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1

Fidalgo, Christopher J. "Art, Gaut and Games: the Case for Why Some Video Games Are Art." Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/philosophy_hontheses/5.

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In this paper, I argue that there are some video games which are art. I begin my paper by laying out several objections as to why video games could not be art. After laying out these objections, I present the theory of art I find most persuasive, Berys Gaut’s cluster concept of art. Because of the nature of Gaut’s cluster concept, I argue that video games, as a medium of expression, do not need to be defended as a whole. Rather, like all other media of expression, only certain works are worthy of the title art. I then introduce and defend several games as art. After, I return to the initial objections against video games and respond in light of my defended cases. I conclude that video games, as a medium of expression, are still growing, but every day there are more examples of video games as art.
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2

Brownfield, Kristi. "VENI, VIDI, VIDS: TRANSFORMING CULTURAL NARRATIVES THROUGH THE ART OF AUDIOVISUAL STORYTELLING." OpenSIUC, 2015. https://opensiuc.lib.siu.edu/dissertations/1100.

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The focus of this research is “fanvids” which are the creative work of fans that combine clips or images from a visual “canon” source (usually a television series or movie) to music to create an alternative narrative. By using qualitative content analysis methods, I sampled from the television show Supernatural and the 2009 film Star Trek to understand the ways diverse characters were presented and what types of cultural narratives existed. Then I sampled from seven different vidding communities, collecting a total of 105 vids and 6509 comments on those vids as the second part of my sample. Then drawing on the sociological subfields of social psychology, gender, cultural studies, as well as the broader literatures of media and film studies, I analyzed both the data from canons and fanvids. My analysis centered on the following research questions: a) What are the cultural narratives present in the canon sources and how are those narratives rejected, accepted, replaced, or otherwise transformed within fanvids? (b) How do the narratives present within the canon source and within the vids reflect the ideologies and spirit of the culture that produces those narratives? (c) Are these vids and discussions a sign of potential change in cultural ideologies and narratives and, if so, what change is taking place? My findings within the two canons include an emphasis on a masculinity that maintains control through violence and aggression; in contrast vids reject this type of masculinity and the larger cultural narratives that support it, except when that violent masculinity is sexualized in the context of homosexual relationships. Further, vids predominantly reject the heteronormativity found in both Supernatural and Star Trek in favor of presenting queer relationships. Within this dissertation, I have used the transformation from canon to fandom as a narrative proxy for cultural change. The differences and similarities between canon and vid point to deficiencies both in narrative and in representation in the media we are producing in the U.S. as well as narratives that are stable and enduring, so much so that fans add them even when they are not present in canon. These are the stories our culture, right now, is built on; essentially, these are the narratives that are part of the cultural ideologies that reflect hopes, dreams, beliefs, and ideologies of the people within our society.
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3

Dufour, Sophie-Isabelle. "Imaginem video : L'image vidéo dans l'"histoire longue" des images." Paris 3, 2004. http://www.theses.fr/2004PA030054.

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Que vois-je devant la vidéo? Je ne vois pas une vidéo, mais de l'image. La présente étude propose d'interroger le statut de l'image vidéo dans l'"histoire longue" des images. Il s'agit de déployer des problèmes multiséculaires qui ont surgi bien avant l'invention technique du médium considéré. Notre présupposé est qu'il y a une différence entre l'image - en tant que notion - et les images: l'on pourrait dire que l'image, difficile à définir, ne peut être appréhendée que dans les différents médiums qui l'actualisent. Aussi la vidéo est-elle traitée, ici, en tant qu'elle questionne l'image elle-même. Priorité sera donnée aux œuvres d'art, considérées comme plus révélatrices du statut de l'image vidéo. Mais par delà l'esthétique, les pouvoirs de l'image dépasseront ceux de l'art. Si la première question qu'affonte la présente étude est celle de l'amour de l'image, posée exemplairement par le mythe de Narcisse, c'est que celle-ci fait ensuite surgir d'autres questions fondamentales. C'est ainsi que la notion de fluidité se posera comme le fil conducteur de notre réflexion sur la fantomalité de l'image vidéo et sur sa spatialité. Notre étude des rapports entre l'image vidéo et le temps sera, quant à elle, orientée par la notion de flux - celle de Bergson en particulier. Il s'agira en fin de compte de penser l'image vidéo dans toute sa singularité
What do I see when I look at a video? Actually, I do not see a video but an image. My purpose is to study the status of video image from the point of view of the so-called " long history " of images, dealing therefore with very ancient problems that occured long before the technical invention of the medium. A distinction must be made between images and the very notion of image : one could say that the difficult notion of image can be specified only through the various media in which it embodies itself. In this study, video questions image itself. Art works will keep their privilege, because through them the status of video image is best revealed; but my intention is to show that the powers of image go far beyond aesthetics. The first problem will be the one raised by the myth of Narcissus, as a lover of image(s), because it is seminal. It leads, for instance, to the notion of fluidity, which will prove essential in my study of the " ghostliness " of video image (as well as in my study of space in video). Last but not least, the relations between time and video image should be specified with Bergson's help, and I shall try to prove how useful can be this philosopher's notion of time when one hopes to understand the singularity of video image
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4

Nosella, Carole. "Expérimenter les dispositifs écraniques, une esthétique du déplacement." Thesis, Toulouse 2, 2016. http://www.theses.fr/2016TOU20115.

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Cette thèse se propose de penser l’expérience des dispositifs écraniques à partir de pratiques artistiques contemporaines. Il s’agit d’analyser comment des artistes travaillant à partir d’images appareillées (de l’installation vidéo au cinéma expérimental en passant par le net art) et de leur mise en espace, opèrent des déplacements dans les diverses strates des dispositifs pour proposer des situations esthétiques qui relèvent du hors champ, de l’impensé, du refoulé des dispositifs écraniques fonctionnels, faisant écho aux frictions qui se jouent entre leur mode d’action et notre expérience.Face à la difficulté de définir les dispositifs écraniques de par la multiplicité de leurs formes et de leur usages, il est proposé en premier lieu une réflexion sur la notion de dispositif, corrélée à celles d’écran et de technologie (I). Puis sont considérées les tactiques artistiques permettant de détourner l’impact de ces dispositifs (par l’expérimentation de la mise en défaut, du détournement, de l’appropriation…). S’en suivent cinq mouvements, comme autant de voies de déplacement, qui abordent les dispositifs écraniques selon des entrées différentes : il s’agit de révéler la part d’être de l’appareil par des opérations plastiques et contextuelles (II), de créer des voies de figuration alternatives par et à travers l’interface (III), de détourner la relation physique et émotionnelle entretenue avec l’écran (IV), d’opposer à la mobilité des écrans celles des spectateurs (V), et enfin de confronter les dispositifs écraniques à l’épreuve de l’espace (VI). Un dernier chapitre propose une synthèse de ces déplacements concrétisée par l’analyse d’un projet de création (entrepris parallèlement aux recherches théoriques) où sont mis en œuvre les mouvements précités (VII).Les analyses plastiques sont étayées par des mises en perspective historiques et sociétales, avec une considération particulière pour les questions de réception et d’usage
In a time when screens are more and more studied and analysed, this thesis is based on observations of both users’ behaviors and contemporary artists’ productions.It chooses to present the experience created by screened devices and systems through these observations. It defines the screen as an apparatus — meaning, as a mix of different elements assembled for a specific purpose — which articulates separation and re-synthesising. We analyse how artists work with images in devices (from video installation to experimental cinema and net art) and how they use space to produce an attentional shift, therefore creating artworks that call for realizations.Facing the difficulties of clearly defining screened apparatus due to the multitudes of shapes they take and uses they create, we first orient our reflexion to the very notion of apparatus, combined with those of screen and technologie. Then we consider the artists’ tactics to hijack the impact of these apparatus (through experimentation, appropriation and misappropriation). This is followed by five movements, presented as possible means of displacements, each addressing, in its own way, the screened apparatus. We study the different relationships those screens can have inside the apparatus, and how they react and interact with space. We feed this research with analyses of artworks, historical and societal perspectives, with a special leaning towards the notions of reception and user’s experience
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5

Beyrouthy, Damien. "Corps peuplés d'images, corps peuplant l'image : interrogation par l'art vidéo d'un entremêlement à l'ère dite postmoderne." Thesis, Toulouse 2, 2015. http://www.theses.fr/2015TOU20001.

