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1

Kapuscinski, Jaroslaw. "Mudras /." Diss., Connect to a 24 p. preview or request complete full text in PDF format. Access restricted to UC campuses, 1997. http://wwwlib.umi.com/cr/ucsd/fullcit?p9820984.

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Thesis (Ph. D.--Music)--University of California, San Diego, 1997.
Vita. Consists of the musical score to a soundtrack for a video piece integrating sounds and images of hands and arms. Musical material is for one mezzo soprano (overdubbed to achieve two primary voices), piano, and tape of electronic and concrete sounds. Also includes color illustrations of how the hands are painted and posed in some of the video sequences. Includes extensive commentary on the piece in English.
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Blue, Kevin J. "In/retrospection : an interactive audiovisual composition for ten-piece orchestra, electronically manipulated audio, and video." Virtual Press, 2007. http://liblink.bsu.edu/uhtbin/catkey/1365789.

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In/Retrospection is an audiovisual composition employing audio and video in an interactive form, written for a ten-piece orchestra, electronically generated audio, and video that interact with each other in a variety of ways. Not only is the use of overall interaction employed, but each element of the composition is given its own space to develop and take its place in the forefront of the listeners/viewers focus, thus shifting attention to various aspects of the composition. In this way, the composition is neither a video with accompanying audio or audio with accompanying video, but a combination of both forms. On top of this, the electroacoustic portion of the piece, employing both traditional orchestral instruments as well as electronically manipulated sounds and music, adds yet another level of interaction and attention-shifting mechanics to the composition. The constant shifting of the listener's/viewer's focus is the fundamental idea explored in In/Retrospection.
School of Music
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Lucas, Stephen 1985. "Virtual Stage: Merging Virtual Reality Technologies and Interactive Audio/Video." Thesis, University of North Texas, 2017. https://digital.library.unt.edu/ark:/67531/metadc984124/.

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Virtual Stage is a project to use Virtual Reality (VR) technology as an audiovisual performance interface. The depth of control, modularity of design, and user immersion aim to solve some of the representational problems in interactive audiovisual art and the control problems in digital musical instruments. Creating feedback between interaction and perception, the VR environment references the viewer's behavioral intuition developed in the real world, facilitating clarity in the understanding of artistic representation. The critical essay discusses of interactive behavior, game mechanics, interface implementations, and technical developments to express the structures and performance possibilities. This discussion uses Virtual Stage as an example with specific aesthetic and technical solutions, but addresses archetypal concerns in interactive audiovisual art. The creative documentation lists the interactive functions present in Virtual Stage as well as code reproductions of selected technical solutions. The included code excerpts document novel approaches to virtual reality implementation and acoustic physical modeling of musical instruments.
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Thompson, Michael Allen. "And Drops of Rain Fall Like Tears: A Composition for Electroacoustic Music and Video." Thesis, University of North Texas, 2002. https://digital.library.unt.edu/ark:/67531/metadc3111/.

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And Drops of Rain Fall Like Tears is a composition for electroacoustic music with an optional ambient video component. The composition consists of a single movement electroacoustic work twenty-two minutes in duration. The piece creates an immersive sonic environment within the confines of a typical concert space, thereby recreating the powerful temper and subtle beauty of nature from different sonic perspectives. The paper is divided into four chapters, each discussing an element of the piece in detail. The introduction presents background information and compositional approach for the composition. Chapters 1 through 4 present detailed information related to the creation of both the electroacoustic music and video elements of the piece. Chapter 4 contains relevant information to the performance of the piece.
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Spowage, Neal. "Physical interaction with electronic instruments in devised performance." Thesis, De Montfort University, 2016. http://hdl.handle.net/2086/13237.

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This thesis describes how I took part in a series of collaborations with dancers Danai Pappa and Katie Hall, musician George Williams and video artist Julie Kuzminska. To realise our collaborations, I built electronic sculptural instruments from junk using bricolage, the act of subversion, skip diving and appropriation. From an auto-ethnographic viewpoint, I explored how collaborations began, how relationships developed and how various levels of expertise across different disciplines were negotiated. I examined how the documentation of the performances related to, and could be realised as, video art in their own right. I investigated the themes of work, labour and effort that are used in the process of producing and documenting these works in order to better understand how to ‘create’. I analysed the gender dynamics that existed between my collaborators and myself, which led to the exploration of issues around interaction and intimacy, democratic roles and live art. The resulting works challenged gender stereotypes, the notion of what a musical instrument can be and how sound is produced through action/interaction. I found that reflective time was imperative; serendipity, constant awareness of one’s environment, community and intimate relationships greatly enhanced the success of the collaborations. Instruments became conduits and instigators with shifting implied genders based on their context or creative use. As well as sound being a product of movement, effort and interaction, I realised it was also an artefact of the instruments.
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Payling, David. "Visual music composition with electronic sound and video." Thesis, Staffordshire University, 2014. http://eprints.staffs.ac.uk/2047/.

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This research project investigated techniques for composing visual music and achieving balance in the relationship between sound and image. It comprises this thesis and a portfolio of compositions. The investigation began with an interest in the relationships between colour and sound and later expanded to include form and motion, the remaining factors of Thomas Wilfred’s lumia (1947). Working with a cohesive theme, such as lumia, proved to be an effective way of creating a coherent aesthetic in portfolio pieces. Other themes were therefore investigated including composing with visual and audio materials recorded from the single source of Thailand, the wave phenomena of refraction and diffraction and a filmed natural sunset interpreted in electroacoustic music. Two distinct compositional techniques were used, material transference, where qualities were transferred between sound and image, and compositional thinking, which assisted in creating audio-visual compositions that possessed musical qualities. Material transference proved to be the most productive technique during composing and it was discovered that effectuating it algorithmically created a strong bond between sound and image. Compositional thinking assisted in creating the form of the portfolio pieces and was found to apply to both video and music. Compositional thinking was found to be useful at the macro level, where structural form was designed, and material transference worked at a finer micro level, transferring individual qualities between sound and video objects.
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Thompson, Michael A. "And drops of rain fall like tears a composition for electroacoustic music and video /." connect to online resource, 2002. http://www.library.unt.edu/theses/open/20021/thompson%5Fmichael/index.htm.

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Lillios, Elainie. "Earth Ascending: A Composition in Three Movements for Female Voice, Electroacoustic Music, and Video." Thesis, University of North Texas, 2000. https://digital.library.unt.edu/ark:/67531/metadc2627/.

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Earth Ascending is a composition in three movements scored for female voice, electroacoustic music, and video. Composed in the Year 2000, Earth Ascending lasts approximately sixteen minutes and was created specifically for live performance in which all three elements combine to create a sonic and visual environment. As such, no single element has greater importance than any other, with each of the three performing forces assuming a foreground role at various times throughout the work. Earth Ascending is defined by a single poem written by contemporary female British poets Jeni Counzyn, Jehanne Mehta, and Cynthia Fuller. The movements are named according to the title of each poem: Earth-Body, Light-Body; Wringcliff Beach; and Pool. The movements are separated in performance by five seconds of silence and black on the video screen. The paper accompanying the score of Earth Ascending is divided into five chapters, each discussing in detail an element central to the composition itself. The Introduction presents background information, general ideas, and approaches undertaken when creating the work. Chapters 1 through 3 investigate in detail the content of the electroacoustic music, voice, and video. Chapter 4 discusses scoring techniques, revealing approaches and methods undertaken to solve issues relating to notation and ways of accurately representing sound, pitch, and rhythm within the context of a mixed media work. Chapter 5 presents information relevant to the live performance of the piece.
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Martin, Maria. "In The Forest." University of Cincinnati / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1179930915.

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Fitzgerald, Thomas A. "New music composition for live performance and interactive multimedia." Faculty of Creative Arts, 2004. http://ro.uow.edu.au/theses/284.

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The focus of this DCA thesis is the development of original creative audio and audio-visual work. Central to this is a study of the nature of interactivity and sonic relationships between electroacoustic and acoustic music, extended further by the application of sonic and visual interactivity. This written documentation accompanies the major part of the DCA submission, a folio of five original works. Its purpose is to clarify, document and contextualise the creation of these works and to illuminate the aesthetic underpinnings and compositional techniques that I have developed during the period 2000 � 2004. The structure of this documentation is in three parts which support the research methodology of reflective investigation. This process begins with an introductory overview (Chapter 1). This is extended in the second part, (Chapters 2�5), an observation of the effect of the culture, contemporary musical environments and related creative practice in my work. The third part, (Chapters 6�10), details the nature, and techniques utilized in the development of the new works. These developments have also embraced the combination of live projected interactive visual imagery with acoustic and electronic instrumentation. Finally, I have investigated the role of sonic spatialisation and texture as expressive and structural devices in music composition.
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House, Kayli. "Pilgrim carnival." Thesis, view full-text document. Access restricted to the University of North Texas campus, 2002. http://www.library.unt.edu/theses/open/20022/house%5Fkayli/index.htm.

