Video Vortex Reader III

Video Vortex Reader III

Author: GEERT. TRESKE LOVINK (ANDREAS.)

Publisher:

Published: 2020-06-11

Total Pages: 300

ISBN-13: 9789492302618

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What is online video today, fifteen years into its exponential growth? What started with amateur work of YouTube prosumers has spread to virtually all communication apps: an explosion in the culture of mobile sound and vision. Now, in the age of the smart phone, video accompanies, informs, moves, and distracts us. Are you addicted yet? Look into that tiny camera, talk, move the phone, show us around - prove to others that you exist! Founded in 2007, Video Vortex is a lively network of artists, activists, coders, curators, critics, and researchers linked by the exchange of ideas, materials, and discussions both online and offline. Video Vortex has produced two anthologies, a website, a mailing list, 12 international conferences, several art exhibitions, and more to come as the internet and video continue to merge and miniaturize. The first Video Vortex reader came out in 2008, followed by a second in 2011. This third anthology covers the turbulent period from Video Vortex #7 (2013) in Yogyakarta, across the meetings that followed in Zagreb, Lüneburg, Istanbul, Kochi, and finally Malta in 2019, where the foundations for this publication where laid before its production began in the midst of the corona crisis. The contributions herein respond to a broad range of emerging and urgent topics, from bias in YouTube's algorithms, to the use of video in messaging, image theory, the rise of deepfakes, a reconsideration of the history of video art, a reflection on the continuing role and influence of music video, indy servers, synthetic intimacies, love and sadness, artist videos, online video theory in the age of platform capitalism, video as online activism, and the rise of streaming. Click, browse, swipe, like, share, save, and enjoy! Contributors: Annie Abrahams, Ina Blom, Natalie Bookchin, Pablo deSoto, Ben Grosser, Adnan Hadzi, Judit Kis, Patricia G. Lange, Hang Li, Patrick Lichty, Geert Lovink, Gabriel Menotti, Sabine Niederer, Dan Oki, Aras Ozgun, Daniel Pinheiro, Rahee Punyashloka, Oliver Lenore Schultz, Peter Snowdon, Andreas Treske, Colette Tron, Jack Wilson, Dino Ge Zhang.


Digital Prohibition

Digital Prohibition

Author: Carolyn Guertin

Publisher: Bloomsbury Publishing USA

Published: 2012-04-26

Total Pages: 305

ISBN-13: 1441150587

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The act of creation requires us to remix existing cultural content and yet recent sweeping changes to copyright laws have criminalized the creative act as a violation of corporate rights in a commodified world. Copyright was originally designed to protect publishers, not authors, and has now gained a stranglehold on our ability to transport, read, write, teach and publish digital materials. Contrasting Western models with issues of piracy as practiced in Asia, Digital Prohibition explores the concept of authorship as a capitalist institution and posits the Marxist idea of the multitude (à la Antonio Negri and Michael Hardt, and Paulo Virno) as a new collaborative model for creation in the digital age. Looking at how digital culture has transformed unitary authorship from its book-bound parameters into a collective and dispersed endeavor, Dr. Guertin examines process-based forms as diverse as blogs, Facebook, Twitter, performance art, immersive environments, smart mobs, hacktivism, tactical media, machinima, generative computer games (like Spore and The Sims) and augmented reality.


Video Theory

Video Theory

Author: Andreas Treske

Publisher: transcript Verlag

Published: 2015-04-30

Total Pages: 209

ISBN-13: 3839430585

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Video is a part of everyday life, comparable to driving a car or taking a shower. It is nearly omnipresent, available on demand and attached to nearby anything, anywhere. Online Video became something vital and independent. With all the video created by the cameras around us, constantly uploading, sharing, linking, and relating, a blue ocean is covering our planet, an ocean of video. What might look as bluish noise and dust from the far outside, might embed beautiful and fascinating living scapes of moving images, objects constantly changing, re-arranging, assembling, evolving, collapsing, but never disappearing, a real cinema. Andreas Treske describes and theorizes these objects formerly named video, their forms, behaviours and properties.


