Tag Archive for conceptual art

Essence

Snow White

Stories can bring the salient details of life to light. Real life contains a lot of noise and extraneous detail that can obscure a through line. Fictional stories remove that noise to rise the core themes and emotions to the surface for observation and examination. Fictional stories both pare down and embellish real life. They zoom in on the important stuff and focus the reader’s attention squarely there. When the story captures something true about the lives of its characters, it binds us to them. Usually, we find a story engrossing when we care about the characters and want to see what happens to them. While some portrait painters insist on live sittings with their subjects, it’s easier — although perhaps more facile — to start with a photograph. Photographs manage to capture some essence of personality, to flatten it into something easier to paint, simplifying the process of portraiture. Caricatures identify particular features of their subjects and render them in a ruthless way. In the realm of words, identifying salient features in characters and their world makes them more memorable and makes their actions more comprehensible. Perhaps caricatures resemble jokes in this way. Last month, I wrote about fairytales.…

On “For digital artists, apps provide new palette”

Harmanci, R. (2010). “For digital artists, apps provide new palette.”  New York Times Online. Retrieved on October 4, 2010: http://www.nytimes.com/2010/08/20/us/20bciart.html To illustrate the impact of mobile/handheld-device technology on the arts, this article describes the work of several individual artists who have used iPhone/iPad applications as an artistic format. In my overview, I focus on the work by Scott Snibbe and pose the following question: what is it about handheld apps that sets them apart and makes them a more successful environment for interactive art than any other? Scott Snibbe is an artist for whom interactivity, i.e. the opportunity for audience participation, is a central theme. His installations are often designed to capture human bodily actions and respond to them. The audience thus has the experience of bringing an art piece’s content into existence. For example, in Falling Girl (2008) and Make Like a Tree (2006), people’s movements are replicated, with some time lag, by silhouettes projected onto screens, while in Blow-Up (2005) people’s breath triggers fans that reproduce its spatio-temporal contour.  Snibbe’s very popular mobile apps are closely based on an earlier Dynamic Systems interactive series that involved manual action, except that their original version used more traditional cursor-based interface. …