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Thesis (M.M.)--University of North Texas, 2002.
A two-week event in four parts: invitation, installation, reception, and thank-you card. Installation for 2 hosts, 2 ushers, photographer, 4 posers, exerciser, sound persons, and blindfolded guests, with a mix of live and recorded sounds. Includes instructions for performance. Includes bibliographical references (p. 66-67).
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Behrendt, Frauke. "Mobile sound : media art in hybrid spaces." Thesis, University of Sussex, 2010. http://sro.sussex.ac.uk/id/eprint/6336/.

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The thesis explores the relationships between sound and mobility through an examination of sound art. The research engages with the intersection of sound, mobility and art through original empirical work and theoretically through a critical engagement with sound studies. In dialogue with the work of De Certeau, Lefebvre, Huhtamo and Habermas in terms of the poetics of walking, rhythms, media archeology and questions of publicness, I understand sound art as an experimental mobile and public space. The thesis establishes and situates the emerging field of mobile sound art by mapping three key traditions of mobile sound art - locative art, sound art and public art - and creates a taxonomy of mobile sound art by defining four categories: 'placing sounds', 'sound platforms', 'sonifying mobility' and 'musical instruments' (each represented by one case study). In doing so it develops a methodology that is attentive to the specifics of the sonic and mobile of media experience. I demonstrate how sonic interactions and embodied mobility are designed and experienced in specific ways in each of the four case studies - 'Aura' by Symons (UK), 'Pophorns' by Torstensson and Sandelin (Sweden), 'SmSage' by Redfern and Borland (US) and 'Core Sample' by Rueb (US) (all 2007). In tracing the topos of the musical telephone, discussing the making and breaking of relevant micro publics, accounting for the polyphonies of footsteps and unwrapping bundles of rhythms, this thesis contributes to understanding complex media experiences in hybrid spaces. In doing so it critically sheds light on the quality of sonic artistic experiences, the audience engagement with urban, public and networked spaces and the relationship between sound art and everyday media experience. My thesis provides valuable insight into auditory ways of mobilising and making public spaces, non-verbal and embodied media practices, and rhythms and scales of mobile media experiences.
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Amos, Janet R. "Francis Poulenc's sonata for two pianos : a multi-media presentation." Virtual Press, 1996. http://liblink.bsu.edu/uhtbin/catkey/1027122.

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This project created a multi-media work that combined music and visual images in a video format to culminate my graduate studies. I explored computer graphics and video technology while drawing from a multi-faceted background in art. This project attempts to communicate through visual expression the innate qualities of music and sound, while reflecting my interests as an artist. I intend this work to be viewed as either a live performance piece to be accompanied by the piano duet, Sonata for Two Pianos, or as a recording on a computer monitor or television.
Department of Art
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Miller, Nolan W. "Athenian Acoustics: A Sonic Exploration." Ohio University Honors Tutorial College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1556289254557967.

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San, Cristóbal Opazo Úrsula. "Sonido, cuerpo y música: Ubiquitous listening y espacio autobiográfico en piezas de performance y video arte." Doctoral thesis, Universitat Autònoma de Barcelona, 2020. http://hdl.handle.net/10803/670820.

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Aquesta tesi s'ocupa de el rol dels elements sonors i musicals en peces que combinen els llenguatges de la performance i del vídeo art, i que no són considerades art sonor. Proposo les nocions d'espai autobiogràfic i ubiquitous listening com a instruments per analitzar obres que aborden aspectes autobiogràfics fent ús d'elements sonors i visuals, aportant a més una revisió crítica de la bibliografia sobre el so i l'escolta en l'art contemporani. Aplico aquestes nocions a dos casos d'estudi: 1) performances i vídeos de Marina Abramovi, realitzats entre 1971 i 1997 que permeten comprendre el desenvolupament de la peça Balkan Baroque (1997); i 2) les fotografies i vídeo instal·lacions de Shirin Neshat realitzades entre 1993 i 1997 que permeten comprendre la peça Turbulent (1998). A través d'una revisió crítica de la bibliografia que s'ha ocupat d'aquestes peces, poso en evidència les conseqüències derivades de la manca d'atenció als elements sonors.
Esta tesis se ocupa del rol de los elementos sonoros y musicales en piezas que combinan los lenguajes de la performance y del video arte, y que no son consideradas arte sonoro. Propongo las nociones de espacio autobiográfico y ubiquitous listening como instrumentos para analizar obras que abordan aspectos autobiográficos haciendo uso de elementos sonoros y visuales, aportando además una revisión crítica de la bibliografía sobre el sonido y la escucha en el arte contemporáneo. Aplico estas nociones a dos casos de estudio: 1) performances y videos de Marina Abramovi, realizados entre 1971 y 1997 que permiten comprender el desarrollo de la pieza Balkan Baroque (1997); y 2) las fotografías y video instalaciones de Shirin Neshat realizadas entre 1993 y 1997 que permiten comprender la pieza Turbulent (1998). A través de una revisión crítica de la bibliografía que se ha ocupado de estas piezas, pongo en evidencia las consecuencias derivadas de la falta de atención a los elementos sonoros.
This thesis deals with the role of sound and music in artworks merging the languages of performance art and video art, which are not considered sound art. I propose the notions of autobiographical space and ubiquitous listening as tools to analyze artworks addressing autobiographical aspects through sonic and visual elements. I apply both notions to two case studies: 1) live and video performances made by Marina Abramovi, between 1971 and 1997 that allow us to understand the piece Balkan Baroque (1997); and 2) photographs and video installations made by Shirin Neshat between 1993 and 1997 that allow us to understand the piece Turbulent (1998). Through a critical review of the bibliography that has dealt with these pieces, I highlight the consequences derived from the lack of attention to sonic elements.
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Ratcliffe, Robert James. "New forms of hybrid musical discourse; an exploration of stylistic and procedural cross-fertilisation between contemporary art music and electronic dance music." Thesis, Keele University, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.572424.

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This portfolio explores stylistic and procedural cross-fertilisation between contemporary art music and electronic dance music through musicological investigation and creative practice. Comprised of six compositional 'projects', the creative work examines the hybridisation of the two main genres under consideration, involving both a formalisation of hybrid compositional procedures and an exploration of established and newly developed forms of musical borrowing, which function as tools of negotiation in the transference of materials within my own creative practice. The musicological component includes an overview of musical borrowing as manifested in electronic dance music in the form of digital sampling, considering the practice as a contemporary form of transformative imitation and offering a proposed typology of sampled material within the genre. It traces the links between early and modem forms of musical borrowing, from the pre-digital sampler in hip hop and the evolution of early sample-based compositional procedures through to the role of the digital sampler and the impact of technological innovation on the evolution of genre. An important part of the research has comprised of looking in detail at the tools of production used in the creation of electronic dance music by various artists. The output of this research into the functionality of the equipment and deliberate 'creative subversion' of its intended normative use has been used to develop a vocabulary of compositional techniques for use within my own work. A series of case studies (acid house, big beat, the 'remix') have been used to trace the relationship between genres, specific hardware and software, its idiomatic use, and the characteristics of the creative outputs associated with each genre. These case studies have significantly influenced the nature of the techniques evolved for use within my own compositional work.
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Oliveiro, Mark 1983. "Compositional approaches within new media paradigms." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc849618/.

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"Compositional Approaches to New Media Paradigms" is the discursive accompaniment to the original composition BoMoH, (a new media chamber opera. A variety of new media concepts and practices are discussed in relation to their use as a contemporary compositional methodology for computer musicians and digital content producers. This paper aligns relevant discourse with a variety of concepts as they influence and affect the compositional process. This paper does not propose a new working method; rather it draws attention to a contemporary interdisciplinary practice that facilitates new possibilities for engagement and aesthetics in digital art/music. Finally, in demonstrating a selection of the design principals, from a variety of new media theories of interest, in compositional structure and concept, it is my hope to provide composers and computer musicians with a tested resource that will function as a helpful set of working guidelines for producing new media enabled art, sonic or otherwise.
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Halverson, Nathan. "Renditions." VCU Scholars Compass, 2011. http://scholarscompass.vcu.edu/etd/2474.