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Cette thèse explore comment l’art actuel, plus spécifiquement vidéo, permet d’interroger le rapport entre corps et images. Un lien étroit les unit aujourd’hui ; l’art vidéo, fruit de ce temps postmoderne, paraît assez adapté à son exploration. Tout d’abord, les modalités d’influence de l’image sont déclinées. Quatre sources appuient l’élaboration d’hypothèses : les théories psychanalytiques et phénoménologiques, des faits de société, des productions artistiques (provenant aussi bien d’artistes confirmés que de notre propre pratique) et les théories de l’image (histoire de l’art et esthétique). Une série de conclusions en ont été déduites : l'Homme actuel semble peuplé d’images ; celles-ci participent à la structuration de la perception, concurrencent les souvenirs et concourent à la détermination des formes de l’élaboration mentale. De ce fait, l’image définit significativement le corps postmoderne. Mais plusieurs rapports aux images restent possibles : l’utilisation, l’interaction, l’expérimentation. Ensuite, par le potentiel oscillatoire de l’art vidéo, l’interdépendance corps/image est approfondie. La partie II met en regard corps sensible et corps représenté à travers les traces fluctuantes du référent dans la représentation vidéo – par les couples apparition/disparition, surface/épaisseur, sens/non-sens – afin d’explorer le corps rêvé, vécu et le rapport au corps représenté. La partie III montre le jeu entre la liaison et la déliaison du corps représenté avec le décor – porté par l’incrustation, le remontage et la composition vidéo. Cela permet d’aborder le positionnement et l’articulation, du corps et de sa représentation, aux images. Cette approche désigne également ce qui dans le corps représenté fait corps et ce qui dans son articulation au décor fait obstacle : le corps désirant
This thesis explores how contemporary art, more specifically video, interrogates the relationship between body and images. A close link binds them together today; video art, native to postmodern time, seems adapted to its exploration. First, influence modalities of the image are developed. The hypotheses are constructed on four sources: psychoanalytical and phenomenological theories, socials realities, artistic productions (both from known artists and from my own practice) and image theories (art history and aesthetic). A succession of conclusions have been deducted from them: today’s human seems to be inhabited by images, these participate to the structuration of perception, compete with recollection and contribute to determine the shapes of mental elaboration. Consequently, the image define significantly the postmodern body. But various relationships to images remain possible: utilization, interaction, experimentation. Then, with the oscillatory potential of video art, the interdependence between body and image is detailed. Part II compares sensible body and depicted body through the fluctuating marks of the referent in video representation – working with the appearing/disappearing, surface/thickness, sense/nonsense pairs – to explore the dreamed, lived body and the relationship to the depicted body. Part III shows the interplay between linking and delinking of the depicted body with the backgrounds – bore by chroma keying, reediting and compositing. This allows to apprehend positioning and articulation, of the body and its depiction, to images. This approach also points out what in the depicted body reveals the sensitive body and what in its articulation to the background resists: the desiring body
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6

Lee, Yongwoo. "The origins of video art." Thesis, University of Oxford, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.265205.

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7

Law, Sum-po Jamsen, and 羅琛堡. "Nietzsche, Deleuze and video art." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2000. http://hub.hku.hk/bib/B31952665.

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8

Law, Sum-po Jamsen. "Nietzsche, Deleuze and video art." Hong Kong : University of Hong Kong, 2000. http://sunzi.lib.hku.hk/hkuto/record.jsp?B2222693X.

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9

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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10

Vatsella, Christina. "La question de l'espace dans l'installation vidéo." Thesis, Paris 4, 2012. http://www.theses.fr/2012PA040269.

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Ayant comme point de départ les premières expérimentations de Nam June Paik avec les téléviseurs au début des années 1960, cette étude suit l’évolution historique de l’installation vidéo en parcourant cinq décennies de création. La problématique de l’espace, fil conducteur de cette recherche, nous amène d’abord à la constitution d’une typologie. Fruit de l’étude de l’évolution des formes principales de l’installation vidéo, cette classification a pour objet l’œuvre sous sa forme aboutie, c’est-à-dire installée. Néanmoins, cet état n’est que le résultat final d’un long processus. Divisée en quatre étapes, l’étude de la mise en espace de l’œuvre soulève des questions cruciales liées à l’acquisition, l’exposition et la conservation de l’installation vidéo. Une fois que l’œuvre est installée, elle s’articule autour d’un espace-temps virtuel, celui de l’image vidéographique, et d’un espace-temps réel, celui du dispositif plastique, analysés dans la troisième et dernière partie. Cette étude met l’accent sur la dimension historique de l’installation vidéo tout en la contextualisant au sein de l’histoire de l’art du vingtième siècle
Having as a starting point Nam June Paik’s experimentations with televisions in the early 1960s, this essay traces the history of the video installation spanning five decades. The question of space is the basic thread of the analysis. It has led to the constitution of a typology that examines the evolution of the main forms of the video installation. This classification focuses on the artwork that is already installed. However, this state is the outcome of a complicated procedure. Divided into four steps and thoroughly examined, this process raises some crucial questions concerning the acquisition, the exposition and the conservation of the video installation. When installed, the artwork acquires two spatiotemporal dimensions, namely the virtual space and time of the video image and the real space and time of the installation, both analysed in the third chapter. This essay stresses the historical aspect of the video installation by situating it within the broader context of the 20th century history of art
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11

Dauget, Stéphanie. "Au seuil du visible : pour un dispositif critique de l'installation vidéo." Thesis, Bordeaux 3, 2012. http://www.theses.fr/2012BOR30060.

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L’enjeu du comment montrer et du comment voir n’a jamais été plus fascinant ni plus insolvable qu’à l’ère du totalitarisme visuel. L’image vidéo, issue de cette veine vorace et versatile, est devenue un vecteur privilégié pour réfléchir au sort du visible dans les arts actuels. La réhabilitation de cette image passe par la blessure de sa surface lissante qui en restaure la profondeur. Dans l’art vidéo, ce rôle peut être accordé au dispositif technique assurant la transmission des images. Nous verrons comment cet agencement matériel peut devenir un nouveau cadre pour l’image vidéo : un dispositif réflexif et critique pour accompagner l’expérience esthétique de l’œuvre. Il s’agit, au fil d’une incursion parmi les images multiples de l’installation vidéo contemporaine, de chercher à saisir les modalités et les enjeux qui forgent ce lien déterminant entre le regard et l’image : une exploration de la part d’ombre de l’œuvre qui rend effectif le voyage des images lumineuses
At the age of visual totalitarianism, how to show and how to see are more than ever fascinating and insolvent questions. Voracious and unpredictable video image is a very special vehicle to analyse the condition of visibity in actual arts. The restoration of visibility always requires hurting the smooth surface of the image. In video art, this function may be attribuated to its technical system as new frame for video artworks : this material agencement becomes a reflexive and critical system for aesthetics experience. In the middle of contemporary video installation’s images, we’ll try to understand the terms and issues which invent this decisive link between the eye and the image : an exploration of the darkness which sets going the luminous images’ travel
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Baychelier, Guillaume. "Des dispositifs de contrainte : iconologie interartiale et vidéoludique des corps monstrueux." Thesis, Paris 1, 2016. http://www.theses.fr/2016PA01H310.

