, create and share user-generated content.
The document discusses remix and sharing in Chinese contemporary art and Creative Commons licensing. It provides examples of remix art projects including one by artist Cao Fei using virtual worlds. It also outlines Creative Commons China's art promotion programs, which have included photography contests and an exhibition on remix and share art at the 798 Art Zone in Beijing.
"Essex Coda" is a slidecast created for the Essex University PhD seminar September 26-27th, 2013 in Colchester. It concerns a number of artists' collectives, mainly from NYC and USA. Some are mainly involved with the art market, others with institutions. Collectivity is also part of art education.
This document provides an introduction to a presentation about Angiola Churchill and how Greenwich Village in the 1930s-1940s incubated her development as an artist. The document outlines the presentation's parts which will discuss Churchill's early life, the artistic context of Greenwich Village during that period, and how that influenced and directed Churchill's work. It includes historical photographs of Greenwich Village from that time period showing artistic hotspots like art galleries, restaurants, bars, and ateliers that were centers of creativity and influenced Churchill as she invented herself as an artist.
This document discusses the concept of games and gamification. It provides objectives to dig into the idea of games, play a game, think, and transfer the experience to work. It is divided into four parts: an introduction to games, a demo round of a game, connecting the experience to work, and prizes and reflection. The game involves picking cards that represent cultures or opinions and having a conversation. The document suggests that games can be used to practice skills for life and work by incorporating elements of empowerment, social influence, and unpredictability. It provides several references on topics related to games, gamification, and applying game concepts to marketing.
This document contains over 50 quotes about creativity, learning, innovation, and making. Many of the quotes emphasize the importance of curiosity, having an open mind, combining ideas in new ways, learning from mistakes, and pushing boundaries. The overall message conveyed is that making, learning, and creativity require stepping outside of established paths and seeing things with new eyes.
This document provides tips for making makers and developing mastery. It discusses providing materials to spark creativity and problem solving. Mastery involves comprehensive knowledge through practice over many hours. The tips emphasize thinking generatively, using experience as a rich source of ideas, developing wonder, and supporting individual and team mastery through deconstructing processes to teach skills. The overall message is that providing opportunities to make things can help people develop as makers and master skills through hands-on learning.
The Naked Truth About Digital Talent (and skills)Lori Kent
Ā
This document proposes a panel discussion at SXSW Interactive 2015 about the most essential digital skills needed in today's workforce and how to educate people on these skills, as digital knowledge remains elusive and new skills are needed urgently. The panel would be led by a technologist and educator to have an open discussion on ending the fear around digital skills and instead embracing learning.
This document proposes a panel discussion at SXSW 2015 about making and encouraging a maker mindset. It asks why making has become so popular, whether everyone is or should be a maker, and how making works in the 21st century workplace. The panel aims to have an honest conversation about fearless making and inspiring this approach.
This document provides a list of recommended readings for building a digital education program. It includes articles on learning through design thinking, the importance of play, reclaiming creative confidence, why failure can lead to success, hackathon culture, changing digital job titles in advertising agencies, whether code can be learned in one day, the widening talent gap in advertising, how all employees must now have technology skills, and why the advertising industry faces a talent rut.
This document provides the transcript of a lecture given by Dr. Lori Kent on the topic of where art comes from from an artist's perspective. It discusses various influences on art such as memory, imagination, experience, representation, passion, and re-presentation. It provides examples of artworks from different time periods and contexts, including the Holocaust and natural disasters, to illustrate how artists draw from collective and personal memories and experiences to create work that represents and comments on the world around them.
"Short Tales from the Foundations Studio" FATE/CAA 2013Lori Kent
Ā
The visual materials from 11 participants at the FATE session during the 2013 College Art Association Conference. The "lesson plans" are in a separate PDF download at this site. Please contact instructors directly with questions or comments. Thank you.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
This document provides an introduction to a 12-part drawing instruction series by artist James McMullan in The New York Times. The series will cover basic drawing elements like line, perspective, proportion and structure. It will use examples from art history and encourage readers to practice with a pencil. McMullan's goal is to help readers strengthen their ability to observe accurately and translate their observations into drawings.
The document discusses the evolving definitions of art throughout history. It explores how art has been defined based on imitation, representation, originality, symbolism, and cultural and economic value. The definition of art has changed over time from a focus on skilled imitation to idea-based works, and determining what makes something a work of art has proven difficult.