Vortex

Vortex

Author: Robert Charles Wilson

Publisher: St. Martin's Press

Published: 2012-02-28

Total Pages: 372

ISBN-13: 9780765363206

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"Vortex" tells the story of Turk Findley, the protagonist introduced in "Axis," who is transported 10,000 years into the future by the mysterious entities called "the Hypotheticals."


Vortex

Vortex

Author: S. J. Kincaid

Publisher: Harper Collins

Published: 2013-07-02

Total Pages: 277

ISBN-13: 0062093045

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S. J. Kincaid has created a fascinating dystopian world for Insignia, her futuristic science-fiction adventure series perfect for fans of Ender's Game. Earth is in the middle of WWIII, a war to determine which governments and corporations will control the resources of the solar system. Teen Tom Raines grew up with nothing—some days without even a roof over his head. Then his exceptional gaming skills earned him a spot in the Intrasolar Forces, the country's elite military training program, and his life completely changed. Now in Vortex, the second book in the series, Tom discovers that the Pentagonal Spire, where he and his friends are being trained as superhuman weapons, is filled with corruption. He is asked to betray his friends—the first real friends he's ever had—for the sake of his country. Will he sacrifice his new life to do what he believes is right?


Video Game Art Reader

Video Game Art Reader

Author: Tiffany Funk

Publisher: Amherst College Press

Published: 2022-04

Total Pages: 91

ISBN-13: 1943208433

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The inaugural issue of VGAR celebrates video game culture as inclusive and global. Opening with an interview with the art director of the first independent Cuban video game, Savior, while the following essays from art historians, literary theorists, game designers, artists, educators, museum curators, and programmers all engage with video games as an important part of the global art landscape. Each engages with what makes good game art with special attention to the transnational cadre of gamers that play them. Contributions by Jesse de Vos, Jacob Euteneuer, Monica Evans, Tiffany Funk, René Glas, Eddie Lohmeyer, Evan Meaney, Kieran Nolan, Josuhe Pagliery, Sercan Şengün, Teresa Silva, Christopher W. Totten, and Jasper van Vught.


Between Film, Video, and the Digital

Between Film, Video, and the Digital

Author: Jihoon Kim

Publisher: Bloomsbury Publishing USA

Published: 2016-07-14

Total Pages: 408

ISBN-13: 1628922915

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Encompassing experimental film and video, essay film, gallery-based installation art, and digital art, Jihoon Kim establishes the concept of hybrid moving images as an array of impure images shaped by the encounters and negotiations between different media, while also using it to explore various theoretical issues, such as stillness and movement, indexicality, abstraction, materiality, afterlives of the celluloid cinema, archive, memory, apparatus, and the concept of medium as such. Grounding its study in interdisciplinary framework of film studies, media studies, and contemporary art criticism, Between Film, Video, and the Digital offers a fresh insight on the post-media conditions of film and video under the pervasive influences of digital technologies, as well as on the crucial roles of media hybridity in the creative processes of giving birth to the emerging forms of the moving image. Incorporating in-depth readings of recent works by more than thirty artists and filmmakers, including Jim Campbell, Bill Viola, Sam Taylor-Johnson, David Claerbout, Fiona Tan, Takeshi Murata, Jennifer West, Ken Jacobs, Christoph Girardet and Matthias Müller, Hito Steyerl, Lynne Sachs, Harun Farocki, Doug Aitken, Douglas Gordon, Stan Douglas, Candice Breitz, among others, the book is the essential scholarly monograph for understanding how digital technologies simultaneously depend on and differ film previous time-based media, and how this juncture of similarities and differences signals a new regime of the art of the moving image.


Materiality of Cooperation

Materiality of Cooperation

Author: Sebastian Gießmann

Publisher: Springer Nature

Published: 2023-10-03

Total Pages: 323

ISBN-13: 3658394684

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The volume investigates the socio-material dimension and media practices of cooperation – before, during and beyond situations. Cooperation is understood as reciprocal interplay operating with or without consensus, in co-presence or absence of the involved actors in distributed situations. Artefacts, bodies, texts and infrastructures are the media that make cooperation possible. They enable and configure reciprocal accomplishments – and are themselves created through media practices in cooperative situations.