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La contrainte positive de Barney permet d’'aborder la capacité du dispositif à produire des usages qui, parce que contraints, s'avèrent féconds. Les corps monstrueux sont analysés dans le genre vidéoludique horrifique à partir de cette problématique de la fertilité artistique des dispositifs de contrainte développant une nouvelle approche iconologique tant des enjeux de la relation vidéoludique à l'image que du pouvoir générateur des monstres. Les dispositifs sont conçus comme parcours dont la spatialité est étroitement liée aux idées de clôture et d'obstacle. En écho à Jankélévitch, ces entraves se constituent en organes-obstacles engageant à une pratique où le malgré est paradoxalement le grâce-à. Le recours à l'entrave est souhaité en vue d'un processus génératif ne pouvant prendre corps qu'au risque de l'épreuve d'un déplaisir, d'une «horreur délicieuse» engageant à approfondir l'affinité entre le sublime et la façon dont les dispositifs de contrainte se constituent à travers l'expérience de plaisirs négatifs, d'une disconvenance conduisant selon Schiller à une convenance supérieure. Au-delà de la conjuration de la stupeur horrifiée, par l'artialisation de l' image, l'ouverture iconologique interartiale (picturale, vidéoplastique...) et mythologique permet la mise à jour heuristique de la genèse du monstrueux par un dispositif de contrainte (Tête de Méduse, Rubens) et de la résistance par impossibilité de la capture (Protée) qui conduit à examiner les dispositifs irréductibles à !'enclosure et la question de l'absence de contrainte comme contrainte paradoxale, induisant l' exercice de la mètis qui permet d'éviter l'achoppement dans le clos comme la perte dans l'ouvert
The notion of positive restraint (Barney) brings to light the apparatuses' ability to produce practices that prove to be fertile, because restrained. Monstrous bodies in horror video games are analyzed from the perspective of the restraint apparatuses' artistic fertility, thus elaborating a new iconological approach to the image issues in videogames and monsters' generating power. Apparatuses are understood as routes whose spatialit is closely linked to the ideas of enclosure and obstacle. Echoing to Jankélévitch, these constraints establish organs-obstacles that set in motion a practice in which despife is paradoxically thanks to. Submitting to constraint engages a generalive process that can only take shape in the presence of a displeasure trial, a "delightful horror" leading us to investigate further the link between sublime and the way restraint apparatuses are grounded in the experience of negative pleasures, of a unsuitability leading, according to Schiller, to a superior suitability. Beyond discharging oneself from horrified stupor by the "artialisation" of the image, the interartial iconological (pictorial, video...) and mythological fields allow us to explore the genesis of monstrosity by restrainl apparatuses (Rubens' Medusa). It also underlines the idea of resistance by the impossibility of capture (Proteus) that leads us to examine the apparatuses without considering them as necessarily linked to closure, and the question of the lack of restraint considered as a paradoxical restraint, which leads to the practice of mètis that enables to avoid stumbling in closed spaces as well as getting lost in wide open spaces
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Song, Sisi. "DNA METHYLATION DIFFERENCES BETWEEN CHILDREN CONCEIVED IN VITRO AND IN VIVO ARE ASSOCIATED WITH ART PROCEDURES." Master's thesis, Temple University Libraries, 2013. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/214812.

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Molecular Biology and Genetics
M.S.
Epidemiological data indicate that children conceived in vitro have a greater relative risk of low birth-weight, major and minor birth defects, and rare disorders involving imprinted genes, suggesting that epigenetic changes may be associated with assisted reproduction. DNA methylation and gene expression differences have been found in cord blood and placenta comparing children conceived in vitro using assisted reproductive technology (ART) and children conceived in vivo. The source of these differences (the effect of ART versus underlying infertility) has never been identified in humans. In order to determine what fraction of the DNA methylation and gene expression difference is attributable to the ART procedure and what fraction is attributable to underlying infertility, quasi-transcriptome-wide DNA methylation profiles were compared between (1) in vitro ART children of mothers who are infertile as a result of a physical impediment to fertilization (tubal blockage) or children conceived with the aid of donor oocytes as a group (tubal and donor egg group), and (2) children of parent(s) who have idiopathic infertility (infertility group). Both groups were compared to children conceived in vivo. Our data suggest strongly that many of the DNA methylation and gene expression differences observed between the in vitro and in vivo conceptions are associated with some aspect of ART procedure, rather than underlying infertility.
Temple University--Theses
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14

Dragoni, Annick. "Répétitions et art vidéo : réflexions à partir d’une pratique vidéo." Thesis, Aix-Marseille, 2013. http://www.theses.fr/2013AIXM3000/document.

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A partir d’une réflexion plastique, cette recherche vise à étudier les liens entre la répétition et l’art vidéo. La répétition, pensée en termes de processus, s’inscrit dans une double perspective. Elle est d’abord un principe de composition qui génère un certain nombre d’effets. Elle est ensuite un motif capable d’interroger une série de glissements perceptifs susceptibles d’interroger notre travail psychique actuel. Une première partie, consacrée à la mise en boucle de l’image et du son et à la boucle du direct, vise à étudier comment la diversité des processus de répétition à l’oeuvre dans l’art vidéo peut orchestrer de façon singulière la perception des objets temporels. Une seconde partie permettra d’étudier comment les processus de répétition opèrent lorsqu’ils prennent place dans des vidéos qui intègrent une dimension narrative. La circularité des récits, les jeux de dédoublements et de redoublements, les allers-retours entre textes et images agissent comme autant de ritournelles qui décousent l’unité des personnages et de leurs récits pour tenter de cerner un sujet aujourd’hui caractérisé par son indétermination
Starting with a reflection based on plastic arts, this thesis aims at studying the links between repetition and video art. Repetition, considered as a process, is double. First, it is a composition principle which produces several effects. Secondly, it is a motif capable of interrogating a series of perception shifts likely to question our current psychic work. The aim of the first part, devoted to sound and image in a continuous loop and to feedback processes, is to study how the many processes of repetition at work in video art can orchestrate our perception of temporal objects. The second part will focus on the way these processes of repetition operate when they take place in videos with a narrative dimension. The narratives’ circularity, the processes of doubling and reduplication, the back and forth movement between texts and images act as ritournelles which undo the characters and their stories’ unity to try and comprehend a subject whose profound nature is today indeterminate
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Sadlowski, Gail. "The Development of a Definition and Applied Evaluation Criteria for Psycho-Narrative Video Art." Thesis, North Texas State University, 1988. https://digital.library.unt.edu/ark:/67531/metadc500553/.

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This thesis is concerned with three problems. The first is that of distinguishing and defining one category of video art. The second is developing criteria for the evaluation of works in this category. The third problem is the application of these criteria to a new psycho-narrative video art piece created by the author as well as two pieces by other artists. This paper examines the use of film and video as an art form, focusing on specific influences affecting the evolution of psycho-narrative video art. Definitions for video art and psycho-narrative video art are developed. Descriptive criteria and three critiques are used to justify the conclusions. A concluding artist statement presents the personal view of the author.
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Antona, Stéphanie. "L’expérience du religieux dans l’art vidéo des années 2000 : perspective française et italienne." Thesis, Paris Sciences et Lettres (ComUE), 2019. http://www.theses.fr/2019PSLEP073.

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Dans les années 1960, les artistes se sont emparés de la vidéo avec cette volonté d’expérimenter un médium neuf engageant une nouvelle réflexion sur la représentation et la figuration. À partir de la fin des années 1990, les mutations de la technique vidéo permirent d’ouvrir le champ de création sur des thèmes peu explorés dans le domaine. Or, l’évolution du religieux dans la société moderne souleva des questions à la fois politiques et sociales qui trouvèrent un écho dans l’art vidéo. À partir de deux pays de tradition catholique, cette thèse a pour ambition de montrer que les artistes vidéastes français et italiens réalisent à partir du religieux, une réflexion sur le monde du XXIe siècle en offrant des repères spirituels et culturels disséminés dans une société de consommation. Cette étude montre également le désir de mettre en lumière, à partir d’une technique liée à l’immatériel, des rites et des croyances qui répondent à une quête de spiritualité et de merveilleux
During the sixties, artists chose video to try out a new medium with a new way to comprehend representation and figuration. Since the end of the nineties, video technique has changed and artists have worked new subjects. Indeed, the evolution of religion in modern society raised both political and social issues that are expressed in video art. Based on two countries with Catholic tradition, this doctoral thesis demonstrates that French and Italian videoartists create, with religious themes, a new way to observe the world of the XXIst century, giving spiritual and cultural bearings which are scattered in this era of overconsumption. Thanks to this technique related to the immaterial, video artists also show a desire to pass on rites and beliefs in order to respond to a quest of spirituality and wonder
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Serdane, Thierry. "Le jeu vidéo, un art mécanique ? : se réapproprier la contre-culture." Thesis, Montpellier 3, 2014. http://www.theses.fr/2014MON30093/document.

