Abstract
How can digital media technologies, contemporary theories of creativity, and tradition combine to develop the aesthetics of computer-based art today and in the future? Through contextualised case-studies, this chapter investigates how games, information technologies, and traditional visual and storytelling arts combine to create rich, complex, and engaging moving-image based artworks with wide appeal. It examines how dramatist and interactive media artist Maureen Thomas and 3D media artist and conservator Marianne Selsjord deploy creative digital technologies to transpose, transform, and transcend pre-page arts and crafts for the digital era, making fresh work for new audiences. Researcher in digital aesthetics, creative cognition, and play behaviour Dr. Phillip Prager examines how such work is conducive
to creative insight and worthwhile play, discussing its remediation of some of the aspirations and approaches of 20th-century avant-garde artists, revealing these as a potent source of conceptual riches for the digital media creators of today and tomorrow.
to creative insight and worthwhile play, discussing its remediation of some of the aspirations and approaches of 20th-century avant-garde artists, revealing these as a potent source of conceptual riches for the digital media creators of today and tomorrow.
Originalsprog | Engelsk |
---|---|
Titel | Handbook of Research on Digital Media and Creative Technologies |
Redaktører | Dew Harrison |
Antal sider | 58 |
Udgivelsessted | Hershey, PA |
Forlag | IGI global |
Publikationsdato | 6 feb. 2015 |
Sider | 141-199 |
Kapitel | 8 |
ISBN (Trykt) | 9781466682054 |
ISBN (Elektronisk) | 1466682051 |
Status | Udgivet - 6 feb. 2015 |
Emneord
- digital art