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This thesis includes ideas and explorations behind my MFA thesis work and the work that that preceded it in late 2010 and early 2011. In it, I use a creative text by Gertrude Stein, in which she reveals ways that writing reveals and creates language and culture, to illustrate similar ideas regarding field recording and appropriation in my art practice. I use this thesis writing to investigate practices and relationships between media and how these practices can encourage an active, participatory, listening and looking. It also contains discussion of the use of popular music in torture, which inspired Rendition(s), and concludes with a detailed look at the construction of Rendition(s).
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Davies, Huw. "Towards a more versatile dynamic-music for video games : approaches to compositional considerations and techniques for continuous music." Thesis, University of Oxford, 2015. http://ora.ox.ac.uk/objects/uuid:3f1e4cfa-4a36-44d8-9f4b-4c623ce6b045.

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This study contributes to practical discussions on the composition of dynamic music for video games from the composer’s perspective. Creating greater levels of immersion in players is used as a justification for the proposals of the thesis. It lays down foundational aesthetic elements in order to proceed with a logical methodology. The aim of this paper is to build upon, and further hybridise, two techniques used by composers and by video game designers to increase further the reactive agility and memorability of the music for the player. Each chapter of this paper explores a different technique for joining two (possibly disparate) types of gameplay, or gamestates, with appropriate continuous music. In each, I discuss a particular musical engine capable of implementing continuous music. Chapter One will discuss a branching-music engine, which uses a precomposed musical mosaic (or musical pixels) to create a linear score with the potential to diverge at appropriate moments accompanying onscreen action. I use the case study of the Final Fantasy battle system to show how the implementation of a branching-music engine could assist in maintaining the continuity of gameplay experience that current disjointed scores, which appear in many games, create. To aid this argument I have implemented a branching-music engine, using the graphical object oriented programming environment MaxMSP, in the style of the battle music composed by Nobuo Uematsu, the composer of the early Final Fantasy series. The reader can find this in the accompanying demonstrations patch. In Chapter Two I consider how a generative-music engine can also implement a continuous music and also address some of the limitations of the branching-music engine. Further I describe a technique for an effective generative music for video games that creates musical ‘personalities’ that can mimic a particular style of music for a limited period of time. Crucially, this engine is able to transition between any two personalities to create musical coincidence with the game. GMGEn (Game Music Generation Engine) is a program I have created in MaxMSP to act as an example of this concept. GMGEn is available in the Demonstrations_Application. Chapter Three will discuss potential limitations of the branching music engine described in Chapter One and the generative music engine described in Chapter Two, and highlights how these issues can be solved by way of a third engine, which hybridises both. As this engine has an indeterminate musical state it is termed the intermittent-music engine. I go on to discuss the implementation of this engine in two different game scenarios and how emergent structures of this music will appear. The final outcome is to formulate a new compositional approach delivering dynamic music, which accompanies the onscreen action with greater agility than currently present in the field, increasing the memorability and therefore the immersive effect of the video-game music.
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Drummond, Jon R. "Interactive electroacoustics." View thesis, 2007. http://handle.uws.edu.au:8081/1959.7/35367.

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Thesis (Ph.D.)--University of Western Sydney, 2007.
A thesis presented to the University of Western Sydney, College of Arts, School of Communication Arts, in fulfilment of the requirements for the degree of Doctor of Philosophy. Title from title screen. Includes bibliographies. Thesis minus video and audio files also available online at: http://handle.uws.edu.au:8081/1959.7/35367.
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Ploeger, Daniël. "Sonified freaks and sounding prostheses : sonic representation of bodies in performance art." Thesis, University of Sussex, 2012. http://sro.sussex.ac.uk/id/eprint/43348/.

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This study is concerned with the role of sound in the presentation and representation of bodies in performance art that incorporates digital technologies. It consists of a written thesis accompanied by a portfolio with documentation of original artwork. Since the 1960s, performance artists have explored the use of sensor technologies to register signals generated by the body and synthesize or control sound. However, both practical and theoretical approaches to biosignal sonification in this field have almost entirely focused on musical (formalist) perspectives, technological innovation, or heightening the performer's and spectator's awareness of their body's physiology. Little attention has been paid to the usually conspicuous interaction between body and technological equipment and the role of the generated sound in the context of cultural critical debates regarding the performing body. The present study responds to this observation in two ways: Firstly, the written part of the study examines existing biosignal performance practices. It seeks to demonstrate that artists' decisions on the design of sensor technology and sound synthesis or manipulation methods are often complicit in the representation of normative body types and behaviour. Drawing from a concept of the sonified body as a transgressive or ‘freak' body, three critical perspectives on biosignal sonification in digital performance are proposed: A reading of body sonification methods from a gender-critical perspective, an inquiry in the context of Mikhail Bakhtin's concepts of the grotesque and the classical body, and a conceptualization of the sonified body as a posthuman prosthetisized body. This part of the study serves as a framework for its second objective: the development of practical performance strategies to address and challenge cultural conventions concerning ‘the' body's form and role in society. This aspect of the thesis is developed in conjunction with, and further explored in, the artwork documented in the portfolio. The practical part of the study consists of three digital performance works. ELECTRODE (2011) involves an anal electrode that registers the activity of my sphincter muscle and uses this data to synthesize sound. For this work, I modified a commercially available muscle tension sensor device designed for people with faecal incontinence problems. Feedback (2010) encompasses components of a commercially available fetal Doppler sensor intended to listen to the heartbeat of unborn babies. SUIT (2009-2010) encompasses several performances that feature a PVC overall equipped with a loudspeaker, sensor interface and Doppler and humidity sensors.
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Schuette, Paul W. "untitled." University of Cincinnati / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1276997689.

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Khajehzadeh, Iman. "Gradual: A Sound-Based Composition for Tenor Saxophone and Fixed Electronics, with Critical Essay." Thesis, University of North Texas, 2019. https://digital.library.unt.edu/ark:/67531/metadc1538746/.

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In the first half of the twentieth century, sporadic attempts of avant-garde composers to include sounds other than pitch in musical composition paved the way for the composers in the second half to embrace the sound of all types in their creative works. The development of technology since the mid-past century has facilitated composers' inclusive use of sound. The recent achievements in electronics and computers have led to cost-effective tools for today's composers to explore new possibilities in sound design and manipulation. Gradual for tenor saxophone and fixed electronics is primarily concerned with noise. Among the infinite possibilities of noise types, metallic sounds significantly contribute to the composition. The title of the piece refers to the compositional process in which the music progressively unfolds itself from the beginning to the end. The methods and strategies used to present the content give rise to a form I call accretion, described as an organic process by which the musical materials grow. Within the process, while established materials are interacting, combining, and forming layers, new materials may be incorporated and take part in the process. Throughout the composition, the interaction between sounds with common properties guides the music toward interactive unity, while the interplay between sounds with different characteristics forms a dialectical communication. The constant push-and-pull between the two states creates a restless tension throughout the composition. In the current version of Gradual, the audio signals from both saxophone and fixed electronics are transmitted to the same speakers, which helps coalesce acoustic and electronic sounds. The future prospect of the piece can involve real-time audio signal processing to manipulate the sound of saxophone. Adding the above feature to the current version will promote the unification of the two media into a single whole.
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Gray, Michael Alan. "Experiencing Music." VCU Scholars Compass, 2005. http://scholarscompass.vcu.edu/etd/1307.

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I am exploring the way music alters or enhances the perception of our environment. This creative project allows me to explore and visualize several issues that intrigue me: music (sound), emotion, and visual imagery (film). My goal in developing this topic is to allow others to have an experience related to sound and image, where image is altered and enhanced by the use of music.
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Wen, Bihe. "Sonic "Alchemy": An Original Composition for Piano and Electronics with Critical Essay." Thesis, University of North Texas, 2018. https://digital.library.unt.edu/ark:/67531/metadc1248402/.

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This paper presents the history and the theoretical study of mixed music and focuses on two piano solo works and two mixed electroacoustic compositions for piano and electronics. By discussing the working process and giving the analysis of the original composition Alchemy for piano and electronics, this paper investigates the relationship between cause, source and spectromorphology, reflecting how the concept of energy-motion trajectory are embodied in this mixed electroacoustic work. Alchemy is a mixed composition for piano solo and 8-channel fixed electronics focusing on the gestural play and sonic expression. The live piano part explores the gestural sound played with a slide (cup), paper clip, and objects placed inside the piano. The 8-channel electronics part is mainly derived from the recorded acoustic piano. It extends the sonic potential of source materials and presents the diverse vectorial movements of spatialization.
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Yes, Melissa R. "Space Program." The Ohio State University, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=osu1494286481799127.

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Büscher, Barbara. "Live Electronic Arts und Intermedia : die 1960er Jahre." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2010. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-39497.

