Aram Bartholl

Aram Bartholl PDF Author: Aram Bartholl
Publisher: Die Gestalten Verlag
ISBN: 9783899553932
Category : Art
Languages : en
Pages : 224

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Book Description
This book features savvy experiements with transitions from the virtual to the physical: USB sticks embedded into walls, buildings, curbs; giant real-life versions of Google's red map markers positioned in public spaces; portraits generated from search results.

Aram Bartholl

Aram Bartholl PDF Author: Aram Bartholl
Publisher: Die Gestalten Verlag
ISBN: 9783899553932
Category : Art
Languages : en
Pages : 224

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Book Description
This book features savvy experiements with transitions from the virtual to the physical: USB sticks embedded into walls, buildings, curbs; giant real-life versions of Google's red map markers positioned in public spaces; portraits generated from search results.

Aram Bartholl

Aram Bartholl PDF Author: Aram Bartholl
Publisher:
ISBN:
Category :
Languages : en
Pages :

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Book Description


Art-Centered Learning Across the Curriculum

Art-Centered Learning Across the Curriculum PDF Author: Julia Marshall
Publisher: Teachers College Press
ISBN: 0807773263
Category : Education
Languages : en
Pages : 209

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Book Description
This handbook provides teachers with a framework for implementing inquiry-based, substantive art integration across the curriculum, along with the background knowledge and models needed to do this. Drawing on ideas from Harvard Project Zero, the authors make a clear and compelling argument for how contemporary art supports student learning. The text features subject-specific chapters co-written by teaching scholars from that discipline. Each chapter includes examples of contemporary art with explanations of how these works explore the fundamental concepts of the academic discipline. The book concludes with a chapter on an integrated, inquiry-based curriculum inspired by contemporary art, including guidelines for developing art projects teachers can adapt to their students’ interests and needs. This resource is appropriate for art teachers, as well as subject-area teachers who are not familiar with using contemporary art in the classroom. “I am so excited about this book! The visuals alone are enough to clue teachers in on ways that Contemporary Art can blow their curriculums open to become engaging, relevant vehicles for their students to ride across the 21st century. From the first scan, readers cannot help but see the power of Contemporary Art in transforming classrooms and learning.” —From the Foreword by Lois Hetland, professor and chair of art education at Massachusetts College of Art and Design, and co-author of Studio Thinking 2 “Art-Centered Learning Across the Curriculum well surpasses its goal to demystify contemporary art for K–12 teachers. In this important text, the authors present a direct challenge to educators and public education reformers of all stripes to embrace the arts and design practices across disciplines as a potent means for building beautiful minds, not merely as a tool for beautifying dingy school corridors. This new book serves as a primer for fashioning the kinds of integrated curriculum frameworks required for success in today’s global knowledge economy.” —James Haywood Rolling Jr., chair of art education and a dual professor in art education and teaching and leadership, Syracuse University

Book of Anonymity

Book of Anonymity PDF Author: Anon Collective
Publisher: punctum books
ISBN: 1953035310
Category : Computers
Languages : en
Pages : 490

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Book Description


Cloud of Cards

Cloud of Cards PDF Author: Patrick Keller
Publisher: Lulu.com
ISBN: 2839924269
Category : Art
Languages : en
Pages : 198

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Book Description
Cloud of Cards, "a home cloud kit to re-appropriate your data self", is the final outcome of Inhabiting and Interfacing the Cloud(s), a joint design and ethnographic research project investigating personal clouds and data centers. The main results of this design research project have been informed by the preliminary findings of an ethnographic research into the cloud (Cloud of Practices) and a design sketches phase conducted in parallel. They comprise four digital and physical artefacts, forming a set of modular tools ("cards"), which are delivered in the form of an open source DIY kit, freely accessible at www.cloudofcards.org and on Github. The purpose of these tools is to enable everyone, in particular the community of designers and makers, to set up their own small-scale data center and cloud, manage their data in a decentralized way and develop their own alternative projects using this small-scale personal infrastructure.

Sad by Design

Sad by Design PDF Author: Geert Lovink
Publisher: Digital Barricades
ISBN: 9780745339344
Category : Melancholy
Languages : en
Pages : 0

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Book Description
We live in a time of engineered intimacy, toxic memes and online addiction. Can we ever break free?

