Multimedia: From Wagner to Virtual
Reality
Course Description
Multimedia: From
Wagner to Virtual Reality is an overview of the pioneering artists
and scientists who have brought about the dissolution of boundaries
that have traditionally existed between the artistic and technological
disciplines. The course surveys the work and ideas of artists
who have explored new interactive and interdisciplinary forms,
as well as engineers and mathematicians who have developed information
technologies and influential scientific and philosophical ideologies
that have influenced the arts. Seminal artistic movements and
genres will be explored, such as: the Futurists,
Bauhaus,
kinetic
sculpture, Happenings,
video
art, electronic
theater, etc. It is a study of the invention of information
technologies and new human-machine paradigms that have come
to define the medium of the personal computer, including: cybernetics,
augmented
intelligence, hypertext,
human-computer
symbiosis, graphical
user interface, etc.
This broad historical
analysis helps illuminate an understanding of the emerging digital
arts and its aesthetics, strategies, trends, and socio-cultural
aspirations. Central to this analysis is an understanding of
key concepts for the interpretation of evolving multimedia forms:
including integration,
interactivity,
hypermedia,
immersion,
and narrativity.
The course reveal hows these primary elements of contemporary
media have roots in electronic and performance art prior to
the digital era.
Week 1 Overture
Review of course objectives,
readings, assignments, projects, and grading.
Introduction
to Multimedia: From Wagner to Virtual Reality through an overview
of the interactive
timeline, that covers 17,000 years of historical precedence
and pioneering work and ideologies by artists and scientists,
from the Caves of Lascaux to the present.
Assigned Reading
Randall
Packer and Ken Jordan, "Overture,"
Multimedia: From Wagner to Virtual Reality
Weeks 2 - 3 Integration
Definition: Integration
- The blurring of traditional boundaries between disciplines
such as the arts and science or between discrete
media.
A discussion
of key 19th and 20th Century developments in the integration
of the arts and technology, beginning with the work of composer
Richard
Wagner and his idealized notion of the Gesamtkunstwerk (Total
Artwork), followed by Bauhaus artist László
Moholy-Nagy, who began working with electronic and kinetic
forms in the 1920s, and Bell Labs engineer Billy
Klüver, who was a central figure in the New York art
world during the 1960s with the formation
of E.A.T. (Experiments in Art and Technology).
Assigned Reading
Richard
Wagner, "The Artwork of the Future," 1848
László Moholy-Nagy, "Theater, Circus, Variety,"
The Theater of the Bauhaus, 1929
Billy Klüver, "Northeastern
Power Failure" 1966
Weeks 4 - 5 Interactivity
Definition: Interactivity
- Reciprocal exchange between the viewer and the artwork, the
ability to manipulate media and objects intuitively and with
immediacy.
This topic explores
the evolution of the technical, aesthetic, and cognitive concepts
behind human-computer interactions, and their influence on the
art, design and application of interactive media. Beginning
with the fundamentals of cybernetics as conceived by engineer
Norbert
Wiener in the late 1940s, we will discuss subsequent scientific
breakthroughs in human-computer interaction including Douglas
Engelbart's oNLine System and invention of the mouse. We
will then explore parallel cybernetic and interactive tendencies
emerging in the arts during the 1960s through the writings and
work of John
Cage and Roy
Ascott.
Assigned Reading
Norbert
Wiener, "Cybernetics in History," Human Use of Human Beings
: Cybernetics in Society, 1954
Douglas Engelbart, "Augmenting Human Intellect:
A Conceptual Framework," 1962
John Cage, "Diary: Audience 1966," A Year
From Monday, 1966
Roy Ascott, "Behavioral Art and the Cybernetic Vision,"
1967
Weeks 6 - 7 Hypermedia
Definition: Hypermedia
- The non-sequential linking of information, events, and discrete
media.
A discussion
of the evolution of hypermedia and the non-linear association
of information resulting in the collapse of traditional spatial
and temporal boundaries. We will begin with Vannevar
Bush's seminal investigation into the concept of the hyperlink
through his design of the Memex in 1945, the prototypical multimedia
workstation. This will be followed by Ted
Nelson's coining of the term hypertext in the early 1960s,
in which non-linear associative thinking was applied to human-computer
interaction, concluding with Alan
Kay's creation of the graphical user interface and the first
hypermedia system for a personal computer at Xerox PARC in the
1970s.
Assigned Reading
Vannevar
Bush, "As We May Think," Atlantic Monthly, 1945
Ted Nelson, Computer Lib / Dream Machines" 1974
Alan Kay and Adele Goldberg, "Personal Dynamic Media,"
1977
Weeks 8 - 9 Immersion
Definition: Immersion
- The experience of entering a multi-sensory representation
of three-dimensional space.
An exploration of the evolution
of virtual reality and 3D virtual space: multimedia as an immersive
experience that engages all the senses. We will overview the
research of artists and scientists dating back to the 1950s,
including Morton
Heilig, Ivan
Sutherland, Myron
Krueger, and Scott
Fisher, who have pioneered the tools and aesthetics of virtual
reality, stereoscopic imaging, and telepresence, leading to
the creation of digital, immersive environments.
Assigned Reading
Morton
Heilig, "The Cinema of the Future," 1955
Ivan Sutherland, "The Ultimate Display" 1966
Scott Fisher, "Virtual
Environments," 1989
Weeks 10 - 11 Narrativity
Definition: Narrativity
- Interactive, branching forms that lend the user control over
the narrative, diminishing the traditional primacy of the author's
voice.
This final investigation
focuses on the reshaping of narrative with new nonlinear, interactive,
and electronic forms of media and communication. We will discuss
the pioneering interactive media art of Lynn
Hershman, text-based virtual realities (MUDs) as discussed
by Pavel
Curtis, and video artist Bill
Viola's critique of emerging new possibilities for artistic
creation in the context of interactive, immersive, and hypermediated
forms. This analysis includes a survey of the installations
of Bill Viola from his 25th
year retrospective exhibition.
Assigned Reading
Bill Viola,
"Will There be Condominium's In Dataspace?," 1983
Lynn Hershman, "The Fantasy Beyond Control," Art
and Technology, 1990
Pavel Curtis, "MUdding: Social Phenomena in Text-Based
Virtual Realities," 1992
Weeks 12 - 13 The Future is Under Construction
Definition: Future
of multimedia - A telematic society collectively producing
an expanded intelligence and knowledge through new forms of
art and social engagement through digital technologies.
"Human intelligence?
Its space is dispersion. Its time, the eclipse. Its knowledge,
the fragment. Collective intelligence realizes its reintegration...
Through the intermediary of virtual worlds, we can not only
exchange information but think together, share our memories
and our plans to produce a cooperative brain."
Pierre Lévy, from Collective Intelligence
This final session
brings together a selection of scientific, artistic, and cultural
theorists whose writings have influenced our perception and
understanding of new media, its socio-cultural impact, its technical
possibilities, its artistic implications. Roy
Ascott, Marcos
Novak, and Pierre
Lévy agree that through the pervasive assimilation
of networked media, there will be new potential for aesthetic,
scientific and social transformation.
Assigned Reading
Roy Ascott,
"Is There Love in the Telematic Embrace," 1990
Marcos Novak, "Liquid Architectures in Cyberspace,"
1991
Pierre Lévy, "The Art and Architecture of Cyberspace",
Collective Intelligence, 1995
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