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Die in der Geschichte der Künste als Neoavantgarde der frühen 1960er Jahre bezeichneten Entwicklungen der Grenzüberschreitung und Prozessorientierung bilden in exemplarischen Analysen das Zentrum des Gegenstandsbereichs dieser Arbeit. Sie umfassen sowohl die grundlegenden Innovationen, die - von John Cages Ideen und Konzeptionen angestoßen – die Arbeit der Komponisten/Performer der Live Electronic Music prägten, wie die Erweiterung der künstlerischen Materialien und Veränderung der Verfahren der Bildenden Kunst seit Happening und Fluxus. Sie umfassen die minimalistischen Verschiebungen des Verständnisses von Körper-Bewegung und Objekten in der Tanz/Performance vor allem der New Yorker Judson Dance Group und die performative Erforschung der Grundlagen von Kino/Film-Wahrnehmung im Expanded Cinema. An diesen drei Bereichen wird eine doppelte historische Bewegung aufgezeigt: zum einen die des Durchstreichens, Verschiebens, Ersetzens konventionalisierter Parameter und Wert-Hierarchien; zum anderen eine durch den Entwicklungsschub technischer Medien und deren Auswirkungen auf Gesellschaft und Wahrnehmung angestoßenes Interesse an der Verbindung von Kunst und Medien. Eine wichtige Schnittstelle dieser Entwicklungen manifestiert sich in den Aufführungen der inzwischen legendären Nine Evenings: Theatre and Engineering, die 1966 in New York stattfanden. Die Analyse dieses Ereignisses, des Arbeitsprozesses, der ihm vorausging und an dem in gleicher Weise Künstler und Ingenieure beteiligt waren, wie der einzelnen Performances bildet einen Ausgangspunkt dieser Untersuchung. Dass Systemtheorie und Kybernetik als Denkmodelle für die Kunstproduktion erschlossen werden sollten, lässt sich nicht nur anhand der Manifestationen dieses Ereignisses zeigen, sondern auch anhand der Analyse zeitgenössischer Diskurse im Kunstfeld nachweisen. Live Electronic Arts heißt in diesem Zusammenhang: das unmittelbar (aktuell) vorgeführte Handeln mit technischen Medien in einer performativen Anordnung. Diese Verbindung wird von den Künstlern selbst als Mensch/Maschine-Kopplung verstanden – der Konstruktionsprozess wird zu einem wesentlichen Bestandteil künstlerischer Strategie. Der Einbezug zeitgenössischer Technologien wird so nicht als Frage nach der Neuartigkeit von Darstellungsmodi relevant, sondern als eine Frage nach Prozessen des Regelns, Steuerns und der Signalübertragung (control&communication) – also nach den Prozessen, die das Agieren mit ihnen strukturieren. Ausgehend von den Nine Evenings und der an ihnen beteiligten Künstler – Musiker, Tänzer und Choreographen sowie Bildende Künstler und Filmemacher – widmet sich die Arbeit in detaillierter Untersuchung den Versuchsreihen der einzelnen Künstler, denen die experimentellen Performances zugerechnet werden können. Sie zeigt für alle drei Bereiche – Live Electronic Music, die performativen Praktiken der Judson Dance Group und Expanded Cinema – unter welchen Bedingungen, ein Interesse und die Arbeit an der Kopplung von Körper-Bewegung und technischen Systemen entstand
The developments of transgression and process-orientation, which in art history are designated as the Neo-Avantgarde of the early 1960s, form the central subject of this text with its exemplary analyses. They involve the fundamental innovations, which - initiated by John Cage's ideas and concepts - characterised the work of the composers/performers of Live Electronic Music, as well as the expansion of artistic materials and the modification of art's techniques since Happening and Fluxus. They also cover the minimalistic shifts in the understanding of bodily movement and objects above all in the dance/performance of the New York based Judson Dance Group and the performative investigation of the foundations of cinema/film perception in the Expanded Cinema. A twofold historical movement is illustrated in these three areas: on the one hand, the movement of cancellation, postponement, substitution of conventional parameters and value hierarchies; on the other, one of interest in the connection between art and the media triggered by the thrust of development in the technological media and their effects on society and perception. An important point of intersection of these developments manifests itself in the performances of the since legendary Nine Evenings: Theatre and Engineering, which took place in New York in 1966. The analysis of this event, of the process of work that preceded it and which involved artists and engineers in equal measure, as well as of the individual performances forms the basis of this investigation. That system theory and cybernetics should be developed as a working hypothesis for art production can be demonstrated not only through manifestations of this event, but also through contemporary discourses in the field of art. In this context, Live Electronic Arts means the immediately (currently) performed action in a perfomative configuration using technological media. The artists themselves understand this relation as an interconnection of human being and machine. The process of construction becomes an essential component of the artistic strategy. The inclusion of contemporary technologies becomes relevant not as a question about the novelty of the modes of representation, but as a question about the processes of structuring, regulating and the transmission of signals (control & communication), thus about processes that structure the performance with these technologies. Beginning with the Nine Evenings and the participating artists (musicians, dancers, choreographers, as well as visual artists and film makers), this text provides a detailed investigation into the series of experiments of the individual artists, to which the experimental performances can be attributed. It demonstrates for all three areas (Live Electronic Music, the perfomative practices of the Judson Dance Group, and Expanded Cinema) under what circumstances interest in and work on the interconnection of bodily movement and technological systems arose
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28

Spampinato, Francesco. "Art Contemporain et télévision : formes de résistance, appropriation et parodie." Thesis, Sorbonne Paris Cité, 2018. http://www.theses.fr/2018USPCA056.

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La présente thèse cartographie et condense l'histoire des relations entre l'art et la télévision au cours du demi-siècle environ durant lequel la télévision maintint sa position de média de masse par excellence dans la société, des années 1950 au tournant du millénaire, jusqu'à la phase de vaporisation des médias récemment apportée par la profusion des technologies numériques et d'Internet. La centaine d'artistes étudiés appartient à différentes générations, des pionniers des années 1960 tels que Nam June Paik, Andy Warhol et divers collectifs de la guerilla television aux figures postmodernistes telles que Dara Birnbaum et General Idea, des artistes issus des années 1990 comme Phil Collins, Christian Jankowski et Matthieu Laurette aux figures émergées au XXIe siècle comme Keren Cytter, Hito Steyerl, Ryan Trecartin et les Yes Men.Les travaux abordés sont des vidéos, installations, performances, interventions et programmes télévisés conçus comme des formes de résistance, d'appropriation et de parodie de la télévision grand public, qui exposent les mécanismes par lesquels le média de masse influence notre perception de la réalité et de nous-mêmes. Les genres et les formats télévisuels les plus populaires sont ciblés : les informations, publicités, soap operas, talk-shows, émissions pour enfants, vidéoclips, téléréalité, divertissements éducatifs et séries télévisées. En permettant de « voir à distance », la télévision produit chez le spectateur un sentiment étrange de déplacement physique. Les travaux étudiés mettent en évidence et tentent de surmonter cette séparation entre les corps factuels et télévisés, qui est aussi une séparation entre réalité et représentation
The present study maps and condenses the history of the relationships between art and television during the rough half century in which television maintained its position as society’s quintessential mass medium, from the 1950s to the turn of the millennium, through to the phase of vaporization of media recently brought by the profusion of digital technologies and the Internet. The close to one hundred artists discussed belong to different generations, from 1960s pioneers such as Nam June Paik, Andy Warhol and various guerrilla television collectives to postmodernist figures such as Dara Birnbaum and General Idea, from artists emerged in the 1990s such as Phil Collins, Christian Jankowski, and Matthieu Laurette up to figures emerged in in this early XXI century such as Keren Cytter, Hito Steyerl, Ryan Trecartin, and the Yes Men.The works discussed are videos, installations, performances, interventions and television programs conceived as forms of resistance, appropriation and parody of mainstream television, that expose the mechanisms through which the mass medium influences our perception of both reality and ourselves. To be targeted are the most popular television genres and formats including news, commercials, soap operas, talk shows, children's programs, music videos, reality shows, edutainment, and TV series. By allowing to “see at distance,” television produces in the viewer an uncanny feeling of physical displacement. What the works discussed highlight and try to overcome, is that split between factual and televised bodies, that is also a split between reality and representation
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29

Uldukis, Vytautas. "Sociopato portreto vaizdavimas kinematografijoje." Bachelor's thesis, Lithuanian Academic Libraries Network (LABT), 2014. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2014~D_20140717_105531-78184.