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De la confrontation problématique d’un projet de jeu vidéo aux conditions plurielles desa création, ce travail de thèse tente de mettre à jour les contraintes et les interrogationsqu’elles suscitent. Le jeu vidéo, contemporain de la société de l’information est un témoinde l’évolution complexe du paradigme postmoderne, né avec la cybernétique. De la genèsedu jeu vidéo au temps présent, les technologies, les façons de jouer et les productions serévèlent significatives de visions du monde opposées. La thèse montre que derrière l’imaged’un divertissement et d’une industrie consensuelle, une résistance peut s’exprimer d’unpoint de vue technique, artistique et politique. A travers l’histoire et le devenir du jeuvidéo peuvent se lire certains enjeux de société en lien avec de nouvelles formes de pouvoir.C’est dans un interstice contre culturel que se développe une oeuvre résistante, nourrie d’unexamen critique préalable. Une création originale se construit progressivement en contreculturedu modèle libéral dominant, dans un mouvement d’opposition à l’action irréfléchie,l’accélération et la dématérialisation... Du point de vue plastique, la thèse interroge le retourdes technologies de réalité virtuelle, et élabore deux nouvelles notions, le véhicule expérientielet le leurre suffisant. Profitant de ce nouveau champ d’investigation de création, la thèseinvite le joueur à laisser l’usage pour le faire
From the problematic confrontation of a video game project with the multiple conditions ofits creation, the present thesis tries to highlight the constraints and the interrogations whichthey arouse. Contemporary to the information society, the video game is a witness of thecomplex evolution of the postmodern paradigm born from cybernetics. From the genesis ofthe video game to present time, technologies, the ways of playing and the productions revealthe significant oppositions in their visions of the world. The thesis shows that behind theimage of entertainment and of a consensual industry, a form of resistance can express/voiceitself from a technological, artistic and political point of view. Through the history of videogame and its future, one can read some of society’s stakes/challenges linked to new formsof power. It is within a counter cultural interstice, and fed by a prior critical exam, thata resistant work/piece is developed. An original creation is progressively built in reflexivecounter cultural opposition to the mainstream dominant liberal world and its accelerationand dematerialization... From a plastic point of view, the thesis questions the return of thevirtual reality technologies, and elaborates two new notions: the experiential vehicle and thesufficient decoy. Taking advantage of this new field of investigation of creation, the thesisinvites the player to let it be used so as to do so. Keywords: Video games. Counter culture.Experiential vehicle. Counter dematerialization. Sufficient decoy
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Moslehi, Mojgan. "L' art du vide : la présence du vide dans l'art contemporain." Paris 1, 2010. http://www.theses.fr/2010PA010609.

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Après quelques décennies matiéristes, nous avons assisté dans l' art contemporain à un retour au vide dont Yves Klein et les minimalistes ont été le fer de lance. La présente thèse essaie d'éclairer cette tendance à la dématérialisation, prenant acte de l' émergence de nouveaux matériaux, comme la lumière qui transcende tous les effets de surface et opère une transsubstantiation dans l'image. La recherche remonte dans l'histoire des idées et des sciences, mettant en perspective l'art et la philosophie, depuis l'atomisme de l'Antiquité, jusqu'aux sciences contemporaines, la relativité et la physique quantique, les mathématiques fractales. Autour de l' énergie, de la fluidité et de l'impermanence du monde, elle essaie d'établir des ponts entre le vide oriental et le vide occidental, et la pensée mystique soufie. Dans l'expression artistique actuelle, naissent de nouveaux thèmes ou concepts, comme la lévitation, l'intervalle, l' effacement, le silence, l' absence, l' oubli, le miroir, le passage, etc. Et de nouveaux attraits pour des éléments naturels comme nuit, neige, gel, pluie, nuages. . . L' objet, l'installation, la photographie, les rapports texte/image sont revisités dans la perspective de ce vide dynamique, créateur de nouveaux réseaux et énergies.
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Cable, Courtney Paige Davids. "An art practice sustained." Thesis, University of Iowa, 2009. https://ir.uiowa.edu/etd/227.

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Image makers are often--and rightly--held to task for what they produce. This is a necessary lesson, but the time has come for us to cast a critical eye on the processes that lead up to the creation of that image in the first place, especially as it relates to sustainability and environmental cost. When asking the question of "what does this work say and who is it saying it to?" we must concurrently ask "what is the environmental cost of making this work and is that cost balanced by what it is saying?"
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Geusa, Antonio. "The history of Russian video art : on the birth, growth and institutionalisation of video as an art form in Ruissia." Thesis, Royal Holloway, University of London, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.502605.

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Sadeghi, Seyedeh Tara. "De la violence dans l'art contemporain à partir des oeuvres de Valie Export, Marie-Jo Lafontaine, Ana Mendieta et quelques autres." Thesis, Aix-Marseille, 2018. http://www.theses.fr/2018AIXM0670.

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A partir des réflexions plastiques, cette recherche vise à étudier des liens entre la violence et l’art contemporain. La violence s’inscrit dans différentes perspectives. Elle est d’abord une force physique qui génère un certain nombre d’effets tangibles. Ensuite elle est un concept qui permet aux philosophes, psychologues, écrivains et artistes d'explorer un vaste champ de recherche dans leurs domaines. La première partie va étudier l’histoire de l’art visuel du XIe siècle à nos jours et ensuite porte un regard sur l'art figuratif en Iran, La deuxième partie vise à étudier l’usage du corps dans l’art contemporain, notamment dans l'installation, en tant que sujet de violence physique, en nous basant sur les faits historiques et psychologiques. La troisième partie, consacrée à la performance, permettra d’analyser des représentations d’actes violents dans les œuvres d’artistes femmes en particulier, et révèlera le rôle essentiel de la violence sur nos concepts visuels. Ensuite, dans la dernière partie, qui traite de l'art vidéographique, nous examinerons les vidéos dont la violence est vue comme une action permanente qui, de plus, portent une réflexion sur les artistes et nous permet de s’intéresser à des œuvres plus récentes
From the plastic reflections, this research aims to study links between violence and contemporary art. Violence has different perspectives. It is primarily a physical force that generates numbers of tangible effects. Then it is a concept that allows philosophers, psychologists, writers and artists to explore a vast field of research in their domain.The first part is going to study the history of visual art from the XIth century to our days and then take a look at the figurative art in Iran. The second part aims to study the use of the body in contemporary art, especially in installation, as the subject of physical violence based on historical and psychological facts. The tird part, dedicated to performance, will analyze representations of violent acts in artistical works and reveals the essential role of violence on our visual concepts. Then, in the last part, which speak about video art, we will examine videos where the violence is a permanent action that, moreover, reflect on the artists and allows us to take an interest in more recent works
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Meiron, David. "A descriptive evaluation of a video art production." Instructions for remote access. Click here to access this electronic resource. Access available to Kutztown University faculty, staff, and students only, 1992. http://www.kutztown.edu/library/services/remote_access.asp.

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Thesis (M.S.)--Kutztown University, 1992.
Source: Masters Abstracts International, Volume: 45-06, page: 2716. Typescript. Accompanying videorecording, "Truth" : a video art piece, cataloged separately. Includes bibliographical references (p. 27-28).
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Marsh, Dale H. "Art as action and idea: a personal statement discussing performance art, photography, and video." The Ohio State University, 1988. http://rave.ohiolink.edu/etdc/view?acc_num=osu1303234139.

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Shuler, Ryan N. "Black box /." Online version of thesis, 2009. http://hdl.handle.net/1850/9735.

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Tordino, Daniela Mantovani. "Vjing - relações híbridas das imagens ao vivo na cultura contemporânea." Universidade de São Paulo, 2008. http://www.teses.usp.br/teses/disponiveis/27/27159/tde-31052008-180808/.

