The sonic has come to occupy center stage in the arts and humanities. In the age of computational media, sound and its subcultures can offer more dynamic ways of accounting for bodies, movements, and events. In The Rhythmic Event, Eleni Ikoniadou explores traces and potentialities prompted by the sonic but leading to contingent and unknowable forces outside the periphery of sound. She investigates the ways in which recent digital art experiments that mostly engage with the virtual dimensions of sound suggest alternate modes of perception, temporality, and experience.
In Biopolitical Screens, Pasi Väliaho charts and conceptualizes the imagery that composes our affective and conceptual reality under twenty-first-century capitalism. Väliaho investigates the role screen media play in the networks that today harness human minds and bodies—the ways that images animated on console game platforms, virtual reality technologies, and computer screens capture human potential by plugging it into arrangements of finance, war, and the consumption of entertainment.
Wearable technology—whether a Walkman in the 1970s, an LED-illuminated gown in the 2000s, or Google Glass today—makes the wearer visible in a technologically literate environment. Twenty years ago, wearable technology reflected cultural preoccupations with cyborgs and augmented reality; today, it reflects our newer needs for mobility and connectedness. In this book, Susan Elizabeth Ryan examines wearable technology as an evolving set of ideas and their contexts, always with an eye on actual wearables—on clothing, dress, and the histories and social relations they represent.
Music in video games is often a sophisticated, complex composition that serves to engage the player, set the pace of play, and aid interactivity. Composers of video game music must master an array of specialized skills not taught in the conservatory, including the creation of linear loops, music chunks for horizontal resequencing, and compositional fragments for use within a generative framework.
The artist Lee Lozano (1930–1999) began her career as a painter; her work rapidly evolved from figuration to abstraction. In the late 1960s, she created a major series of eleven monochromatic Wave paintings, her last in the medium.
Throughout his career, Philip Guston’s work metamorphosed from figural to abstract and back to figural. In the 1950s, Guston (1913–1980) produced a body of shimmering abstract paintings that made him—along with Willem de Kooning, Jackson Pollock, and Franz Kline—an influential abstract expressionist of the “gestural” tendency. In the late 1960s, with works like The Studio came his most radical shift.
For more than four decades, the elusive but influential Los Angeles-based artist John Knight has developed a practice of site specificity that tests both architectural and ideological boundaries of the museum, gallery, and public sphere. Knight’s works defy notions of stylistic coherence, even, at times, of instant recognizability.
In this challenging but exhilarating work, Sha Xin Wei argues for an approach to materiality inspired by continuous mathematics and process philosophy. Investigating the implications of such an approach to media and matter in the concrete setting of installation- or event-based art and technology, Sha maps a genealogy of topological media—that is, of an articulation of continuous matter that relinquishes a priori objects, subjects, and egos and yet constitutes value and novelty.
As the American environmental movement emerged in the 1960s and 1970s, ecological perspectives also emerged in art. But ecological artworks were not limited to conventional understandings of environmental art as something that had to be located outdoors or made of organic materials. Created in a range of media, they reflected a widespread reconceptualization of the material world and a sense of the interconnectedness of all things.