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Diplominiame darbe „Sociopato portreto vaizdavimas kinematografijoje“ nagrinėjama kaip ir kokiomis priemonėmis kino filmuose vaizduojami sociopatijos paveikti asmenys. Šis reiškinys psichologiškai dar nėra visiškai išnagrinėtas, todėl yra labai sunku visuomenėje nustatyti sociopatus. Pasireiškia tik atskiri atvejai kai jie yra demaskuojami dėl to, kad nusižengė įstatymams ir nepakluso teisėtvarkai. Nemažai įvairaus laikotarpio filmų sukuriama remiantis sociopatijos reiškiniu, kuriuose sukuriami jos paveikti personažai. Nors jie yra visi skirtingi, bet turi nemažai bendrų bruožų, tiek savo išvaizdoje ir elgesyje, tiek vizualiniame portreto vaizdavime. Diplominį darbą sudaro dvi dalys – teorinė ir praktinė. Pirmojoje dalyje remiantis Aleksanrd Mitta, David A. Cook, Béla Balázs, Nerijaus Mileriaus knygomis nagrinėjami ir bendrai aptariami sociopatų portretai kino filmuose, supažindinama su jų vaizdavimo ypatybėmis ir būdo bruožais. Aptariamas sociopatijos reiškinys šiuolaikiniame Lietuvos kino kontekste. Atidžiau įsigilinama į pasirinktus filmus, aprašomos psichologinių portretų vizualinės savybės, taip pat aktoriai, jų būdo bruožai, elgsena, pagalbinės portreto formavimo priemonės. Antrojoje, praktinėje dalyje aprašomas analizuotos medžiagos pritaikymas praktiniam darbui, idėjos, koncepcijos suformavimas ir vizualiniai bei techniniai sprendimai. Diplominio darbo praktinės dalies tikslas – sukurti sociopato psichologinį portretą ir perteikti jį muzikiniame klipe.
The thesis “Representation of the Sociopath Portrait in Cinematography” examines how and by what means the represented people in cinematography are affected by sociopathy. As this phenomenon is not yet fully examined psychologically, it is hard to detect sociopaths in the society. Only special cases are discovered, due to the fact that the law was broken and the person disturbed the law and order. A significant number of films from different periods were created with sociopathy phenomenon as its basis, in which the characters are affected by it. Even though all of them are different, however, a lot of them share similar traits, be it outward appearance and behavior, as well as in representing the visual portrait. The thesis consists of two parts – theoretical and practical. The first part deals with the general examinations and postmortem of the sociopath portraits in cinematography, introduction to the representation qualities and their mannerisms based on books by Aleksanrd Mitta, David A. Cook, Béla Balázs, Nerijus Milerius. The phenomenon of sociopathy in contemporary Lithuanian film context is discussed. A closer investigation of the selected films is conducted, the visual psychological features of the portraits are described, as well as the actors and their traits, behavior, auxiliary portrait-making means. In the second, practical part of the thesis, the application of the analyzed material to the practical part, ideas, concept formation and visual as well as technical... [to full text]
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30

Lemy, Kabera. "Synchronous video conferences as a connectivism approach to learning : State of the art in Rwandan higher education." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-99099.

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The advance of the internet and Web 2.0 technologies continue to drive a dramatic change in the way people access and share information through various channels of communication. In the education sector, several learning management systems have been integrated into teaching and learning activities. To increase more interactivities between teachers and learners, tools for synchronous video conferencing are implemented in universities to enable online education. Prior studies indicate that the adoption and use of the tools in higher education institutions have been substantially expanding, more particularly in developed countries. Therefore, understanding the state of integrating synchronous video conference tools to support teaching and learning activities is important for scholars and academicians as this innovative communication technology is proven to have a substantial impact on quality education and effective learning. In Rwanda, before COVID-19, research on the adoption and use of video conference systems is still scarce. The objective of this study was therefore twofold: (1) to understand the adoption and use of synchronous video conference technologies for teaching and learning purposes and (2) to propose a strategy for effective implementation and value addition of video conferencing tools (VCT) at University of Rwanda. A qualitative method was adopted and case study was used as a research strategy for this research. Meanwhile, the Social-Technical System theory was applied in this research for data collection, analysis and reporting of results. 17 responses from participants (teachers and eLearning Officers) were collected using an online internet-based survey questionnaire. Key findings indicate that the adoption and use of video conference systems was found to be at a lower level and the associated contributing inhibitors were identified and reported in this research. Based on the empirical findings and on the responses from participants, this study proposed a contextual strategy for effective integration of video conference systems at the case study institution. Overall, this study concluded that for an effective delivery of live lectures through webinars enabled by the web-based video conference tools, the 10 elements composing the proposed action-oriented strategy for integrating video conference systems should be taken into consideration by the case study institution. Practical and scientific contributions of this research are reported in this thesis and recommendations for further research in connection with the current one have been also put forward.
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31

Wooller, René William. "Techniques for automated and interactive note sequence morphing of mainstream electronic music." Queensland University of Technology, 2007. http://eprints.qut.edu.au/20232/.

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Note sequence morphing is the combination of two note sequences to create a ‘hybrid transition’, or ‘morph’. The morph is a ‘hybrid’ in the sense that it exhibits properties of both sequences. The morph is also a ‘transition’, in that it can segue between them. An automated and interactive approach allows manipulation in realtime by users who may control the relative influence of source or target and the transition length. The techniques that were developed through this research were designed particularly for popular genres of predominantly instrumental electronic music which I will refer to collectively as Mainstream Electronic Music (MEM). The research has potential for application within contexts such as computer games, multimedia, live electronic music, interactive installations and accessible music or “music therapy”. Musical themes in computer games and multimedia can morph adaptively in response to parameters in realtime. Morphing can be used by electronic music producers as an alternative to mixing in live performance. Interactive installations and accessible music devices can utilise morphing algorithms to enable expressive control over the music through simple interface components. I have developed a software application called LEMorpheus which consists of software infrastructure for morphing and three alternative note sequence morphing algorithms: parametric morphing, probabilistic morphing and evolutionary morphing. Parametric morphing involves converting the source and target into continuous envelopes, interpolation, and converting the interpolated envelopes back into note sequences. Probabilistic morphing involves converting the source and target into probability matrices and seeding them on recent output to generate the next note. Evolutionary morphing involves iteratively mutating the source into multiple possible candidates and selecting those which are judged as more similar to the target, until the target is reached. I formally evaluated the probabilistic morphing algorithm by extracting qualitative feedback from participants in a live electronic music situation, benchmarked against a live, professional DJ. The probabilistic algorithm was competitive, being favoured particularly for long morphs. The evolutionary morphing algorithm was formally evaluated using an online questionnaire, benchmarked against a human composer/producer. For particular samples, the morphing algorithm was competitive and occasionally seen as innovative; however, the morphs created by the human composer typically received more positive feedback, due to coherent, large scale structural changes, as opposed to the forced continuity of the morphing software.
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32

Clarke, Jennifer 1974. "The effect of digital technology on late 20th century and early 21st century culture [electronic resource] / by Jennifer Clarke." University of South Florida, 2003. http://purl.fcla.edu/fcla/etd/SFE0000108.

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Thesis (M.L.A.)--University of South Florida, 2003.
Includes bibliographical references.
Text (Electronic thesis) in PDF format.
ABSTRACT: Recently, artists have begun using digital technology to create new cultural forms in the fields of art, literature, and music, and a new cultural form known as interactive digital multimedia has emerged, which combines elements from the new artistic, literary, and musical forms. Many of these artists have produced works that explore the interactive capabilities of digital technology. These interactive digital cultural forms have encouraged collaborative efforts that would have otherwise been difficult or even impossible to achieve before the advent of digital technology. In addition, this element of interactivity has redefined the traditional relationship between artist and audience. As the line between creator and consumer becomes increasingly blurred in interactive digital cultural forms, it becomes necessary to use terms such as "source artist" and "mix artist" to better define this new artist/audience relationship.
ABSTRACT: Postmodern theorists such as Roland Barthes and Michel Foucault anticipate this new artist/audience relationship in their writings. More recent theorists, such as Margot Lovejoy, George Landow, and Paul Théberge, writing after the advent of digital technology, have suggested that interactive digital cultural forms and the changing nature of the artist/audience relationship present opportunities for cultural creation and participation that extend the opportunities afforded by traditional artistic production and consumption. Works such as the As Worlds Collide website, Stuart Moulthrop's Victory Garden, the music of the Chemical Brothers, and Peter Gabriel's multimedia CD-ROM EVE are examples of these new interactive digital cultural forms. These works present navigable constructs (often incorporating elements culled from other source artists) that can be experienced and "re-mixed" by subsequent mix artists who choose to interact with these works.
ABSTRACT: The increased agency provided by these interactive works brings with it new responsibilities for both the source artist and the mix artist. By encouraging collaboration and experimentation, redefining the artist/audience relationship, and expanding the responsibilities of the source artist and the mix artist, interactive digital media extend the possibilities for cultural creation and participation. As digital technology develops, so do the opportunities for cultural development among society as a whole.
System requirements: World Wide Web browser and PDF reader.
Mode of access: World Wide Web.
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33

Andrade, Sueli Chaves. "Chris Cunningham: corpo e dejeto no vídeo contemporâneo." Pontifícia Universidade Católica de São Paulo, 2017. https://tede2.pucsp.br/handle/handle/19734.