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Este trabalho analisa a projeção e manipulação de imagens ao vivo no contexto da arte e tecnologia. As performances dos VJs - visual jockeys - têm sido cada vez mais requisitadas nos eventos direcionados à cultura eletrônica e as imagens geradas estabelecem relações híbridas com a música, o cinema, a videoarte e outras linguagens artísticas contemporâneas. A rápida expansão e ação desta forma de manifestação propulsionou a realização desta dissertação, que objetiva compreender essas relações com base na observação das apresentações, entrevistas estruturadas com agentes do meio e na leitura dos poucos textos existentes sobre o assunto, visto que a atividade de VJing é recente e aberta à experimentações que surgem a cada dia. É parte integrante deste trabalho um DVD com o vídeo \"VJing: imagens da cena\", que longe de ser uma experimentação artística, trata-se do registro de performances de VJing realizadas em casas noturnas, festivais e nos circuitos artísticos.
This work analyses the process of projecting and manipulating live images in the context of art and technology. VJs (visual jockeys) performances have been increasingly requested at electronic culture events and the generated images establish hybrid connections with music, cinema, video art and other contemporary artistic languages. The rapid increase of this kind of manifestation has incited the making of this dissertation, which aims at comprehending these connections based on observation of performances, interviews with the VJs and by reading the few existing texts about the subject, for VJing is recent and open to experiments that are held each day. A DVD with the video \"VJing: images of a scene\" is an essential part of the work and, far from being an artistic experimentation, it\'s a register of live visuals performances presented at clubs, festivals and artistic circuits.
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Katz, Sharon. "Animated Video Projection on Objects – a Studio Art Practice." Thesis, Université d'Ottawa / University of Ottawa, 2014. http://hdl.handle.net/10393/31543.

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This thesis support paper is the trajectory of my search to uncover what constitutes an aesthetic for my current practice and to unpack what I think the work is about. In this paper I trace the development of my process, identify primary aesthetic preferences, elucidate inspirations, and finally present several interpretations of the work. I came into the MFA program with the intention of moving my practice in animation to an art form that was non-linear and free of a flat projection screen and story arc. Working with materials is important to me and I also wanted to find a way to integrate time-based media with material art forms. What I discovered early in the MFA program is that making this shift in my practice involved understanding how object art generates meaning differently than the animated film does. In the Thesis Exhibition I take ordinary household objects, disrupt them so they are unfamiliar then project animated video of other ordinary objects made strange onto them. The illogical objects and their juxtaposition generates a tension – a cognitive stretching – that gives rise to various readings of the work. Perceptually engaged, I am immersed in a cognitive puzzle trying to make sense of the paradoxes I am experiencing and bring them to a resolution. It continues to astound me to what degree the household objects that I make strange can generate sensation, feeling, and meaning through the amalgam of their motion, gesture, and form, through the way in which they are situated in space and the way in which they relate to one another.
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Park, Young Sun. "Defining video space art within video installations in the context of spaces and spectators." Thesis, University of the Arts London, 2005. http://ualresearchonline.arts.ac.uk/2312/.

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This thesis is to introduce and examine Video Space Art as a form of Video Art. Being primarily practice-based research, it offers a theoretical and conceptual framework to find a better understanding for my artistic practices. The thesis studies the classification of Video Art. It contains an extended discussion of the place of Video Space Art in the context of Video Installation. Furthermore, the distinctions are made from Video Sculpture by theorizing space and spectator. The thesis develops the language of Video Installation. It proposes that the two main elements of Video Space Art are space and spectator. It provides a conceptual discussion of real and virtual space and the role of the spectator in Video Art are established. It then explores the languages in developed media of pictorial art, sculpture, architecture and landscape architecture. Because Video Installation is a hybrid medium, the languages found in these media are applied to deepen its meanings. Video Space Art is defined as a space-time experience that includes people as participants. The thesis applies these theories to artworks to distinguish Video Space Art from Video Sculpture. Nam Jun Paik's Magnet TV (1965), Eagle Eye (1996) and TV Clock (1963-81), Shigeko Kubota's Three Mountains (1976-79), and Bill Viola's Heaven and Earth (1992), The Crossing (1996) and Passage(1987), Dan Graham's Present Continuous Past(s)(1974), Bruce Nauman's Live-Taped Video Corridor(1969-70), David Hall's Progressive Recession (1975), and Peter Campus' Negative Crossing (1974) are among the artworks explored. The extended discussion of the concepts and concerns behind these artworks are followed by the classification of these artworks into Video Space Art and Video Sculpture. In addition to these artworks, the analyses of the elements of Video Space Art are applied to my own practical works: Two (1999), It Takes me 15 Minutes to go to School (2000), and Love Potion in my Heart (2004). (The appendix to this thesis contains the documentation of my works in DVD ROM format). The theoretical analysis presented in this thesis sheds light on the classification of Video Installation. A survey conducted identifies the works of Video Space Art. By defining Video Space Art, as distinct from Video Sculpture I have refined aspects of the theoretical base and extended the understanding of my own practical work.
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Delsaux, Jean. "L' espace figural, topologie du vide, modélisation : expérimentation et créations plastiques." Paris 8, 2003. http://www.theses.fr/2003PA083646.

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La perspective a fortement imprégné notre façon de percevoir et représenter, nous en étudions l'apparition et le développement du point de vue de l'histoire, de la psychophysiologie et de la physique. Nous montrons, au delà des ruptures, les permanences de problématiques importantes : le mouvement, les processus cognitifs, la science, la technique. Les technologies numériques dont nous nous sommes dotés, les représentations que propose la science, celles que depuis l'aube du XXe siècle l'art nous fournit, ont destabilisé le confort intellectuel que nous procurait une certaine systématisation de la mise en perspective du monde par l'image. L'art aujourd'hui nous permet, avec les armes qui sont les siennes, d'expérimenter d'autres lieux, d'autres topologies. Il s'appuie pour ce faire sur les outils et les connaissances que notre époque fournit, notamment le modèle et l'ordinateur, le numérique. Nous montrons, à travers notre pratique personnelle de l'art et à l'aide de quelques repères pris dans l'histoire de cette discipline ainsi que dans un certain nombre de connaissances fournies par diverses disciplines scientifiques, que dans la ou les nouvelle approches de l'espace qui sont en train de se constituer, l'art apporte une contribution qui lui est propre. Nous développons ce travail selon 4 axes : 1) une approche de la formation d'un regard : les notions d'espace, de perception et de représentation de l'espace, d'espace figural ; 2) les apports des sciences : mathématiques, physique, sciences cognitives ; 3) le rôle des technosciences et des dispositifs techniques, tant en ce qui concerne les changements qu'ils induisent dans la pratique que dans les conditions matérielles qui entourent, voire suscitent, leur apparition ; 4) l'expérience artistique, l'expérimentation – la nôtre mais aussi celles d'artistes significatifs, ainsi que celles des artistes dont nous avons croisé la route dans le cadre de nos activités de création et / ou de réflexion théorique
Perspective has deeply influenced our way of perceiving and representing, we study the first appearance of it and its developments, from the historical, psychophysiological and physical points of view. We show, beyond breaks, the permanence of important problematics : movement, cognitive processes, sciences, techniques. Digital technologies we have equipped ourselves with, the representations science proposes, the ones that art provides since the beginning of the 20th century, have destabilized the intellectual comfort that a certain systematization of the perspective viewing of the world through image had brought to us. Today, art allow us, with its own weapons, to experiment other scenes, other topologies. In doing so, it leans on the tools and knowledges our time provides, notably models, computers and digital [technologies]. Through our personal practical experience of art, and with the help of some benchmarks taken from the history of the subject, as well as from a certain number of knowledges provided by different scientific subjects, from the new approach(es) that is (are) on its (their) way to be formed, we show that art provides its own contribution. We develop this work according to 4 axes: 1) an approach of the development of an eye: the notions of space, perception and representation of space, figural art ; 2) the contributions of sciences: mathematics, physics, cognitive sciences ; 3) the part played by techno-sciences and technical devices, so much as far as changing they imply within practice, as within the material circumstances that come along or even provoke their first appearance ; 4) the artistic experience, experimentation, ours but as well the one of significant artists and the one of artists we came across within the frame of our creation and / or theoretical reflexion activities
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Ducreux, Jessy. "La danse contemporaine à l'épreuve du cinéma et de la vidéo : quels regards pour quelles expériences ?" Thesis, Paris 1, 2017. http://www.theses.fr/2017PA01H307.

