DIGITAL TRAUMA (REF)

Después del cine. Imagen y realidad en la era digital. Àngel Quintana

En 1995, el cinematógrafo cumplió cien años. A partir de esta fecha simbólica empezó una curiosa mutación: cambiaron los sistemas de producción, las formas de ver y el soporte, que pasó del celuloide a lo digital. Después del cine es una reflexión sobre dicha transformación, que no es únicamente tecnológica—la sustitución de la fotografía en movimiento por la imagen pixelada—, sino también cultural—puesto que la imagen digital ha redefinido la relación entre imagen y realidad en el mundo contemporáneo, el de la web 2.0—. En su recorrido el libro propone numerosos ejemplos: los blockbusters hollywoodienses que utilizan la imagen en 3D; la textura digital; los documentales rodados con cámaras de baja definición y las imágenes de la guerra de Irak colgadas en YouTube.

 

http://www.acantilado.es/catalogo/despues-del-cine-566.htm

DIGITAL TRAUMA

SYNOPSIS:

If we can access our past at any given moment, to what extent can we get rid of it and look ahead? What consequences do the access to a digital memory (including access to the words, images and sounds of the horrors of the past) have for post-conflict societies? Can a digital memory become a powerful tool to ignite more profound ethnic hate, violence and war?.

I´m interested in how the ubiquity and pervasive nature of digital technology is reshaping our view of our past, and therefore our identity. I wonder what are the effects of the shift from analog to digital on the construction of cultural memory and what are the implications of those effects?.

Method: All the images and sounds are the combination of the result from typing the words in Google search box.

I Recommend to watch this video in full screen mode with the volume very high and headphones to get the inmersive atmosphere. Don´t forget HD button on.

 

THE VIRTUAL WINDOW. ANNE FRIEDBER

As we spend more and more of our time staring at the screens of movies, televisions, computers, and handheld devices–«windows» full of moving images, texts, and icons–how the world is framed has become as important as what is in the frame. In The Virtual Window, Anne Friedberg examines the window as metaphor, as architectural component, and as an opening to the dematerialized reality we see on the screen.In De pictura (1435), Leon Battista Alberti famously instructed painters to consider the frame of the painting as an open window. Taking Alberti’s metaphor as her starting point, Friedberg tracks shifts in the perspectival paradigm as she gives us histories of the architectural window, developments in glass and transparency, and the emerging apparatuses of photography, cinema, television, and digital imaging. Single-point perspective–Alberti’s metaphorical window–has long been challenged by modern painting, modern architecture, and moving-image technologies. And yet, notes Friedberg, for most of the twentieth century the dominant form of the moving image was a single image in a single frame. The fractured modernism exemplified by cubist painting, for example, remained largely confined to experimental, avant-garde work. On the computer screen, however, where multiple «windows» coexist and overlap, perspective may have met its end.In this wide-ranging book, Friedberg considers such topics as the framed view of the camera obscura, Le Corbusier’s mandates for the architectural window, Eisenstein’s opinions on the shape of the movie screen, and the multiple images and nested windows commonly displayed on screens today. The Virtual Window proposes a new logic of visuality, framed and virtual: an architecture not only of space but of time.

TIME AND THE DIGITAL. Timothy Scott Barker

Eschewing the traditional focus on object/viewer spatial relationships, Timothy Scott Barker’s Time and the Digital stresses the role of the temporal in digital art and media. The connectivity of contemporary digital interfaces has not only expanded the relationships between once separate spaces but has increased the complexity of the temporal in nearly unimagined ways. Invoking the process philosophy of Whitehead and Deleuze, Barker strives for nothing less than a new philosophy of time in digital encounters, aesthetics, and interactivity.
Of interest to scholars in the fields of art and media theory and philosophy of technology, as well as new media artists, this study contributes to an understanding of the new temporal experiences emergent in our interactions with digital technologies.