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Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2017-02-22T11:43:54Z No. of bitstreams: 1 Sueli Chaves Andrade.pdf: 3112531 bytes, checksum: 7f54bec4f70c3790a30a9b1667d7b223 (MD5)
Made available in DSpace on 2017-02-22T11:43:54Z (GMT). No. of bitstreams: 1 Sueli Chaves Andrade.pdf: 3112531 bytes, checksum: 7f54bec4f70c3790a30a9b1667d7b223 (MD5) Previous issue date: 2017-02-17
Conselho Nacional de Pesquisa e Desenvolvimento Científico e Tecnológico - CNPq
Chris Cunningham is the main subject in this thesis. Cunningham was one of the most influential and creative music video directors in the 90’s and early 2000’s. Visible throughout his art is the theme of the body and its innards - an important and wide discussion in contemporary culture studies. The hypothesis of this text is that the music video is one of the main audiovisual narratives of postmodern culture from the aspect of new aesthetics and artistic experiments. Cunningham adds original marks to the characteristics that constitute contemporary art, especially the one that has placed the body under interrogation and also the art object as waste. The contemporary art discussion in this thesis is inspired by psychanalysts Jacques-Allan Miller and Gerard Wajcman and the positioning of the object, and a new gaze at it is provided by Didi-Huberman. Concerning the role of the body in this setting, Santaella brings a contribution on it as an art support, besides presenting much of the specific problems of the body in culture. Raymond Bellour, Philippe Dubois and Arlindo Machado with their discussions around film and video allow the insertion of the music video as a language with its own characteristics and history, as the theorists Andrew Goodwin, E. Ann Kaplan and Carol Vernallis point out. The Lacanian theory provides a formal way to analyze and discuss the body from an instinctive perspective that drives the subject in the contemporary world. In order to prove this assertion and the hypothesis of this thesis, three semiotic-psychoanalytic analyses were done on the following works: All is Full of Love (1999), Flex (2000) and Rubber Johnny (2005)
Chris Cunningham é o objeto de investigação desta tese. Trata-se de um autor reconhecido de videoclipes e narrativas audiovisuais contemporâneas das décadas de 1990 e 2000. Seus trabalhos são permeados por uma temática de suma importância e ampla discussão no campo de estudos da cultura contemporânea: o tema do corpo e suas estranhezas. A hipótese que se coloca é a de que o videoclipe é um dos principais formatos narrativos audiovisuais do pós-moderno, sob o aspecto da produção de novas estéticas e experimentações artísticas. Tendo isso em vista, a obra de Cunningham acrescenta marcas originais às características próprias da arte contemporânea, especialmente aquela que vem colocando o corpo sob interrogação e o objeto enquanto dejeto. No que diz respeito aos debates que envolvem a arte contemporânea, há uma escuta daquilo que os psicanalistas Jacques-Allan Miller e Gerard Wajcman têm a dizer sobre o lugar do objeto, bem como sobre uma nova forma de olhá-lo, tal qual propõe Didi-Huberman. A respeito do papel do corpo neste mesmo cenário, Santaella traz uma contribuição sobre o mesmo como suporte da arte, além de apresentar as problemáticas específicas do corpo na cultura. Raymond Bellour, Philippe Dubois e Arlindo Machado aprofundam a discussão sobre cinema e vídeo, o que permite a inserção do videoclipe como uma linguagem com características e história próprias, conforme apontam os teóricos Andrew Goodwin, E. Ann Kaplan e Carol Vernallis. Toma-se, então, a perspectiva psicanalítica de orientação lacaniana para observar o corpo para além de sua função como suporte na arte: o das pulsões que tomam conta do sujeito no universo contemporâneo. De modo a comprovar tal afirmação e a hipótese desta tese, três análises de cunho semiótico-psicanalítico abordam os trabalhos: All is Full of Love (1999), Flex (2000) e Rubber Johnny (2005)
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34

Carinola, Vincent-Raphaël. "Composition et nouvelles technologies : vers des nouveaux agencements des catégories musicales." Thesis, Lyon, 2019. http://www.theses.fr/2019LYSES036.

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L’évolution lexicale qui tend à remplacer les termes d’« écriture » ou de « composition » par celui de « création musicale » ou d’« art sonore », est un indice parmi d’autres des mutations profondes qui accompagnent l’activité du compositeur et de la difficulté à identifier nombre d’œuvres récentes comme émanant d’un processus d’écriture. Ces mutations sont évidemment corrélées à l’évolution des technologies au cours du dernier siècle, et surtout à celle de l’informatique et des outils numériques, évolution qui a fait éclater le lien de l’œuvre musicale aux catégories traditionnelles telles que la « partition », l’« instrument » ou l’« interprète », devenues ainsi parfois, à leur tour, l’indice d’une pensée musicale témoignant d’une époque révolue. Notre thèse soutient que l’existence de ces catégories demeure néanmoins fondamentale pour comprendre les enjeux de la composition, même dans les œuvres où elles semblent absentes. En effet, une des plus importantes conséquences des transformations induites par les nouvelles technologies est l’éclatement des catégories traditionnelles en une grande diversité d’objets techniques dont la mise en relation peut être assimilée à une écriture. Abordée du point de vue de l’évolution des technologies musicales, chaque œuvre apparaît alors comme un agencement, une nouvelle forme de « concrétisation », pour reprendre un terme du philosophe Gilbert Simondon, des fonctions musicales portées par des supports techniques, et c’est justement de la variété multiforme de ces agencements dont témoigne la création musicale contemporaine
The lexical evolution that tends to replace the terms "musical writing" or "composition" with that of “musical creation” or “sound art”, is an indication among others of the profound changes that the act of composition has faced, and of the difficulty of identifying many recent works as being created through a process of writing. These changes are obviously tied to evolutions in technology over the last century, especially pertaining to computing and digital tools – evolutions that have broken the link between musical work and traditional categories such as “score”, "instrument" or "performer", themselves sometimes seen to represent musical thought from a bygone era. Our thesis maintains however that the existence of these categories remains fundamental to understanding the concerns of composition, even in works where they seem to be absent. Indeed, one of the most important consequences of the transformations induced by new technologies is that traditional categories have been shattered into a multiplicity of technical objects whose interconnection can be considered as a form of writing. Discussed from the point of view of the evolution of musical technologies, each work appears as an “assemblage” (in the sense of “arrangement”), a new form of "concretization", to use Gilbert Simondon's term, of musical functions borne of technical means. Contemporary musical production bears witness to the immense variety of these assemblages
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35

Stenner, Jack Eric. "Public news network: digital sampling to create a hybrid media feed." Thesis, Texas A&M University, 2004. http://hdl.handle.net/1969.1/456.

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A software application called Public News Network (PNN) is created in this thesis, which functions to produce an aesthetic experience in the viewer. The application engenders this experience by presenting a three-dimensional virtual world that the viewer can navigate using the computer mouse and keyboard. As the viewer navigates the environment she sees irregularly shaped objects resting on an infinite ground plane, and hears an ethereal wind. As the viewer nears the objects, the sound transforms into the sound of television static and text is displayed which identifies this object as representative of an episode of the evening news. The viewer "touches" the episode and a "disembodied" transcript of the broadcast begins to scroll across the screen. With further interaction, video of the broadcast streams across the surfaces of the environment, distorted by the shapes upon which it flows. The viewer can further manipulate and repurpose the broadcast by searching for words contained within the transcript. The results of this search are reassembled into a new, re-contextualized display of video containing the search terms stripped from their original, pre-packaged context. It is this willful manipulation that completes the opportunity for true meaning to appear.
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36

Gerard, Garrison. "EverWind: Original Composition and Analytical Essay on the Role of Inspiration and Nature in Music." Thesis, University of North Texas, 2019. https://digital.library.unt.edu/ark:/67531/metadc1538726/.

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This paper provides an overview of the inspiration, research, and creative process involved in the composition of EverWind for orchestra and electronics. EverWind is based on field recordings from the American Southwest. The composition uses pitch material derived from spectral analysis of the recordings, and it incorporates a fixed media element using the field recordings that are then electronically manipulated to various degrees; this fixed media element is played alongside the orchestra. The paper also analyzes John Luther Adams' Dark Waves for Orchestra and Electronics and R. Murray Schafer's Music for Wilderness Lake in order to place EverWind within the broader musical context.
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37

Kurtz, Matthew B. "What Comes After the Blues." Kent State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=kent1619717430532435.