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Ce travail de recherche a pour objectif de mettre en avant la rencontre cinéma-danse à partir d'une libération des soubassements métaphysiques de l'art, ce faisant un instrument de médiation d'un ordre supérieur à l'artiste dont l'activité se réglait à la lumière d'un idéal éthico-politique, source d'inspiration du thème de l'ailleurs. Le cinéma est ce nouvel espace où la danse s'invente un autre corps en dehors d'une réglementation des pratiques et des usages, d'une pédagogie par le biais de laquelle les affections du corps étaient corrigées en miroir des œuvres de l'esprit. Le fait que le cinéma soit apparu à un moment de réhabilitation de la valeur philosophique du sensible le rend complice d'une danse cherchant à accroître son expérience du mouvement et à s'affranchir des limites de la représentation classique. C'est cette complicité à l'égard d'une attitude en commun qui ressort des divers aspects que soulève la problématique de la danse contemporaine à l'épreuve du cinéma et de la vidéo
This research work bas for objective to put forward the meeting cinema-dance from a liberation of the metaphysical bases of the art, making it an instrument of mediation of an order upper to the artist whose activity adjusted in the light of an ethical and political ideal, a source of inspiration of the theme of somewhere else. The cinema is this new space where the dance in vents another body except a regulations of the practices and the uses, the pedagogy by means of which the affections of the body were corrected in mirror of the works of the spirit. The fact that the cinema appeared at a moment of rehabilitation of the philosophic value of the sensitive makes it collusive in a dance trying to increase its experience of the movement and to free itself from limits of the classic representation. It is this complicity towards an attitude in common that takes out a gain diverse aspects which lifts the problem of the contemporary dance in the event of the cinema and the video
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King, Donald V. "(Frame) /-bridge-\ !bang! ((spill)) *sparkle* (mapping Mogadore) /." [Kent, Ohio] : Kent State University, 2008. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=kent1216759724.

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Thesis (M.F.A.)--Kent State University, 2008.
Title from PDF t.p. (viewed Oct. 19, 2009). Advisor: Paul O'Keeffe. Keywords: Sculpture, Installation Art, Video Art. Includes bibliographical references (p. 25).
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Shaffer, Michael J. "Dan Graham's Video-Installations of the 1970s." VCU Scholars Compass, 2010. http://scholarscompass.vcu.edu/etd/56.

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This dissertation examines the video-installations created by American artist Dan Graham in the 1970s. It investigates the artist's relationship to Minimalism by analyzing themes Graham highlights in his own writings and in interviews. In particular, I explore how the artist's understanding of Herbert Marcuse, Walter Benjamin, and R.D. Laing informed his post-Minimalist work and how concepts gleaned from these sources are manifest in his video-installations. Also undertaken are discussions of the artist's interest in aestheticized play, the just-past present, the debate between Behaviourism and phenomenology, surveillance, and Modern architecture. In addition, I investigate Graham's position in Conceptual art, use of site-specificity, and the practice of institutional critique. At the outset, I provide an in-depth analysis of two of Graham's magazine pieces, Schema (March 1966) and Homes For America, that ties together the artist's reading of Marcuse and his rejection of Minimalist phenomenology. Next, I give an account of the artist's connection to early video art and his use of time-delay in works such as Present Continuous Past(s) and Two Viewing Rooms as a means to highlight the just-past present. Finally, I examine Graham's architectural video-installations Yesterday/Today, Video Piece for Showcase Windows in a Shopping Arcade, and Video Piece for Two Glass Office Buildings as instances of site-specific art and as part of the artist's practice of institutional critique. I also explore his references to the notions of art-as-window and art-as-mirror as an expansion of his engagement with Minimalism. Throughout, my discussion includes comparisons between Graham's work and that of other artists like Vito Acconci, Bruce Nauman, and Hans Haacke. In sum, this study offers an expanded understanding of how Graham employed video and installation in his art as a means to move beyond Minimalism and to interrogate contemporary American society.
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Gallegos, Jason S. "An Art Unconfined." The Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=osu1253706484.

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33

Ong, Lolet Yin-Ty. "Techniques numériques appliquées à la synthèse, aux traitements d'image et à la production vidéo." Paris 8, 1998. http://www.theses.fr/1998PA081695.

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Il y a encore quelques temps, le numerique etait l'apanage des professionnels, il touche aujourd'hui tous les domaines de la creation et de la distraction. De la television grand public aux effets speciaux cinematographiques en passant par l'informatique individuelle, il revolutionne les habitudes et affirme sa domination. Profondement bouleversee depuis quelques annees par l'image de synthese, les traitements numeriques de l'image et du son, la pratique video change radicalement de visage. Quelles sont les techniques a l'origine de cette invasion numerique? qu'apportent-elles? quelles sont les nouvelles donnees mises en jeu?
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Rondeau-Amouyal, Véronique. "Le corps traversé "in vivo" : les enjeux du transfert de l'imagerie médicale dans l'art." Thesis, Paris 1, 2019. http://www.theses.fr/2019PA01H300.

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Notre pratique artistique détournant les images radiologiques du corps humain est l’objet de cette recherche. Nous soutenons qu’un nouveau regard est né en médecine comme en art avec la découverte des rayons X à la fin du XIXe siècle. Suivant la méthode archéologique de Michel Foucault nous montrons que la traversée du corps humain in vivo peut permettre une approche artistique du vivant que ne permet pas le dessin anatomique. Nous explorons le dispositif radiologique. La visibilité du corps touche à l’intime procédant du dé-loignement et est portée par l’image radiologique comme empreinte, ombre projetée, pellicule d’une coupe infra mince, transparence. Une réflexion sur l’expérience esthétique en présence de ces œuvres d’une « inquiétante étrangeté » freudienne nous conduit à préciser la composante empathique que la science loge dans la complexité des neurones miroirs. La pratique artistique se déplace alors vers la vidéo et le concept de l’image-mouvement deleuzienne. Le Corps sans Organes, les mouvements aberrants, notions tirées de l’œuvre d’Antonin Artaud, ainsi que les enjeux des bruits et des rythmes que nous sommes, interrogent ce corps parcouru des intensités du vivant
Our artistic practice diverting the medical radiological medium is the object of this research. We argue that a new look was born in medicine as in art with the discovery of X-rays in the late nineteenth century. Following the archaeological method of Michel Foucault, we show that crossing the human body in vivo can allow an artistic approach to the living that does not allow anatomical drawing. We explore the radiological device. The visibility of the body in its most intimate part proceeds from the rapprochement and is carried by the radiological image as an digital print, projected shadow, film of an infra-thin cut, transparency. A reflection on the aesthetic experience in the presence of these Freudian "disturbing strangeness" works leads us to specify the empathic component that science lodges in the complexity of mirror neurons. The artistic practice then moves towards the video raising the essential problematic of Deleuzian image-movement. The Body without Organ, the aberrant movements, concepts drawn from the work of Antonin Artaud, as well as the issues of noise and rhythm that we are, prove quite enlightening on the understanding of this body traveled intensities of life
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Pasanen, Kimmo. "Le tableau vide, le sens de l'oeuvre et les jeux de l'art." Paris 1, 1995. http://www.theses.fr/1995PA010656.

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Cette these etudie les artistes representatifs de l'art non figuratif qui ont, par leurs oeuvres et par leurs propos, souleve les questions du contenu et du sens de l'oeuvre abstraite, a laquelle ils ont donne la forme extreme du tableau vide. Le tableau vide souleve la question du rapport de la ressemblance et de l'identite de la representation et du represente. La these aborde cette question dans une double perspective: dans la premiere partie elle traite de la signification de l'oeuvre vide, telle que les peintres l'ont concu et dans la deuxieme partie de la signification en general, dans un cadre philosophique. Dans le but de fusiionner ces deux analyses sur un plan theorique, la tjhese construit le concept de jeu de l'art, qui se fonde, en premier lieu, sur la philosophie de jeu de langage de wittgenstein, et son developpement ulterieur en termes de la semantique de jeu de langage et des mondes possible, notamment elabore par jakko hintikka, et en deuxieme lieu, sur la notion de l'art en tant qu'activite et sur la theorie de l'action
In this thesis, the question of the contents and meaning of an abstract painting is being studied by analysing the works and writings of an rumber of artists in different cultures and epochs who have realized their ideas in the form of an empty painting. The empty painting brings forth in particular the question about ressemblance and identity between the representation and the reality represented, the basic issue of images. The theses elucidates this question from two angles: in the first part, it analyses the meaning of the empty painting as conceived by the artists in question, and in the second part, it analyses the question of signification in philosophical terms. The concept of games of art is formulated in order to join these two analyses within a general theoretical framework. This concept is based in the first place on the work of wittgenstein on langage games and their further developments in terms of philosophical semantics of language games and possible worlds, in particular by jaakko hintikka. Secondly, the formulation of the games of art is based on the notion of art as an activity and on the philosophical theory of action
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Bischoff, LeAnn. "Creating a video portfolio for the intermedia artist." Virtual Press, 1991. http://liblink.bsu.edu/uhtbin/catkey/834127.