The document provides a series of drawing exercises for artists to practice different drawing techniques including: drawing a circle in one motion without picking up your pencil, drawing "happy" and "introverted" lines, drawing yourself as a superhero inspired by a child's drawing, drawing your daily commute to Hunter College through pictures only, drawing the person you most admire, and drawing yourself using only vegetable parts inspired by Arcimboldo's work. The exercises are intended to help artists develop skills in areas like form, light/dark, texture, and line.
The document discusses the 1932 German film Kuhle Wampe directed by Slatan Dudow. Some key points:
- It was the first sound film produced by the political left in Germany and had a low budget.
- It took over a year to produce due to censorship issues and financial troubles with multiple production companies involved.
- Many of the filmmakers and actors involved were accomplished in leftist theater and agitprop groups in Germany at the time.
A [Brief] History of [Digital] Future (revised)Lori Kent
Ā
Presentation for Goodby, Silverstein & Partners on the topics of "universals, originality/progress, and uncertainty." Examples from the visual arts are used.
In the realm of cybersecurity, offensive security practices act as a critical shield. By simulating real-world attacks in a controlled environment, these techniques expose vulnerabilities before malicious actors can exploit them. This proactive approach allows manufacturers to identify and fix weaknesses, significantly enhancing system security.
This presentation delves into the development of a system designed to mimic Galileo's Open Service signal using software-defined radio (SDR) technology. We'll begin with a foundational overview of both Global Navigation Satellite Systems (GNSS) and the intricacies of digital signal processing.
The presentation culminates in a live demonstration. We'll showcase the manipulation of Galileo's Open Service pilot signal, simulating an attack on various software and hardware systems. This practical demonstration serves to highlight the potential consequences of unaddressed vulnerabilities, emphasizing the importance of offensive security practices in safeguarding critical infrastructure.
Fueling AI with Great Data with Airbyte WebinarZilliz
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This talk will focus on how to collect data from a variety of sources, leveraging this data for RAG and other GenAI use cases, and finally charting your course to productionalization.
Main news related to the CCS TSI 2023 (2023/1695)Jakub Marek
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An English š¬š§ translation of a presentation to the speech I gave about the main changes brought by CCS TSI 2023 at the biggest Czech conference on Communications and signalling systems on Railways, which was held in Clarion Hotel Olomouc from 7th to 9th November 2023 (konferenceszt.cz). Attended by around 500 participants and 200 on-line followers.
The original Czech šØšæ version of the presentation can be found here: https://www.slideshare.net/slideshow/hlavni-novinky-souvisejici-s-ccs-tsi-2023-2023-1695/269688092 .
The videorecording (in Czech) from the presentation is available here: https://youtu.be/WzjJWm4IyPk?si=SImb06tuXGb30BEH .
Dandelion Hashtable: beyond billion requests per second on a commodity serverAntonios Katsarakis
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This slide deck presents DLHT, a concurrent in-memory hashtable. Despite efforts to optimize hashtables, that go as far as sacrificing core functionality, state-of-the-art designs still incur multiple memory accesses per request and block request processing in three cases. First, most hashtables block while waiting for data to be retrieved from memory. Second, open-addressing designs, which represent the current state-of-the-art, either cannot free index slots on deletes or must block all requests to do so. Third, index resizes block every request until all objects are copied to the new index. Defying folklore wisdom, DLHT forgoes open-addressing and adopts a fully-featured and memory-aware closed-addressing design based on bounded cache-line-chaining. This design offers lock-free index operations and deletes that free slots instantly, (2) completes most requests with a single memory access, (3) utilizes software prefetching to hide memory latencies, and (4) employs a novel non-blocking and parallel resizing. In a commodity server and a memory-resident workload, DLHT surpasses 1.6B requests per second and provides 3.5x (12x) the throughput of the state-of-the-art closed-addressing (open-addressing) resizable hashtable on Gets (Deletes).
zkStudyClub - LatticeFold: A Lattice-based Folding Scheme and its Application...Alex Pruden
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Folding is a recent technique for building efficient recursive SNARKs. Several elegant folding protocols have been proposed, such as Nova, Supernova, Hypernova, Protostar, and others. However, all of them rely on an additively homomorphic commitment scheme based on discrete log, and are therefore not post-quantum secure. In this work we present LatticeFold, the first lattice-based folding protocol based on the Module SIS problem. This folding protocol naturally leads to an efficient recursive lattice-based SNARK and an efficient PCD scheme. LatticeFold supports folding low-degree relations, such as R1CS, as well as high-degree relations, such as CCS. The key challenge is to construct a secure folding protocol that works with the Ajtai commitment scheme. The difficulty, is ensuring that extracted witnesses are low norm through many rounds of folding. We present a novel technique using the sumcheck protocol to ensure that extracted witnesses are always low norm no matter how many rounds of folding are used. Our evaluation of the final proof system suggests that it is as performant as Hypernova, while providing post-quantum security.