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38

Zajicek, Daniel James. "A Rhetorical Guide to Ebb." Thesis, University of North Texas, 2006. https://digital.library.unt.edu/ark:/67531/metadc5236/.

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In the essay A Rhetorical Guide to Ebb I explore the diverse array of influences in art, and music that guided the creation of the composition Ebb, for 13 musicians and electronics. Of those influences, the boxes of the American artist Joseph Cornell played a particularly important role. Having based the conceptual framework for Ebb on ideas taken from Cornell, the essay, instead of being driven by a single thesis, involves the creation of conceptual boxes. These conceptual boxes emphasize the influence of the artist Joseph Cornell, along with the composers Iannis Xenakis and Gérard Grisey. In addition, a time line documenting the stages in Ebb's creation is included.
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39

Clarke, Jennifer. "The Effect of Digital Technology on Late 20th Century and Early 21st Century Culture." [Tampa, Fla. : s.n.], 2003. http://purl.fcla.edu/fcla/etd/SFE0000108.

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40

Shafer, Seth. "Recent Approaches to Real-Time Notation." Thesis, University of North Texas, 2017. https://digital.library.unt.edu/ark:/67531/metadc984210/.

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This paper discusses several compositions that use the computer screen to present music notation to performers. Three of these compositions, Law of Fives (2015), Polytera II (2016), and Terraformation (2016–17), employ strategies that allow the notation to change during the performance of the work as the product of composer-regulated algorithmic generation and performer interaction. New methodologies, implemented using Cycling74's Max software, facilitate performance of these works by allowing effective control of generation and on-screen display of notation; these include an application called VizScore, which delivers notation and conducts through it in real-time, and a development environment for real-time notation using the Bach extensions and graphical overlays around them. These tools support a concept of cartographic composition, in which a composer maps a range of potential behaviors that are mediated by human or algorithmic systems or some combination of the two. Notational variation in performance relies on computer algorithms that can both generate novel ideas and be subject to formal plans designed by the composer. This requires a broader discussion of the underlying algorithms and control mechanisms in the context of algorithmic art in general. Terraformation, for viola and computer, uses a model of the performer's physical actions to constrain the algorithmic generation of musical material displayed in on-screen notation. The resulting action-based on-screen notation system combines common practice notation with fingerboard tablature, color gradients, and abstract graphics. This hybrid model of dynamic notation puts unconventional demands on the performer; implications of this new performance practice are addressed, including behaviors, challenges, and freedoms of real-time notation.
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Moreau, Jean-Pierre. "De la perception à la représentation : vers une épistémologie de l'oeuvre interdiscursive : pour une analyse de l'oeuvre vidéomusicale." Thesis, Aix-Marseille, 2018. http://www.theses.fr/2018AIXM0284.

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Pratique artistique émergente, la vidéomusique se présente comme une œuvre fixée sur support électronique, « alliant musique et image en mouvement dans une expression sensorielle unifiée » (Piché). Les termes « musique et image » désignent ici la musique électroacoustique ou expérimentale, d’une part, et les arts visuels (animation, photographie), d’autre part.Questionnant l’hybridité de cet alliage, nous poserons l’hypothèse d’une relation dialogique à l’œuvre (Bakhtine) établie sur la conscience du temps de l’audio-spectateur (Husserl), et montrerons à partir d’exemples que l’œuvre vidéomusique est le « théâtre d’une activité relationnelle qui se perpétue en [elle] » (Simondon). L’audio-spectateur fait alors système avec l’œuvre, il l’in-forme et elle devient discours, dans un mouvement de transduction (Simondon).Dans l’œuvre vidéomusique discursive, la notion d’identité ne s’appliquera plus aux deux médias mais à cette relation rhétorique (Ricœur). Nous appuyant sur l’expérience acquise avec les Unités Sémiotiques Temporelles (UST), outils d’analyse du musical créés par le laboratoire MIM, procédant par l’observation, l’expérimentation et la réfutation, nous nous attacherons alors à dégager une méthode pour nommer, représenter et in fine analyser cette modalité particulière de l’œuvre
As an emerging art practice, videomusic appears as a work that is fixed upon an electronic support, "combining music and moving image in a unified sensory expression" (Piché). On the one hand the terms "music" and "image" are used here to refer to electroacoustic or experimental music, and to the visual arts (animation, photography), on the other hand.Putting into question the hybridity of this alloy, we propose that there is dialogical relationship to the work (Bakhtine) based on the audio-spectator awareness of time (Husserl), and will show from examples that demonstrate the Videomusic as a "theater of a relational activity that is perpetuated in [her]" (Simondon). The audio-spectator then forms a system with the work, it informs and it becomes a discourse, in a transducing movement (Simondon).Within the discursive videomusic work, notion of identity will no longer apply to the two media but to this rhetorical relationship (Ricœur). Relying on the experience acquired with the Unités Sémiotiques Temporelles (UST), musical analysis tools created by the MIM laboratory, implementing observation, experimentation and refutation, we will then endeavor to develop a method to name, represent and finally analyze this special arrangement of the work
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42

Goldstein, Mitchell. "Through Process." VCU Scholars Compass, 2012. http://scholarscompass.vcu.edu/etd/2791.

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At the core of any designer’s activity is the process they engage with to create design. Process is not only a way to get from an idea to a completed work, it is also what determines our attitude towards design. This is the place where both the design and the designer are created. The gray area between nothing and something is where we go to discover design, and in turn to discover who we are and what matters to us. In this thesis I am investigating the nebulous place between ideas and things, thoughts and artifacts, and being just a person to becoming a designer. Every designer works differently, but we share something in common: through process, design is discovery.
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43

Poe, Preston. "American folk." [Tampa, Fla.] : University of South Florida, 2004. http://purl.fcla.edu/fcla/etd/SFE0000590.

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44

Corrêa, Elenice Mattos. "Parangolés eletrônicos: expressões audiovisuais de uma estética do silício." Universidade do Vale do Rio do Sinos, 2008. http://www.repositorio.jesuita.org.br/handle/UNISINOS/2625.

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Made available in DSpace on 2015-03-05T18:24:06Z (GMT). No. of bitstreams: 0 Previous issue date: 29
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Este estudo cartografa uma qualidade de mistura composta por fissura-fusão entre imagens visuais e sonoras, entre modos de expressão, entre processos de produção audiovisual, entre corpos e acontecimentos, que marcam os parangolés eletrônicos com traços de uma ordem técnica e midiática de produção, os quais desembocam em sua diferença estética de composição. Os parangolés eletrônicos distinguem-se dos demais modos de expressão audiovisual (cinema, televisão e vídeo) pelo modo como articulam som, luz e movimento, marcados pela fissura-fusão, caracterizada no processo de mixagem e no modo de composição bricoleur, entre outros traços. Nesse percurso, os parangolés eletrônicos traçam algumas linhas das metamorfoses tecnológicas e midiáticas que os criam e os tornam midiática e expressivamente mutantes, passando de uma forma festival para um arquivo digital (vídeo Showskills) obtido pela Internet e ganham consistência nesta dissertação. Os parangolés eletrônicos visam apresentar um processo de criação de um concei
This study maps a quality of mixture composed by a fissure-fusion among visual and audio images, among ways of expression, among audiovisual production processes, among bodies and occurrences, that trace the electronic parangolés with lines of a technical and media production order, which merge in their aesthetic difference of composure. This electronic parangolés are distinguish from the other ways of audiovisual expression (like film, television and video) by the way they articulate sound, light and movement, qualified by the fissure-fusion, by the process of mixing and by the bricoleur type of production, among other traces. In this course, the electronic parangolés trace a few lines in the technological and media metamorphosis that create them and make them media and expressively mutants, coming from a festival form to another consistence in a digital file (Showskills video) acquired on the internet and in a dissertation. The electronic parangolés aim to show a creation process of a concept that goes thr
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Watier, Maxime. "Le VJing ou la visualisation du son dans les performances audio-visuelles contemporaines." Thesis, Sorbonne Paris Cité, 2016. http://www.theses.fr/2016USPCA023.