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The purpose of this creative project was to provide a way for intermedia artists to present their artwork. The creative project is a videotape of the author's works, which are separated into four categories: computer images, two-dimensional animation, photographs and three-dimensional animation. Emphasis was placed on unifying artwork from different mediums. Digital editing effects were used to help distinguish between the various artwork sections. The five minute piece is presented on a VHS tape.
Department of Art
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James, David. "Travelling space : locating in-between : exegesis submitted to Auckland University of Technology in partial fulfilment of the degree of Master of Arts (Art and Design), 2007 /." Click here to access this resource online, 2007. http://repositoryaut.lconz.ac.nz/theses/1365/.

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Exegesis (MA--Art and Design) -- AUT University, 2007.
5 DVDs contain appendices. Includes bibliographical references. Also held in print (47 leaves : col. ill. ; 30 cm. + 5 DVDs) in City Campus Collection (T 709.93 JAM)
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Mondloch, Kate. "Thinking through the screen media installation, its spectator, and the screen /." Diss., Restricted to subscribing institutions, 2005. http://proquest.umi.com/pqdweb?did=1031040591&sid=32&Fmt=2&clientId=1564&RQT=309&VName=PQD.

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Manasseh, Cyrus. "The problematic of video art in the museum (1968-1990)." University of Western Australia. Faculty of Architecture, Landscape and Visual Arts, 2008. http://theses.library.uwa.edu.au/adt-WU2009.0004.

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This thesis discusses how museum structures were redefined over a twenty-two year period in specific relation to the impetus of Video Art. It contends that Video Art would be instrumental in the evolution of the contemporary art museum. The thesis will analyse, discuss and evaluate the problematic nature and form of Video Art within four major contemporary art museums - the Museum of Modern Art (MoMA) in New York, the Georges Pompidou National Centre of Art and Culture in Paris, the Tate Gallery in London and the Art Gallery of New South Wales (AGNSW) in Sydney. By addressing some of the problems that Video Art would present to those museums under discussion, the thesis will reveal how Video Art would challenge institutional structures and demand more flexible viewing environments. As a result, the modern museum would need to constantly modify their policies and internal spaces in order to cope with the dynamism of Video Art. This thesis first defines the classical museum structure established by the Louvre during the 19th century. It examines the transformation from the classical to the modern model through the initiatives of the New York Metropolitan Museum to MoMA in New York. MoMA would be the first major museum to exhibit Video Art in a concerted fashion and this would establish a pattern of acquisition and exhibition that became influential for other global institutions to replicate. MoMA's exhibition and acquisition activities are analysed and contrasted with the Centre Pompidou, the Tate Gallery and the AGNSW in order to define a lineage of development in relation to Video Art. This thesis provides an historical explanation for the museum/gallery's relationship to Video Art from its emergence in the gallery to the beginnings of its acceptance as a global art phenomenon. Curatorial strategies, the influx of corporate patronage and the reconstruction of spectatorship within the gallery are analysed in relation to the unique problematic of Video Art. Several prominent video artists are examined in relation to the challenges they would present to the institutionalised framework of the modern art museum and the discursive field surrounding their practice. In addition, the thesis contains a theoretical discussion of the problems related to Video Art imagery with the period of High Modernism; examines the patterns of acquisition and exhibition, and presents an analysis of global exchange between four distinct contemporary art institutions.
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Watlington, Emily. "Pretty gross : aestheticized abjection in feminist video art, 1996-2009." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/118496.

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Thesis: S.M., Massachusetts Institute of Technology, Department of Architecture, 2018.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 124-135).
This thesis examines the work of three video artists -- Pipilotti Rist, Marilyn Minter, and Mika Rottenberg -- who all make work that is simultaneously mesmerizing and repulsive. While Immanuel Kant has argued that beauty and disgust are opposed, these works complicate this binary, as does my choice of the more minor terms "pretty" and "gross." My weaker descriptors encapsulate the desensitization to seductive and disgusting imagery that, in the media-saturated context of the late 90s/early 2000s, is the result of their pervasiveness and thus banality. These artists respond to abject feminist performance art of the 1960s and 70s, which some critics at the time worried attracted the male gaze while setting out to avert it. Theorists of disgust, however, have long understood seduction as always already part of disgust, which the artists in "Pretty Gross" set out to tool strategically. They respond to representations of women as objects of fascination on screen by borrowing resources and formal devices from mass media created to seduce viewers and consumers, but train their lenses instead on traditionally disgusting imagery, from menstrual blood to saliva-coated caviar. Rendering the disgusting palatable, these artists have attracted massive popular audiences and revenue. Yet all have raised a number of ethical quandaries for their critics, who struggle to defend their attempts to reclaim representations of women's bodies from an abusive history. The widespread visibility and influence of their work makes this critical interrogation especially urgent. Ultimately, I argue that Rist, Minter, and Rottenberg reflect, rather than resolve, tensions between ethics and aesthetics, gender and image, as well as attraction and aversion.
by Emily Watlington.
S.M.
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Grau, Janet. "long since familiar: sculpture, performance, video, art, body, and life." The Ohio State University, 1995. http://rave.ohiolink.edu/etdc/view?acc_num=osu1391609110.

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Gartland, Connor. "Making Mori: Emotional Depth and the Art of Video Games." Ohio University Honors Tutorial College / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1400681933.

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Ross, Christine. "L'image vidéo et le décalage de la surface." Paris 1, 1991. http://www.theses.fr/1991PA010646.

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Jeung, Hyun. "Le corps du Vide dans la gravure." Paris 1, 2001. http://www.theses.fr/2001PA010587.

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Le processus de la gravure est parsemé d'espaces aveugles, inaccessibles à l'artiste. L'étape de l'impression, par exemple, bien que préparée par le graveur, s'accomplit dans l'intimité du contact de la matrice et du papier, hors de sa portée et selon des mécanismes non déterministes. Pourtant, ses propositions sont d'autant plus riches qu'elles sont inattendues. En effet, le Vide se manifeste au travers de ces espaces de fluctuation où une force agit en l'absence de l'artiste. Loin d'être néant, il se présente comme une absence habitée parla présence. Dans l'espace pictural aussi, un tel Vide intervient. Dans la relation qui se noue entre l'oeuvre et le spectateur prennent part des espaces de la toile non identifiables comme objets signifiants. Pourtant, ils font sens,s'accomplissant à travers l'investissement émotif, physique et intellectuel du spectateur. Cette étude du corps duVide -le corps étant envisagé comme l'ensemble des manifestations tangibles du Vide -s'appuie résolument sur une expérience vécue de la gravure. Puisque le Vide ne s'appréhende que dans l'étirement de rencontres quotidiennes, il convient de puiser dans le subjectif les fondements de notions transversales aux arts plastiques. Ainsi, le processus est analysé comme une alternance de faire et de laisser- faire. L'image est envisagée comme un germe que le regard fait éclore. Image et processus révèlent alors, une dialectique essentielle entre le Vide"et le Plein. La dynamique qui en résulte amène la pratique technique sur le chemin de la connaissance sensible. Elle projette aussi l'oeuvre dans l'état instable mais vivant du devenir, corps multiple et sériel d'un processus de création.
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Dusong, Emma. "Chanter les transformations : voix, performance, vidéo, film." Amiens, 2011. http://www.theses.fr/2011AMIE0020.

