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  1. Disability and silver screening: Comparative analyses of Deaf Culture in Sound of Metal and CODA.Astha Singh - 2023 - Technoetic Arts 21 (1):99-106.
    Cinema serves as a mirror, reflecting the development or state of society. It plays an important function in entertainment and education and can bring about a shift in our perspectives and attitudes. The article includes a descriptive analysis of Deaf Culture as a prominent subject in the movies Sound of Metal () and CODA () and clarifies the most prevalent misconceptions about disability in both films. In recent years, filmmakers have made an effort to create true and authentic representations of (...)
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  • ‘Shadowy objects in test tubes’: A biopolitical critique of Kazuo Ishiguro’s Never Let Me Go.Dona George - 2023 - Technoetic Arts 21 (1):107-115.
    This article aims to explore Kazuo Ishiguro’sNever Let Me Gowithin the Foucauldian theoretical framework in order to analyse the manifold biopolitical issues, namely cloning, by stretching the discourse to a speculative, dystopian posthuman scenario wherein the dominant, privileged, affluent human society replenishes them by incorporating bio-matter from the clones. The article also proposes to unfold the myriad ways the institutions, namely Hailsham and recovery centres in the novel, exercise power and execute power relations with the clones. It describes the way (...)
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  • Applying machine learning methods to quantify emotional experience in installation art.Sofia Vlachou & Michail Panagopoulos - 2023 - Technoetic Arts 21 (1):53-72.
    Aesthetic experience is original, dynamic and ever-changing. This article covers three research questions (RQs) concerning how immersive installation artworks can elicit emotions that may contribute to their popularity. Based on Yayoi Kusama’s and Peter Kogler’s kaleidoscopic rooms, this study aims to predict the emotions of visitors of immersive installation art based on their Twitter activity. As indicators, we employed the total number of likes, comments, retweets, followers, followings, the average of tweets per user, and emotional response. According to our evaluation (...)
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  • Disgusting desire: The Windup Girl as both object of desire and abject body.Mahesh Krishna & Nagendra Kumar - 2023 - Technoetic Arts 21 (1):117-124.
    The primary question this article deals with is one of ontology. In a dystopian world populated with genetically engineered windups and hybrids, what constitutes ‘the human’? This article looks at how the posthuman body in a dystopian novel like The Windup Girl, set in a world where geographical, political, social, economic and religious norms and boundaries are erased and reconfigured, can in no way simply remain a mere body, but transmutes into a highly complex political and social site from whence (...)
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  • Beyond markets: The DADA case for NFTs in art.Tara Merk - 2023 - Technoetic Arts 21 (1):73-89.
    The rise of non-fungible tokens (NFTs) has been astonishing, in particular for the arts and creative industries. The dominant discourse both in mainstream media and in academia today focuses predominantly on what this new technology can do for the art market rather than art itself. However, framing NFTs in art in the context of money and markets draws attention away from the more subtle and creative role of NFTs. Consequently, this article asks: What is the role of NFTs in art, (...)
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  • The Last Recreational Land VR experience: A non-naturalistic artistic visualization practice with emerging technologies.Hin Nam Fong - 2023 - Technoetic Arts 21 (1):15-33.
    This article introduces a novel use of technologies to visualize space and temporary structures in public space as a critical and speculative method for artistic research. Imitation and iconification have been vital in visual culture since civilization began. Science has become proficient in picturing invisible matter and numerical data. However, we are limited to visualizing these data in an iconic, ‘understandable’ way, that is, to some extent, reductionist. A non-naturalistic artistic visualization (NNAVi) method is proposed to discover and present the (...)
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  • A neuroarchitectural perspective to immersive architectural environments.Esen Gökçe Zdamar - 2023 - Technoetic Arts 21 (1):35-51.
    As digital and immersive architectural installations and augmented reality applications generate new sensations, new digital dimensions and boundaries create new perceptions of our built environment. Digital architectural installations as immersive environments make data visible and tangible and give access to data as an experiential flow. Like the works of Refik Anadol, TeamLab or Universal Everything, digital architectural installations point to a neuroarchitectural and neurophenomenological atmosphere that refers to the understanding and measurement of embodied human experience, and how spaces affect people (...)
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  • Learning the Grammar of Animacy.Robin Wall Kimmerer - 2017 - Anthropology of Consciousness 28 (2):128-134.
    Puhpowee translates as the force that causes mushrooms to push up from the earth overnight. Biologist Robin Kimmerer was stunned that such a word existed. For all its technical vocabulary, Western science has no such term, no word to hold this mystery. You would think that biologists, of all people, would have words for life. But in Western scientific language, terminology is used to define the boundaries of our knowing. What lies beyond our grasp remains unnamed. A citizen member of (...)
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  • A Poetics of Designing.Claudia Westermann - 2019 - In Thomas Fischer & Christiane M. Herr, Design Cybernetics: Navigating the New. Springer Verlag. pp. 233-245.
    The chapter provides an overview on what it means to be in a world that is uncertain, e.g., how under conditions of limited understanding any activity is an activity that designs and constructs, and how designing objects, spaces, and situations relates to the (designed) meta-world of second-order cybernetics. Designers require a framework that is open, but one that supplies ethical guidance when ‘constructing’ something new. Relating second-order design thinking to insights in philosophy and aesthetics, the chapter argues that second-order cybernetics (...)
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