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Cette thèse a pour objet le VJing, terme désignant l’activité du VJ (pour Video ou Visual Jockey) consistant à créer et manipuler en direct plusieurs sources visuelles par médiation technologique en direction d’un public et en synchronisation avec la musique, et se propose de mettre cette pratique en perspective en l’envisageant comme un travail spécifique opéré sur l’image, interrogeant son paradigme poïétique fondé sur la synesthésie aussi bien que le contexte performatif dans lequel elle se déploie. Empruntant le concept de re-médiation à Jay David Bolter et Richard Grusin, nous étudions les divers processus par lesquels le VJing se réapproprie, tant par la forme que par le contenu, les propriétés constitutives du DJing et des musiques électroniques, tout comme il prolonge directement ou indirectement certains procédés d’union du visuel et du sonore expérimentés sur ces deux médiums audiovisuels que sont le cinéma et la vidéo. S’appuyant sur un corpus de près d’une centaine de créations VJ (extraits de performances, mix réalisés pour support vidéo), notre approche méthodologique consiste à mener plusieurs analyses comparatives avec des œuvres issues du cinéma d’avant-garde, du cinéma expérimental, de l’Art Vidéo, du vidéo-clip, afin de définir progressivement l’identité spécifique du VJing. En combinant perspective théorique, historique et esthétique, nous examinons par quels biais cette pratique a constitué avec le temps un dispositif technologique et projectif visant à la réalisation en temps réel d’un objet audiovisuel basé sur le dialogue constant entre les images en mouvement et la musique (ou la bande-son) et dans quelle mesure ce type de performance se déployant dans le contexte des nouveaux médias, du remix généralisé et du « cinéma élargi » entre en résonnance avec la tradition issue des avant-gardes et celle, aussi bien picturale, musicale que cinématographique, de la Visual Music
The subject of this thesis is VJing, a term referring to the work performed by the VJ (Video or Visual Jockey) consisting of creating and manipulating several visual sources in real-time through technological mediation and for an audience, in synchronization to music. This study intends to put this practice in perspective by considering it as a specific work made over the image, questioning its poietic paradigm based on synaesthesia as well as the performative context in which it takes place. Borrowing the concept of Remediation from Jay David Bolter and Richard Grusin, we study the various processes by which VJing re-appropriates, both in form and content, some constitutive properties of DJing and electronic music, as it also extends directly or indirectly some processes of union of the visual and the aural as it has been experimented in cinema and video. Based on a corpus of about a hundred of VJ works (performance extracts, mixes made for video distribution), our methodological approach consists of conducting several comparative analysis with different works taken from avant-garde cinema, experimental cinema, video art and music videos, in order to progressively defining the specific identity of VJing. By combining theoretical, historical and aesthetic perspectives, we analyze the means by which this practice has established a technological and projective device over time to achieve producing audio-visual objects in real-time based on the constant dialogue between moving pictures and music (or soundtrack) and we try to see how this kind of performance, taking place in the context of new media, mainstreamed remix and "expanded cinema", echoes with the avant-garde tradition and the pictorial, musical as well as cinematic legacy of Visual Music
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46

Röthig, Sabine. "Windowlicker." Doctoral thesis, Humboldt-Universität zu Berlin, Kultur-, Sozial- und Bildungswissenschaftliche Fakultät, 2016. http://dx.doi.org/10.18452/17491.

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In der Arbeit wird das Zusammentreffen der aus dem Club kommenden Electronic Dance Music (EDM) mit dem massenmedial konsolidierten Musikvideo untersucht. Diskutiert wird die These eines ästhetischen Paradigmenwechsels, der sich dadurch im Musikvideo vollzieht. Dieser beruht vor allem auf der musikalischen Figur des instrumentalen, modularen Tracks, die sich signifikant von der des Songs unterscheidet. Der originäre Zweck des Musikvideos, den Auftritt des Interpreten auf dem Monitor zu visualisieren, steht also mit dem Track zur Disposition oder wird gar obsolet; das erfordert neue Strategien der Bebilderung. Teil I und II der Arbeit verorten Musikvideo und EDM im wissenschaftlichen Diskurs und versammeln die jeweiligen ästhetischen Attribute. In Teil III wird anhand der Club Visuals die Beziehung von Tracks und Bildern erörtert, um darüber die veränderte Klang-Bild-Konstellation im Musikvideo durch EDM herzuleiten. In Teil IV werden die Erkenntnisse anhand der Fallstudie, dem Musikvideo „Windowlicker“ von Aphex Twin (Musik) und Chris Cunningham (Regie) aus dem Jahr 1999 ausgewertet und angewendet. Die Arbeit möchte die Dimension der ästhetischen Studien um das Musikvideo erweitern und verdeutlichen, wie sich das Musikvideo auch unter veränderten klanglichen Bedingungen als unentbehrlicher Bestandteil der Aufführung von Popmusik in der Monitorkultur erweist und als künstlerisches Genre unbedingt ernst zu nehmen ist, da sich in ihm zeitgenössische Avantgarden abbilden können.
This thesis explores the relationship between Electronic Dance Music (EDM) which originated in clubs, and the mass media consolidated music video. Focussing on how EDM influences the music video, an aesthetic paradigm shift on the latter is discussed. This change stemmed mainly from the structure of the instrumental, modular EDM track, which is significantly different from the structure of the song. Originally, the music video was intended as way of visualising the performance of the artist on the monitor; however, the advent of instrumental EDM tracks posed critical problems for this approach, and arguably renders it obsolete. New strategies of illustrations are required. Parts I and II of this thesis analyse music video and EDM through scientific discourses in an attempt to define their respective aesthetic attributes. In part III the relationship between tracks and images in club visuals is discussed in order to illustrate the singularity of this dialogue. In part IV, conclusions from the foregoing sections are evaluated and applied to a study of “Windowlicker” by British artist Aphex Twin, the video to which was directed by Chris Cunningham in 1999. The purpose of this thesis is to extend the aesthetic studies of the music video to clarify its status as an essential part of popular music in monitor culture. As an artistic genre it has to be taken seriously because it can display contemporary avant-gardes.
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47

Vicet, Marie. "Les artistes contemporains et le clip vidéo : de la naissance de MTV à l’apparition de YouTube (1981-2005)." Thesis, Paris 10, 2017. http://www.theses.fr/2017PA100010.

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Avec l’apparition des chaînes musicales au début des années 1980, l’industrie musicale investit massivement dans la production de clips vidéo. Pour répondre à la forte demande de clips, de nombreux réalisateurs venant aussi bien de la télévision, de la publicité, que du cinéma mirent tous leur talent au service de ce nouveau format télévisuel. C’est dans ce contexte que différents artistes visuels furent également sollicités ou proposèrent leur service pour réaliser différents clips. Au début des années 1980, le clip apparut à certains artistes comme le format idéal pour diffuser leurs images à la télévision. Il leur permettait par sa diffusion à la télévision de toucher un plus large public que celui des musées ou des galeries d’art. Pour d’autres, le clip fut un format d’expérimentation mais aussi un prolongement possible pour leur pratique artistique. Ainsi cette étude se propose d’analyser une partie de la production de certains artistes plasticiens souvent ignorée par les historiens de l’art et les critiques. À travers leurs travaux artistiques, certains artistes construisirent au contraire une critique et interrogèrent le format tout en remettant en question la pop culture diffusée à la télévision. Si la création de MTV fut une date fondatrice dans l’histoire du clip vidéo, vingt-cinq ans plus tard, l’avènement de YouTube et des sites de partage de vidéos dès 2005 marqua un grand changement dans la production mais aussi dans la consommation de clips vidéo. Nous verrons que cela entraina de nouveaux usages pour les utilisateurs pour les artistes qui s’emparèrent des contenus disponibles pour les détourner
With the advent of music channels in the early 1980s, the music industry invested heavily in the production of music videos. To meet the high demand of music video, many filmmakers from television industry, advertising, cinema put their talents in this new TV format service. It is in this context that different visual artists were also requested and proposed their services to direct different music videos. In the early 1980s, the clip appeared some artists as the ideal format to distribute their images on television. It allowed them by its broadcast on television to reach a wider audience than museums or art galleries. For others, the clip was an experimental format, but also a potential extension to their artistic practice. So this study will analyze some of the production of certain visuals artists often ignored by art historians and critics. Through their artworks, some artists built instead a critique and questioned the format while challenging pop culture broadcast on television. If the creation of MTV was a funding event in the history of the music video, twenty-five years later, the advent of YouTube and in 2005 marked a big change in production but also in consumption of music videos. We will see that it led to new uses for Internet users and for artists who took possession available content to divert it
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48

MacRobbie, Danielle Elizabeth. "An Investigation of Technological Impressions in Steve Reich and Beryl Korot's Three Tales." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1382368248.

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Cuevas, Santamaría Sergio Axel. "My MFA Experience." The Ohio State University, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=osu1524073680662621.

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Yoo, Doo-Sung. "Organ-machine Hybrids (Artificial Animals)." The Ohio State University, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=osu1281418915.

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