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Chanter favorise un dialogue avec le monde. Il faut prendre souffle pour produire un son vocal, ce qui lie cette action au "vivre". L'utilisation du verbe (plutôt que du substantif) indique une action qui si déploie ici au coeur de l'art contemporain et interroge les déplacements vers les arts plastiques d'une pratique issue a priori du champ musical. L'espace d'exposition engage de nouvelles modalités de réception. Les voix s'élèvent pour accompagner les transitions, les difficultés. De la naissance à la mort, de l'enfance à l'âge adulte, on chante dans les vidéos, les pièces sonores, les films. . . . Les chants tiennent compagnie dans les périodes de vulnérabilité. Au coeur de la voix, les artistes jouent et déjouent les attentes et entreprennent des transformations. Cette thèse issue d'une pratique personnelle donne le rôle principal aux oeuvres décrites et étudiées sous l'angle du "chanter"
To sing is to favour a dialogue with the world. One must take a breath to produce a vocal sound- this connects the action of singing to the action of living. Emphasizing the verb to live/ to sing (rather than the noun life/ song) underscores an action that pulsates at the heart of contemporary art and examines the adoption of a practice usually restricted to the musical field. The exhibition space commits new modes of reception: voices rise to accompany transitions and difficulties. From birth to death, from childhood to adulthood, one sings in videos, sound pieces, films. . . . Singing keeps one company during periods of vulnerability. At the core of the voice, artists play and thwart expectations and undertake transformations. This thesis is based on personal practice, giving the leading role to the works describred and studied from the perspective of singing
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Ragland, Wynne. "Notes to myself /." Online version of thesis, 1987. http://hdl.handle.net/1850/10426.

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Keen, Seth. "Video chaos : multilinear narrative structuration in new media video practice /." Electronic version, 2005. http://adt.lib.uts.edu.au/public/adt-NTSM20050921.151215/index.html.

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Costanza, Matt Ferris Kelly Eremiasova Michaela. "Awen : flowing spirit /." Online version of thesis, 2007. http://hdl.handle.net/1850/5521.

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Tezkan, Ayse Melis. "De l'intime au politique à l'identité à travers l'art vidéo en France, en Turquie et au Brésil." Thesis, Paris 3, 2012. http://www.theses.fr/2012PA030056.

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Cette thèse traite de la définition et des prolongements politiques de l’identité, questionnés à travers la manifestation de l’intime dans l’art vidéo des années 1970 à nos jours. L’intime est pensé aussi bien en tant qu’effacement des frontières entre le privé et le public qu’en tant que nature de la relation entre la vidéo et ses spectateurs. Le champ de recherche est géographiquement limité à la France, au Brésil et à la Turquie, de par la particularité de leurs rapports respectifs à l’identité culturelle et nationale : la jeune identité turque née des cendres de l’empire ottoman, entre Occident et Orient ; l’identité brésilienne, fondée sur l’hybridité ; l’identité française à l’épreuve de l’immigration. La première partie, structurée par une approche géographique et chronologique,expose les grands traits de l’histoire de l’art vidéo sur ces trois territoires et certains événements sociaux et/ou politiques marquant les choix esthétiques : les coups d’Etat au Brésil et en Turquie, l’avènement de la modernité turque, le mouvement anthropophagique brésilien, le reflet du mouvement féministe dans l’art français. Les thèmes majeurs qui y sont évoqués, comme le nomadisme, la relation entre le centre et la périphérie, le cinéma comme lieu d’invention des identités, dirigent les deux parties suivantes qui s’articulent autour des déplacements psychiques, géographiques et disciplinaires. Par le biais de l’analyse d’oeuvres vidéographiques de douze artistes - Nil Yalter, Regina Vater, Dias & Riedweg, Kutluğ Ataman, Fikret Atay, Şener Özmen,Thierry Kuntzel, Rebecca Digne, Brice Dellsperger, Wagner Morales, Pierrick Sorin etRafael França – on construit une réflexion sur la détermination de l’identité et la nature politique de l’intime
This thesis discusses the definition and the political extensions of identity, whichit questions through the expression of the intimate in video art from the 70s till today.The intimate is considered not only as the fading of borders between the private and the public but also as the nature of the relationship between the video and its viewers.The field of this research is geographically limited to France, Brazil and Turkey,because of the particular relation of each of these countries to the notion of cultural and national identity: the young Turkish identity, born from the ashes of the Ottoman Empire, standing between the West and the East; the Brazilian identity, established upon hybridity; the French identity, put to the test of immigration.The first part, which is structured by a geographical and chronological approach,exposes the important traits of video art’s history on these three territories as well assome social and/or political events which have left marks on the aesthetical preferences:the Coups d'état in Brazil and Turkey, the advent of Turkish modernity, the cannibalistic Brazilian movement, the reflections of the feminist movement in Frenchart. The major themes mentioned in the first part, like nomadism, the center-peripheryrelations and the cinema as a space to invent identities, guide the following two partsbased on psychic, geographical and disciplinary displacements. Through the analysis ofthe videographical pieces of twelve artists - Nil Yalter, Regina Vater, Dias & Riedweg,Kutlug Ataman, Fikret Atay, Sener Özmen, Thierry Kuntzel, Rebecca Digne, BriceDellsperger, Wagner Morales, Pierrick Sorin and Rafael França – a thinking on the determination of the identity and the political nature of the intimate is built
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Balčaitytė, Milita. "TARPDISCIPLINIŠKUMAS ŠIUOLAIKINIAME LIETUVOS MENE: TEKSTILĖS JUNGTIS SU VIDEO." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2013. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2013~D_20130805_102518-97462.

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Šiandieninėje kultūroje, dar vadinamoje vaizdų kultūra, labai svarbią vietą užima technologijos, kurios sparčiai įsilieja ir į meno procesus. Meno ir technologijų sąveikos bei kūrybiškos naujų technologijų panaudojimo galimybės aktyviai atsispindi kūrybiniuose procesuose, tad darbe aptariami tarpdisciplininiai kontekstai, sietini su šiuolaikine Lietuvos tekstile ir jos sąsajomis su videomeno formomis. Meninės tekstilės santykio su video raiška tema Lietuvoje iki šiol plačiau netyrinėta, nors pastaraisiais metais vis daugiau kūrėjų ieškodami įdomesnių ir išskirtinesnių raiškos būdų pasitelkia video raišką praktiniam kūrinio įgyvendinimui. Tad šiame darbe tarpdiscipliniškumas šiuolaikinėje tekstilėje apmąstomas iš praktinės perspektyvos, pabrėžiant jos santykį su video. Surinkti pavyzdžiai iliustruoja šiandienines tendencijas ir menininkų poreikį judančio vaizdo buvimui. Nagrinėjamos aktualios temos – kodėl tekstilės meno atstovai renkasi video raišką greta tekstilės ir ką duoda šių dviejų raiškų jungtis, kaip viena kitą papildo. Į kylančius klausimus bandoma atsakyti apžvelgiant ir analizuojant šiuolaikinės Lietuvos tekstilės meninį lauką bei bendraujant su pačiais kūrėjais. Susisteminti išsamūs interviu pateikiami prieduose. Tyrimo metu nustatyta, kad video atsiradimas šiuolaikinės Lietuvos tekstilės lauke leidžia kvestionuoti tekstilės kaip dailės šakos daugialypiškumą, bei pačios materijos kaip jungties su šiuolaikinėmis medijomis svarumą vaizdų kultūros plotmėje... [toliau žr. visą tekstą]
In contemporary culture, also called the culture of images, technology is playing a very important role as it is being rapidly involved in art processes. Interaction of arts with technology and the possibilities of involving new technologies in creating arts are actively reflected in creative processes, so in this work is discussed the interdisciplinary contexts, which are linked with contemporary Lithuanian textile and its relation with different form of video art. Even though during recent years many artists choose to use video resolution in order to present their work in a more interesting and unusual way, until now the relation between textile as a form of art and video usage was not thoroughly discussed in Lithuania. Therefore in this work the interdisciplinarity of contemporary textile is presented from the practical side while underlining its collaboration with video art. Gathered examples indicates modern trends and artists needs to have a moving images. Important topics are analyzed – why representatives of textile arts choose to use video usage next to textile and what is the purpose of this combination, how does it supplement each other. The raised question are being tried to answer while analyzing Lithuanian field of textile arts and while discussing with the artists themselves. Structured detailed interviews are attached in the appendix. The investigation has reveled that the appearance of video in the field of contemporary Lithuanian field of textile allows us... [to full text]
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