Paper Link: https://eprint.iacr.org/2024/257
āHow Axelera AI Uses Digital Compute-in-memory to Deliver Fast and Energy-eff...Edge AI and Vision Alliance
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For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/how-axelera-ai-uses-digital-compute-in-memory-to-deliver-fast-and-energy-efficient-computer-vision-a-presentation-from-axelera-ai/
Bram Verhoef, Head of Machine Learning at Axelera AI, presents the āHow Axelera AI Uses Digital Compute-in-memory to Deliver Fast and Energy-efficient Computer Visionā tutorial at the May 2024 Embedded Vision Summit.
As artificial intelligence inference transitions from cloud environments to edge locations, computer vision applications achieve heightened responsiveness, reliability and privacy. This migration, however, introduces the challenge of operating within the stringent confines of resource constraints typical at the edge, including small form factors, low energy budgets and diminished memory and computational capacities. Axelera AI addresses these challenges through an innovative approach of performing digital computations within memory itself. This technique facilitates the realization of high-performance, energy-efficient and cost-effective computer vision capabilities at the thin and thick edge, extending the frontier of what is achievable with current technologies.
In this presentation, Verhoef unveils his companyās pioneering chip technology and demonstrates its capacity to deliver exceptional frames-per-second performance across a range of standard computer vision networks typical of applications in security, surveillance and the industrial sector. This shows that advanced computer vision can be accessible and efficient, even at the very edge of our technological ecosystem.
Introduction of Cybersecurity with OSS at Code Europe 2024Hiroshi SHIBATA
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I develop the Ruby programming language, RubyGems, and Bundler, which are package managers for Ruby. Today, I will introduce how to enhance the security of your application using open-source software (OSS) examples from Ruby and RubyGems.
The first topic is CVE (Common Vulnerabilities and Exposures). I have published CVEs many times. But what exactly is a CVE? I'll provide a basic understanding of CVEs and explain how to detect and handle vulnerabilities in OSS.
Next, let's discuss package managers. Package managers play a critical role in the OSS ecosystem. I'll explain how to manage library dependencies in your application.
I'll share insights into how the Ruby and RubyGems core team works to keep our ecosystem safe. By the end of this talk, you'll have a better understanding of how to safeguard your code.
The Microsoft 365 Migration Tutorial For Beginner.pptxoperationspcvita
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This presentation will help you understand the power of Microsoft 365. However, we have mentioned every productivity app included in Office 365. Additionally, we have suggested the migration situation related to Office 365 and how we can help you.
You can also read: https://www.systoolsgroup.com/updates/office-365-tenant-to-tenant-migration-step-by-step-complete-guide/
[OReilly Superstream] Occupy the Space: A grassroots guide to engineering (an...Jason Yip
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The typical problem in product engineering is not bad strategy, so much as āno strategyā. This leads to confusion, lack of motivation, and incoherent action. The next time you look for a strategy and find an empty space, instead of waiting for it to be filled, I will show you how to fill it in yourself. If youāre wrong, it forces a correction. If youāre right, it helps create focus. Iāll share how Iāve approached this in the past, both what works and lessons for what didnāt work so well.
Ivantiās Patch Tuesday breakdown goes beyond patching your applications and brings you the intelligence and guidance needed to prioritize where to focus your attention first. Catch early analysis on our Ivanti blog, then join industry expert Chris Goettl for the Patch Tuesday Webinar Event. There weāll do a deep dive into each of the bulletins and give guidance on the risks associated with the newly-identified vulnerabilities.
āTemporal Event Neural Networks: A More Efficient Alternative to the Transfor...Edge AI and Vision Alliance
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For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/temporal-event-neural-networks-a-more-efficient-alternative-to-the-transformer-a-presentation-from-brainchip/
Chris Jones, Director of Product Management at BrainChip , presents the āTemporal Event Neural Networks: A More Efficient Alternative to the Transformerā tutorial at the May 2024 Embedded Vision Summit.
The expansion of AI services necessitates enhanced computational capabilities on edge devices. Temporal Event Neural Networks (TENNs), developed by BrainChip, represent a novel and highly efficient state-space network. TENNs demonstrate exceptional proficiency in handling multi-dimensional streaming data, facilitating advancements in object detection, action recognition, speech enhancement and language model/sequence generation. Through the utilization of polynomial-based continuous convolutions, TENNs streamline models, expedite training processes and significantly diminish memory requirements, achieving notable reductions of up to 50x in parameters and 5,000x in energy consumption compared to prevailing methodologies like transformers.
