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EN
In Museum of Arts, Łódź there are two rooms the walls of which iare covered with the painted decorative motifs designed by an outstanding representative of the Polish neoplastic art Władysław Strzemiński and his disciple Bolesław Utkin. In the same rooms are displayed the paintings, sculptures and pieces of furniture supplying an illustration of the aforementioned trend in art. The preservation of painted decorative motifs on walls presents, however, a great deal of difficulties as they represent quite an unusual problem within the scope of the conservator’s usual practice. Since the preservation of perfectly smooth and uniformly shaded surfaces in particular parts of decoration Is an absolute must, the author suggests that in places where it might prove necessary to recover the losses no stippling should be applied ; instead of this the entire surfaces should be covered with colour matching as much as possible that of original work.
EN
The purpose of this article is to synthesize four major elements of aesthetic expe- rience that have previously appeared isolated whenever an attempt at conceptualization is made. These four elements are: Immanuel Kant’s disinterested pleasure, Robin G. Collingwood’s emotional expressionism, the present writer’s redemptive emotional experience, and, lastly, Plato’s concept of Beauty. By taking these four abstracted ele- ments as the bedrock for genuine aesthetic experience, this article aims to clarify the proper role of art as distinct from philosophy and intellectualization. Rather than a me- dium conducive to intellectual understanding, it is argued that the sphere these four elements of aesthetic experience demarcate is one in which art leads to an emotional understanding that transforms the human condition and it imbues it with new meaning only to be found in a moment of aesthetic experience.
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O roli i znaczeniu przypadku

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EN
The article introduces the search based on the theme of the tennis scene presented using text, film and technology, while at the same time outlining the reality approximated by various media. The context of the research refers to examples taken from works of art from the 1960s and 1970s, that is, from the film “Blow-up” (1966) directed by Michelangelo Antonioni, in which the author goes back to the motifs taken from the poetic work of Julio Cortázar’s “Blow-up” (Las babas del diablo, 1959) and the tennis match as presented by Robert Rauschenberg in the implementation of “Open Score” (1966). These works of art are connected by a unique world. What’s interesting to me is the medium-action-mechanism relationship of the action being played, especially with regard to technology and new opportunities. The purpose of these studies and analyses – resulting from the initial originally empirical observation – is to consolidate and describe the identity (nature) of what is observed (the subject) and who is the observer, as well as the interaction between the subject and the observer. How to show that “to play playing” is part of the game? The reason for the search was my own artistic work related to the balloon – an industrial object transferred to the area of creative activity. The first part of the theoretical work deals with the question of the role and meaning of coincidence, the second part is about the balloon in art.
PL
Artykuł przybliża poszukiwania oparte na tematyce sceny tenisowej przedstawionej za pomocą tekstu, filmu i technologii, równocześnie nakreślając rzeczywistość przybliżoną za pomocą różnych mediów. Kontekst badań odnosi się do przykładów zaczerpniętych z dzieł sztuki z lat 60. i 70. XX wieku, to jest z filmu Blow-Up w reżyserii Michelangelo Antonioniego (1966), opartym na poetyckim dziele Julio Cortázara Las babas del diablo (1959) i meczu tenisowym, jak go przedstawia Robert Rauschenberg w dziele Open Score (1966). Te dzieła sztuki łączy wyjątkowy świat. Interesująca jest dla mnie relacja medium–działanie–mechanizm rozgrywanej akcji, szczególnie w odniesieniu do technologii i nowych możliwości. Celem tych badań i analizy – wynikających z początkowej, pierwotnie empirycznej obserwacji – jest utrwalenie i opisanie tożsamości (charakteru) tego, co jest obserwowane (przedmiotu), oraz obserwatora, jak również interakcja między tym, co obserwowane, a obserwatorem. Jak pokazać, że „grać granie” to część gry? Przyczynkiem do poszukiwania była własna praca artystyczna związana z przemysłowym przedmiotem, jakim jest balon, który został przeniesiony w obszar działania twórczego. Pierwsza część pracy teoretycznej dotyczy zagadnienia roli i znaczenia przypadku, druga balonu w sztuce.
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