35 | 2005
Browsing 35 | 2005 by Subject "Interview"
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- ArticleThe Art of Mapping Statistics: Interview with George LegradySimanowski, Roberto (2005) , S. 1-10George Legrady Studio is a research and production integrated studio for digital interactive installations with recent public projects currently being realized for the Rem Koolhaas Seattle Public Library (2005), the Richard Meier designed Siemens Headquarters in Munich (1999), Ebner Stolz Corporate Offices, Stuttgart (1999), the Los Angeles Metro Rail (2002, 2005), and numerous exhibitions in museums in the US, Canada and Europe. Emphasis is on a systematic approach to permanent embedded architectural works and interactive installations through the implementation of complex technologies for new forms of content, narratives and analysis. Legrady - since 2001 Professor of Interactive Media, with joint appointment in the Media Arts & Technology program and the department of Art, UC Santa Barbara - is one of the first generation of artists in the 1980's to integrate computer processes into his artistic work, producing pioneering prizewinning projects in the early 1990's such as the "Anecdoted Archive from the Cold War" (1993), "Slippery Traces" (1995), "Sensing Speaking Space" (2002), and more recently the internationally traveling "Pockets Full of Memories" (2001-2005). He has recently completed a commission, "Making Visible the Invisible" for the Rem Koolhaas designed Seattle Public Library, was featured in November at the Whitney Museum Artport (http://www.artport.whitney.org). Legrady exhibited worldwide and received numerous awards. Roberto Simanowski talked with George Legrady about his work Making Visible the Invisible, a commission by the Seattle Public Library for their new innovative building designed by Rem Koolhaas, about the revelation and beautification of data, about the negotiation between artist and engineer in mapping art, and about the future of art.
- ArticleGenerating Art from a Computer Game: An Interview with Alison MealeyPetersen, Thomas (2005) , S. 1-6Many artists use various types of processes, events, social patterns etc. as controlling or contributing factors in the creation of artworks. Alison Mealey has chosen to base her art on the computer game Unreal Tournament. More precisely, she lets a number of virtual players play the game for approximately 30 minutes at a time and uses the data from the games to produce complex drawings. These drawings are also based on photographic portraits. Thomas Petersen, co-editor of artificial.dk asked Alison some questions about her art and the processes behind it. Check out Unrealart and Alison Mealey's blog.
- ArticleIntercultural medium literature digital: Interview with YOUNG-HAE CHANG HEAVY INDUSTRIESYoo, Hyun-Joo (2005) , S. 1-9The literary praxis and methods for its interpretation are relevant not only within a same language-area, but also as a medium of intercultural understanding. Resulting from the currently deep pervasive medial changes, digital literature comes to this arena. It is necessary for the reception of the digital literature to comprehend particularities of new media, which determines the form of the innovative literature. The media aesthetic, which is positioned in contrast to the mainstream research with more accents on fascination of technical innovations, allows to observe at a distance from its object. This point of view can be applied in the situation of other countries, above all in industrial nations, where there is e an asymmetry between the rapidly developing communication technologies and their philological, media-philosophical discussion. The works of YOUNG-HAE CHANG HEAVY INDUSTRIES, a net art group, which was founded in South Korea and is famous as well in Europe for their provocative digital-poetry, are located just in this area of tension. Their works are expected to function as an intercultural medium with double meanings, on the one hand they activate the unknown subject of digital literature in South Korea, on the other they help to an understanding the strange motives in Europe. Hyun-Joo Yoo talked with the artist duo from South Korea and USA about netart, teamwork, concret poetry, literaure as movie, life and speed, the lack of interactivity and multimnediality and about Sex in Korea.
- ArticleInterkulturelles Medium Literatur digital: Interview mit YOUNG-HAE CHANG HEAVY INDUSTRIESYoo, Hyun-Joo (2005) , S. 1-10Die literarische Praxis und die Interpretationsmethode sind nicht nur innerhalb des muttersprachlichen Raums relevant, sondern wirken auch als ein Medium des interkulturellen Verständnisses. Als Folge der gegenwärtigen tief greifenden medialen Veränderungen tritt die digitale Literatur neu in diese Arena ein. Um die digitale Literatur zu rezipieren, ist es aber notwendig, das Spezifikum der neuen Medien zu verstehen, das die Form der neuartigen Literatur determiniert. Die Medienästhetik, die sich im Gegensatz zu der auf die Faszination der Technologie akzentuierenden Medienforschung positioniert, erlaubt eine distanzierte Betrachtung gegenüber seinem Gegenstand. Diese Sichtweise kann auch auf Forschungssituationen anderer Länder angewendet werden, vor allem in jenen Industriestaaten, in denen eine Asymmetrie zwischen einer sich rasch entwickelnden Computertechnologie und deren philologischer und medienphilosophischer Diskussion besteht. Gerade in diesem Spannungsfeld befindet sich die Gruppe YOUNG-HAE CHANG HEAVY INDUSTRIES, die in Südkorea gegründet und wegen ihrer provokanten digitalen Poesie auch in Deutschland bekannt ist. Man kann davon ausgehen, dass ihre Arbeiten als interkulturelles Medium im doppelten Sinne fungieren, einerseits aktivieren sie das unbekannte Thema digitaler Literatur in Südkorea, andererseits helfen sie beim Verstehen fremdkultureller Motive in Europa. Hyun-Joo Yoo sprach mit dem Künstlerduo aus Südkorea und den USA über Netzkunst, Teamarbeit, konkrete Poesie, Literatur als Film, das beschleunigte Leben, den Verzicht auf Interaktivität und Multimnedialität und über Sex in Korea.