9 Evenings Reconsidered

9 Evenings Reconsidered
Title 9 Evenings Reconsidered PDF eBook
Author Clarisse Bardiot
Publisher
Pages 92
Release 2006
Genre Art
ISBN

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In 1966, a Bell Laboratories physicist brought a group of avant-garde artists together with 10 open-minded members of the science and technology fields for 9 Evenings: Theatre and Engineering, a series of investigatory Happenings which took place at the 69th Regiment Armory and were duly noted by critics Lucy Lippard and Brian O'Doherty. The resulting seminal performances included John Cage's Variations VII, in which 30 photocells were mounted around the performance space, activating a variety of sound sources -- including a blender, 20 radio channels and two Geiger counters -- as the performers moved around. An 88-page exhibition catalogue includes original essays, reprinted reviews of the original performances "9 Evenings: Theatre and Engineering" by Lucy Lippard and Brian O'Doherty, and an interview with Herb Schneider (engineer)

The Experimenters

The Experimenters
Title The Experimenters PDF eBook
Author Eva Díaz
Publisher University of Chicago Press
Pages 242
Release 2015
Genre Art
ISBN 022606798X

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Practically every major artistic figure of the mid-twentieth century spent some time at Black Mountain College: Harry Callahan, Merce Cunningham, Walter Gropius, Willem and Elaine de Kooning, Robert Motherwell, Robert Rauschenberg, Aaron Siskind, Cy Twombly - the list goes on and on. Yet scholars have tended to view these artists' time at the college as little more than prologue, a step on their way to greatness. With The Experimenters, Eva Diaz reveals the influence of Black Mountain College - and especially of three key instructors, Josef Albers, John Cage, and R. Buckminster Fuller - to be much greater than that. Diaz's focus is on experimentation. Albers, Cage, and Fuller, she shows, taught new models of art making that favored testing procedures rather than personal expression. The resulting projects not only reconfigured the relationships among chance, order, and design - they helped redefine what artistic practice was, and could be, for future generations. Offering a bold, compelling new angle on some of the most widely studied creative minds of the twentieth century, The Experimenters does nothing less than rewrite the story of art in the mid-twentieth century.

Delirious

Delirious
Title Delirious PDF eBook
Author Kelly Baum
Publisher Metropolitan Museum of Art
Pages 238
Release 2017-09-12
Genre Art
ISBN 1588396339

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Can postwar art be understood as an exercise in calculated insanity? Taking this provocative question as its basis, this book explores the art and history of delirium from 1950 to 1980, an era shaped by the brutality of World War II and the rapid expansion of industrial capitalism. Skepticism of science and technology—along with fear of its capability to promote mass destruction—developed into a distrust of rationalism, which profoundly influenced the art of the times. Delirious features work by more than sixty artists from Europe, Latin America, and the United States, including Dara Birnbaum, León Ferrari, Gego, Bruce Nauman, Howardena Pindell, Peter Saul, and Nancy Spero. Experimenting with irrational subject matter and techniques, these artists forged new strategies that directly responded to such unbalanced times. Disturbing and challenging, the works in this book—in multiple media and often, counterintuitively, incorporating highly ordered and systematic structures—upend traditional notions of aesthetic harmony. Three wide-ranging essays and a richly illustrated plates section investigate the degree to which delirious times demand delirious art, inviting readers to “think crazy." p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 14.0px Verdana}

PAJ

PAJ
Title PAJ PDF eBook
Author
Publisher
Pages 428
Release 2007
Genre Drama
ISBN

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Hybrid Practices

Hybrid Practices
Title Hybrid Practices PDF eBook
Author David Cateforis
Publisher University of California Press
Pages 286
Release 2018-11-06
Genre Art
ISBN 0520296591

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In Hybrid Practices, essays by established and emerging scholars investigate the rich ecology of practices that typified the era of the Cold War. The volume showcases three projects at the forefront of unprecedented collaboration between the arts and new sectors of industrial society in the 1960s and 70s—Experiments in Art and Technology (E.A.T.), the Art and Technology Project at the Los Angeles County Museum of Art (A&T), and the Artist Placement Group (APG) in the UK. The subjects covered include collaborative projects between artists and scientists, commercial ventures and experiments in intermedia, multidisciplinary undertakings, effacing authorship to activate the spectator, suturing gaps between art and government, and remapping the landscape of everyday life in terms of technological mediation. Among the artists discussed in the volume and of interest to a broad public beyond the art world are Bernd and Hilla Becher, John Cage, Hans Haacke, Robert Irwin, John Latham, Fujiko Nakaya, Carolee Schneemann, James Turrell, Yvonne Rainer, Robert Rauschenberg, and Robert Whitman. Prominent engineers and scientists appearing in the book’s pages include Elsa Garmire, Billy Klüver, Frank Malina, Stanley Milgram, and Ed Wortz. This valuable collection aims to introduce readers not only to hybrid work in and as depth, but also to work in and as breadth, across disciplinary practices where the real questions of hybridity are determined.

The Long 1968

The Long 1968
Title The Long 1968 PDF eBook
Author Daniel J. Sherman
Publisher Indiana University Press
Pages 394
Release 2013-07-16
Genre History
ISBN 0253009189

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Delving into a tumultuous year’s impact on art, culture, and politics, this book “illuminates the often-overlooked histories of 1968” (The Journal of American History). From the mid-1960s to the early 1970s, revolutions in theory, politics, and cultural experimentation swept around the world. These changes had as great a transformative impact on the right as on the left. A touchstone for activists, artists, and theorists of all stripes, the year 1968 has taken on new significance for the present moment, which bears certain uncanny resemblances to that time. The Long 1968 explores the wide-ranging impact of the year and its aftermath in politics, theory, the arts, and international relations—and its uses today.

Works of Game

Works of Game
Title Works of Game PDF eBook
Author John Sharp
Publisher MIT Press
Pages 157
Release 2015-03-20
Genre Games & Activities
ISBN 0262328224

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An exploration of the relationship between games and art that examines the ways that both gamemakers and artists create game-based artworks. Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes—to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. “Game Art,” which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. “Artgames,” created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, “Artists' Games”—with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman—represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities.