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On art and high tech.
The historical roots, key practitioners, and artistic, theoretical, and technological trends in the incorporation of new media into the performing arts. The past decade has seen an extraordinarily intense period of experimentation with computer technology within the performing arts. Digital media has been increasingly incorporated into live theater and dance, and new forms of interactive performance have emerged in participatory installations, on CD-ROM, and on the Web. In Digital Performance, Steve Dixon traces the evolution of these practices, presents detailed accounts of key practitioners and performances, and analyzes the theoretical, artistic, and technological contexts of this form of new media art. Dixon finds precursors to today's digital performances in past forms of theatrical technology that range from the deus ex machina of classical Greek drama to Wagner's Gesamtkunstwerk (concept of the total artwork), and draws parallels between contemporary work and the theories and practices of Constructivism, Dada, Surrealism, Expressionism, Futurism, and multimedia pioneers of the twentieth century. For a theoretical perspective on digital performance, Dixon draws on the work of Philip Auslander, Walter Benjamin, Roland Barthes, Jean Baudrillard, and others. To document and analyze contemporary digital performance practice, Dixon considers changes in the representation of the body, space, and time. He considers virtual bodies, avatars, and digital doubles, as well as performances by artists including Stelarc, Robert Lepage, Merce Cunningham, Laurie Anderson, Blast Theory, and Eduardo Kac. He investigates new media's novel approaches to creating theatrical spectacle, including virtual reality and robot performance work, telematic performances in which remote locations are linked in real time, Webcams, and online drama communities, and considers the "extratemporal" illusion created by some technological theater works. Finally, he defines categories of interactivity, from navigational to participatory and collaborative. Dixon challenges dominant theoretical approaches to digital performance—including what he calls postmodernism's denial of the new—and offers a series of boldly original arguments in their place.
Presents a history of technology from the Stone Age to the Age of the Internet, examines the relationship between it and war, and shows how it has separated humans from each other and nature.
Only since the Romantic period has art been understood in terms of an ineffable aesthetic quality of things like poems, paintings, and sculptures, and the art-maker as endowed with an inexplicable power of creation. From the Greeks to the 18th century, art was conceived as techne--the skill and know-how by which things and states of affairs are ordered. Techne Theory shows how to use this concept to cut through the Romantic notion of art as a kind of magic by returning to the original sense of art as techne, the standpoint of the person who actually knows how to make a work of art. Understood as techne, art-making, like all other cultural accomplishments, is a form of work performed by an artisan who has inherited the know-how of previous generations of artisans. Along the way, Techne Theory cuts through the humanist-structuralist impasse over the question of artistic agency and explains what 'form' really means.
This book will look at digital popular cultures in the post-millennial Indian context and trace patterns of consumption and forms of agency that it engenders thus offering an interpretative analysis of digital content on different platforms. The book consists of three sections. The first section centres around novel practices such as transnational consumption of digital popular content. The second section deals with influencer marketing and the ways in which mediated personalities get transformed. The third section includes textual analysis of OTT and other digital content in order to understand its effects on refashioning social identities such as class caste and gender.
The disjuncture between the design intent of the developers of ICTs and the needs of the users has often led to surprising use of new technologies, as users have refused to become mere agents of the designers. Individual users have adopted their own uses of ICTs based on the complex webs of relations and meanings in which they function as social actors. Instead of adjusting these webs to new ICTs, they have fit the ICTs into their pre-existing social webs, often resulting in imaginative and creative uses of new technologies, not envisaged by the original designers. The contributions in this volume provide studies of such integrations of ICTs into the lives of human users, and demonstrate that such uses should not be regarded as 'faulty' or 'mistaken', merely because they 'fail' to meet the expectations of the original designers of the ICTs. Instead, human users should be given precedence over ICTs, and the creative uses of 'universal' technologies by individual users should be emphasised and studied, so as to move towards a better understanding and appreciation of the integration of ICTs into human lives. This book was originally published as special issue of The Information Society.
A significant contribution to investigations of the social and cultural impact of new media and digital technologies
This revised edition of the Popular Culture Primer is an introductory text that traces the history of popular culture and cultural studies. Besides covering the traditional subjects such as the influence of the Frankfurt School and the Centre for Contemporary Cultural Studies, this book covers the cultural studies of science and technology, the biosciences, drugs, and sports as well as other often-ignored topics such as science fiction, fan cultures, and childhood studies. It looks at the impact these topics have on our understanding of education and popular culture. The Popular Culture Primer is an essential text for any class devoted to teaching the history and importance of the subject.