Fun and Software

Fun and Software PDF Author: Olga Goriunova
Publisher: Bloomsbury Publishing USA
ISBN: 1501318284
Category : Social Science
Languages : en
Pages : 297

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Book Description
Fun and Software offers the untold story of fun as constitutive of the culture and aesthetics of computing. Fun in computing is a mode of thinking, making and experiencing. It invokes and convolutes the question of rationalism and logical reason, addresses the sensibilities and experience of computation and attests to its creative drives. By exploring topics as diverse as the pleasure and pain of the programmer, geek wit, affects of play and coding as a bodily pursuit of the unique in recursive structures, Fun and Software helps construct a different point of entry to the understanding of software as culture. Fun is a form of production that touches on the foundations of formal logic and precise notation as well as rhetoric, exhibiting connections between computing and paradox, politics and aesthetics. From the formation of the discipline of programming as an outgrowth of pure mathematics to its manifestation in contemporary and contradictory forms such as gaming, data analysis and art, fun is a powerful force that continues to shape our life with software as it becomes the key mechanism of contemporary society. Including chapters from leading scholars, programmers and artists, Fun and Software makes a major contribution to the field of software studies and opens the topic of software to some of the most pressing concerns in contemporary theory.

Participation in Art and Architecture

Participation in Art and Architecture PDF Author: Martino Stierli
Publisher: Bloomsbury Publishing
ISBN: 0857727877
Category : Art
Languages : en
Pages : 344

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Book Description
Does 'participatory' art and architecture shape social reality, or is it shaped by it? Shifting the ground of this debate, which tends to assume one or other direction of influence, this innovative book explores the inherently dialectic relationship between society and the built environment. At the same time, it strives for a historically conscious discussion of a very contemporary issue. Chapters rethink the top-down model of participation and audience activation of high modernism, from Alexander Dorner's immersive museum to Mies van der Rohe's 'room(s) for play'; investigate participation in spaces under political pressure, from exhibitions in bombed-out buildings in besieged Sarajevo (1992-5) to the art and organizing of revolution in Egypt (2012-13); draw historical parallels between modes of participation and the exercise of power that are seldom compared with one another, from sites of occupation in 1968 Mexico and 2011 Spain; finally creating links between cartography and feminism and between tourism and internet surveillance. With these juxtapositions of the aesthetic and the everyday, and the built and the mediated, new questions arise: is space formed once and for all, or is it the changeable product of changeable patterns of use? Does the aesthetic always correspond to the political, or might an aesthetically authoritarian space be conducive to social justice? In exploring these questions, this book looks at how participants themselves exert power, rather than being victimised or liberated from it.

Not to Scale

Not to Scale PDF Author: Jamer Hunt
Publisher: Grand Central Publishing
ISBN: 1538715899
Category : Business & Economics
Languages : en
Pages : 272

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Book Description
From small decisions that paralyze us to big data that knows everything about us, Not to Scale is a thought-provoking guide to navigating the surprising complexities of a networked age when the things that are now shaping experience have no weight or size. The dictionary defines "scale" as a range of numbers, used as a system to measure or compare things. We use this concept in every aspect of our lives-it is essential to innovation, helps us weigh options, and shapes our understanding of the impact of our actions. In Not to Scale, Jamer Hunt investigates the complications of scale in the digital age, highlighting an interesting paradox: We now have a world of information at our fingertips, yet ironically the more informed we have become, the more overwhelmed we feel. The global effects of our daily choices (Paper or plastic? Own or lease? Shop local or buy online?) remain difficult for us to comprehend, and solutions to large-scale national and international issues feel inconceivable. Hunt explains how these challenges are intimately tied to a new logic of scale and provides readers with survival skills for the twenty-first century. By taking massive problems and shrinking them down to size, we can use scale to effect positive change and adapt to the modern era. Connecting our smallest decisions to the grand scheme of things, Not to Scale is a fascinating and empowering guide to comprehending and navigating the high stakes often obscured from our view.

Video Games

Video Games PDF Author: Andy Bossom
Publisher: Bloomsbury Publishing
ISBN: 1474255426
Category : Computers
Languages : en
Pages : 209

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Book Description
A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture. Bossom and Dunning offer insights into the creative processes involved in making games, the global business behind the big budget productions, console and online markets, as well as web and app gaming. With 19 interviews exploring the diversity of roles and different perspectives on the game industry you'll enjoy learning from a range of international practitioners.