Integration with BrainChipās Akida neuromorphic hardware IP further enhances TENNsā capabilities, enabling the realization of highly capable, portable and passively cooled edge devices. This presentation delves into the technical innovations underlying TENNs, presents real-world benchmarks, and elucidates how this cutting-edge approach is positioned to revolutionize edge AI across diverse applications.
Essentials of Automations: Exploring Attributes & Automation ParametersSafe Software
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Building automations in FME Flow can save time, money, and help businesses scale by eliminating data silos and providing data to stakeholders in real-time. One essential component to orchestrating complex automations is the use of attributes & automation parameters (both formerly known as ākeysā). In fact, itās unlikely youāll ever build an Automation without using these components, but what exactly are they?
Attributes & automation parameters enable the automation author to pass data values from one automation component to the next. During this webinar, our FME Flow Specialists will cover leveraging the three types of these output attributes & parameters in FME Flow: Event, Custom, and Automation. As a bonus, theyāll also be making use of the Split-Merge Block functionality.
Youāll leave this webinar with a better understanding of how to maximize the potential of automations by making use of attributes & automation parameters, with the ultimate goal of setting your enterprise integration workflows up on autopilot.
"Frontline Battles with DDoS: Best practices and Lessons Learned", Igor IvaniukFwdays
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At this talk we will discuss DDoS protection tools and best practices, discuss network architectures and what AWS has to offer. Also, we will look into one of the largest DDoS attacks on Ukrainian infrastructure that happened in February 2022. We'll see, what techniques helped to keep the web resources available for Ukrainians and how AWS improved DDoS protection for all customers based on Ukraine experience
Programming Foundation Models with DSPy - Meetup SlidesZilliz
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Prompting language models is hard, while programming language models is easy. In this talk, I will discuss the state-of-the-art framework DSPy for programming foundation models with its powerful optimizers and runtime constraint system.
2. NEW MEDIA ART
ASP American Art and Visual Culture
Dr. Lori Kent
Spring 2010
3. 1950 ā Engineering Research Associates built the ERA
1101, the first commercially produced computer.
1954 āComputer music performance at MoMA by the
computer music center at Columbia University.
1964 ā Marshall McLuhan publishes āUnderstanding
Mediaā
1967 ā Sony releases the PortaPak, the first portable
video camera
1970 ā The exhibition āSoftwareā at the Jewish Museum,
NYC, treats computer programming as a metaphor for
conceptual art.
4. TOOLS
Hardware and softwareā¦
servers, routers, PCs, database
applications, video and computer
games, wireless phones, surveillance
cameras, GPS, social networks, etc.
5. Vibeke Sorensen wrote in 1995
ā¢āÆ First of all, there are qualities unique to digital
media. They include memory, computational
prowess, high bandwidth data transfer, and
high speed data transformation. It affects
most fields of science, commerce,
engineering, entertainment, and art. Being
digital, they share a common structure and
language, and are part of a continuum rather
than completely separate entities. The most
popular means for traversing this continuum is
the Internet, particularly the data
dissemination structure referred to as the
World Wide Web.
8. Who led the way?
Dada, Duchamp, Warhol, Marshall
McLuhan, Lichtenstein, Joan Jonas,
William Wegman, Bill Viola, Vito
Acconci, Bruce Nauman, Naim June
Paik, and many moreā¦.
43. 1971 ā Floppy diskette invented by IBM
1972 ā Atari invented āpongā
1974 ā Naim June Paik invents the term āinformation
superhighwayā
1976 ā Wozniak and Jobs form Apple Computer
1982 ā Time magazine declares the computer as āMan
of the Yearā
1985 ā MIT Media Lab formed
1990 ā HTML invented by Tim Berners-Lee
45. New Media art emerged from its historical
precedents. Originally a marginal field (in the
hands of a few nerds) public interest grew out of
a fascination with the potential of new
technologies. In America, there was the
āCalifornia Ideologyā which was libertarianism
and technological utopianism fed by āWiredā
magazine.
53. 1998 ā Netscape announces that it will make its source
code freely available to the public
1998 ā The Web becomes worldwide as the last 21
nations come online.
2000- stock market crash and bursting of dot.com
bubble.
2003 ā New Museum affiliates with Rhizome.org
2004 - Google goes public, IPO fetches 1.7 billion
dollars
2009 ā Facebook reaches 175m users making it the 8th
largest ācountryā in the world