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EN
This article examines the relationships in art between oppositions such as: inside/outside, biological/mechanical, unseen/seen, recorded/shown which appear in the original technique of performing animation directly on film: non-camera by Julian Antonisz. According to McLuhan’s theory of the medium whose content is another means of communication, this contribution analyzes the formal aspects of Antonisz’s film which emphasize the Aufhebung of the oppositions under discussion. The aesthetics of this film which is constituted by a non camera animation technique becomes a medium whose content is the art of transgression.
PL
Artykuł opisuje relacje, które zachodzą w sztuce między takimi parami przeciwieństw, jak: wewnętrzne i zewnętrzne, biologiczne i mechaniczne, ukryte i jawne, zarejestrowane i przedstawiane – na przykładzie nowatorskiej techniki wykonywania filmu animowanego, opracowanej przez Juliana Antonisza (tzw. Non camera). Zgodnie ze sformułowana przez McLuhaną doktryną o środku przekazu, którego treścią jest inny środek przekazu, artykuł skupia się na formalnych aspektach filmu, w których akcentowane jest znoszenie się wspomnianych przeciwieństw. Animacja Antonisza, której estetykę wyznacza technika non camera, staje się w takim ujęciu środkiem przekazu, którego treścią jest sztuka transgresji.
EN
Dominika Staszenko, Marcin M. Chojnacki Is it Still Art or Already Game? The Penetration of Aesthetics and Mechanics of Video Games to Interactive Art In our article, we look at the work inspired by the medium, and the culture of video games. We analyze the specifics of contact with the electronic entertainment in a completely new context as considered by the producers of games. We make a brief characterization of the selected projects in the area of interactive art, aesthetics, mechanics or iconography drawn from the popular digital games. We also analyze interesting analog representations and solutions connected with certain ludic or thematic video games in the context of practices affecting the perception of the medium, as well as assessing its ‘maturity’ and the impact on today’s pop culture. We concentrate on the issue of tangible and intangible disposits which we consider significant in the context of art inspired by new media.
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