91,715 research outputs found
Taste and the algorithm
Today, a consistent part of our everyday interaction with art and aesthetic artefacts occurs through digital media, and our preferences and choices are systematically tracked and analyzed by algorithms in ways that are far from transparent. Our consumption is constantly documented, and then, we are fed back through tailored information. We are therefore witnessing the emergence of a complex interrelation between our aesthetic choices, their digital elaboration, and also the production of content and the dynamics of creative processes. All are involved in a process of mutual influences, and are partially determined by the invisible guiding hand of algorithms.
With regard to this topic, this paper will introduce some key issues concerning the role of algorithms in aesthetic domains, such as taste detection and formation, cultural consumption and production, and showing how aesthetics can contribute to the ongoing debate about the impact of today’s “algorithmic culture”
Harsh Poetry and Art's Address: Romare Bearden and Hans-Georg Gadamer in Conversation
In this essay, I analyze Romare Bearden’s art, methodology, and thinking about art, as well as his attempt to harmonize his personal aesthetic goals with his sociopolitical concerns. I then turn to Hans-Georg Gadamer’s reflections on art and our experience (Erfahrung) of art. I show how Bearden’s approach to art and the artworks themselves resonate with Gadamer’s critique of aesthetic consciousness and his contention that artworks address us, make claims upon us, and even reveal truth. Lastly, I discuss Gadamer’s emphasis on the spectator’s active yet non-mastering role in the event of art’s address—an event that implicates the spectator and has the potential to transform him or her. This leads to a discussion of Gadamer’s notion of the type of self-(and world) understanding that occurs through aesthetic experience. I close by returning to Bearden in order to discuss how his art unearths a crucial feature of our being-in-the-world. I call this feature “world-unmasking” and show how it expands and enriches Gadamer’s account
Aesthetics, Video Art and Television
The author reviews two symposia: \u27The Video Arts: Demonstration and Discussion\u27, The American Society for Aesthetics, New York City, 28 Oct. 1978, and \u27The Aestheticians Look at Television\u27, National Association of Education Broadcasters, Washington, D.C., 30 Oct. 1978. He also presents an evaluation of the current state of video art in terms of philosophical aesthetics. Furthermore, he attempts to make a clear distinction between television and video art. The differences cited include corporate studio efforts vs efforts of individual artists, commercial vs artistic purpose and the substantial differences between production methods. Other issues considered are style, intimacy and narcissism
An Impossible Utopia: People’s Art and the Cultural Revolution
The Great Proletarian Cultural Revolution period of the People’s Republic of China (1966-1976) was crucial in the creation of modern-day China. The material culture of that period mirrors the turbulent political activity of students and the directives of the Communist Party’s central leadership during the height of the Mao Zedong personality cult. The commercial manufacture of posters, often the sole decoration available for the public and private spheres, offers strong examples of the design style of this time. The posters are not only indicative of the propagandistic fervor of production, but the aesthetic changes initiated in the visual and performing arts during the period as the state consciously manipulated style in an effort to create a “people’s” art and envision a Marxist utopia. This paper suggests that a comprehension of folk arts and popular culture is essential for understanding the visual language of this specific geographic and political space. A new perspective on the reconciliation of reality and ideology during the Cultural Revolution is gained through an analysis of popular form and content, and reveals not only the basis of a modern mass culture, but the unprecedented unification of high and low art forms
Somaesthetics and Dance
Dance is proposed as the most representative of somaesthetic arts in Thinking Through the Body: Essays in Somaesthetics and other writings of Richard Shusterman. Shuster- man offers a useful, but incomplete approach to somaesthetics of dance. In the examples provided, dance appears as subordinate to another art form (theater or photography) or as a means to achieving bodily excellence. Missing, for example, are accounts of the role of dance as an independent art form, how somaesthetics would address differences in varying approaches to dance, and attention to the viewer’s somaesthetic dance experience. Three strategies for developing new directions for dance somaesthetics are offered here: identify a fuller range of applications of somaesthetics to dance as an independent art form (e.g. Martha Graham); develop somaesthetics for a wider range of theatre dance (e.g. ballet, modern and experimental dance); and relate somaesthetics to more general features of dance (content, form, expression, style, kinesthetics) necessary for understanding the roles of the choreographer/dancer and the viewer
Enhancing Perceptual Attributes with Bayesian Style Generation
Deep learning has brought an unprecedented progress in computer vision and
significant advances have been made in predicting subjective properties
inherent to visual data (e.g., memorability, aesthetic quality, evoked
emotions, etc.). Recently, some research works have even proposed deep learning
approaches to modify images such as to appropriately alter these properties.
Following this research line, this paper introduces a novel deep learning
framework for synthesizing images in order to enhance a predefined perceptual
attribute. Our approach takes as input a natural image and exploits recent
models for deep style transfer and generative adversarial networks to change
its style in order to modify a specific high-level attribute. Differently from
previous works focusing on enhancing a specific property of a visual content,
we propose a general framework and demonstrate its effectiveness in two use
cases, i.e. increasing image memorability and generating scary pictures. We
evaluate the proposed approach on publicly available benchmarks, demonstrating
its advantages over state of the art methods.Comment: ACCV-201
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