Dissertations / Theses on the topic 'Vido art'
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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.
Full textBrownfield, Kristi. "VENI, VIDI, VIDS: TRANSFORMING CULTURAL NARRATIVES THROUGH THE ART OF AUDIOVISUAL STORYTELLING." OpenSIUC, 2015. https://opensiuc.lib.siu.edu/dissertations/1100.
Full textDufour, Sophie-Isabelle. "Imaginem video : L'image vidéo dans l'"histoire longue" des images." Paris 3, 2004. http://www.theses.fr/2004PA030054.
Full textWhat 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
Nosella, Carole. "Expérimenter les dispositifs écraniques, une esthétique du déplacement." Thesis, Toulouse 2, 2016. http://www.theses.fr/2016TOU20115.
Full textIn 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
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.
Full textThis 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
Lee, Yongwoo. "The origins of video art." Thesis, University of Oxford, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.265205.
Full textLaw, 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.
Full textLaw, Sum-po Jamsen. "Nietzsche, Deleuze and video art." Hong Kong : University of Hong Kong, 2000. http://sunzi.lib.hku.hk/hkuto/record.jsp?B2222693X.
Full textSpampinato, Francesco. "Art Contemporain et télévision : formes de résistance, appropriation et parodie." Thesis, Sorbonne Paris Cité, 2018. http://www.theses.fr/2018USPCA056.
Full textThe 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
Vatsella, Christina. "La question de l'espace dans l'installation vidéo." Thesis, Paris 4, 2012. http://www.theses.fr/2012PA040269.
Full textHaving 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
Dauget, Stéphanie. "Au seuil du visible : pour un dispositif critique de l'installation vidéo." Thesis, Bordeaux 3, 2012. http://www.theses.fr/2012BOR30060.
Full textAt 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
Baychelier, Guillaume. "Des dispositifs de contrainte : iconologie interartiale et vidéoludique des corps monstrueux." Thesis, Paris 1, 2016. http://www.theses.fr/2016PA01H310.
Full textThe 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
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.
Full textM.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
Dragoni, Annick. "Répétitions et art vidéo : réflexions à partir d’une pratique vidéo." Thesis, Aix-Marseille, 2013. http://www.theses.fr/2013AIXM3000/document.
Full textStarting 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
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/.
Full textAntona, 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.
Full textDuring 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
Serdane, Thierry. "Le jeu vidéo, un art mécanique ? : se réapproprier la contre-culture." Thesis, Montpellier 3, 2014. http://www.theses.fr/2014MON30093/document.
Full textFrom 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
Moslehi, Mojgan. "L' art du vide : la présence du vide dans l'art contemporain." Paris 1, 2010. http://www.theses.fr/2010PA010609.
Full textCable, Courtney Paige Davids. "An art practice sustained." Thesis, University of Iowa, 2009. https://ir.uiowa.edu/etd/227.
Full textGeusa, 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.
Full textSadeghi, 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.
Full textFrom 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
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.
Full textSource: Masters Abstracts International, Volume: 45-06, page: 2716. Typescript. Accompanying videorecording, "Truth" : a video art piece, cataloged separately. Includes bibliographical references (p. 27-28).
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.
Full textShuler, Ryan N. "Black box /." Online version of thesis, 2009. http://hdl.handle.net/1850/9735.
Full textTordino, 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/.
Full textThis 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.
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.
Full textPark, 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/.
Full textDelsaux, Jean. "L' espace figural, topologie du vide, modélisation : expérimentation et créations plastiques." Paris 8, 2003. http://www.theses.fr/2003PA083646.
Full textPerspective 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
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.
Full textThis 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
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.
Full textTitle from PDF t.p. (viewed Oct. 19, 2009). Advisor: Paul O'Keeffe. Keywords: Sculpture, Installation Art, Video Art. Includes bibliographical references (p. 25).
Shaffer, Michael J. "Dan Graham's Video-Installations of the 1970s." VCU Scholars Compass, 2010. http://scholarscompass.vcu.edu/etd/56.
Full textGallegos, Jason S. "An Art Unconfined." The Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=osu1253706484.
Full textOng, 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.
Full textRondeau-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.
Full textOur 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
Pasanen, Kimmo. "Le tableau vide, le sens de l'oeuvre et les jeux de l'art." Paris 1, 1995. http://www.theses.fr/1995PA010656.
Full textIn 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
Bischoff, LeAnn. "Creating a video portfolio for the intermedia artist." Virtual Press, 1991. http://liblink.bsu.edu/uhtbin/catkey/834127.
Full textDepartment of Art
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/.
Full text5 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)
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.
Full textManasseh, 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.
Full textWatlington, Emily. "Pretty gross : aestheticized abjection in feminist video art, 1996-2009." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/118496.
Full textThis 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.
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.
Full textGartland, 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.
Full textRoss, Christine. "L'image vidéo et le décalage de la surface." Paris 1, 1991. http://www.theses.fr/1991PA010646.
Full textJeung, Hyun. "Le corps du Vide dans la gravure." Paris 1, 2001. http://www.theses.fr/2001PA010587.
Full textDusong, Emma. "Chanter les transformations : voix, performance, vidéo, film." Amiens, 2011. http://www.theses.fr/2011AMIE0020.
Full textTo 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
Ragland, Wynne. "Notes to myself /." Online version of thesis, 1987. http://hdl.handle.net/1850/10426.
Full textKeen, 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.
Full textCostanza, Matt Ferris Kelly Eremiasova Michaela. "Awen : flowing spirit /." Online version of thesis, 2007. http://hdl.handle.net/1850/5521.
Full textTezkan, 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.
Full textThis 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
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.
Full textIn 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]