Performance, Technology, & Science
Johannes Birringer
Performance, Technology, & Science by Johannes Birringer explores convergences between performance and science through an investigation of new technologies that drive computer-mediated, interactive art. In tracing the evolution of digital performance within a particular history of engineering and theatre that now expands to a wide range of practices in design, dance, architecture, fashion, games, music, robotics, telematic performance, and ‘post-production’ theatre, the author focuses on interactive performance, installation and Internet art.
Internationally known practitioners and their works are introduced to formulate provocative ideas on computation, complexity, emergence and self-organizing systems in contemporary peformance which are inspired by biology and biotechnology.
Wide-ranging and richly illustrated essays uncover shifts that have occurred globally in the aesthetic understanding of performance within computer-augmented virtual and networked environments. The work of key artists, theatre and dance companies, and laboratories demonstrate how scientific concepts have influenced digital performance, including those inspired by biology and the life sciences. Challenging common assumptions about embodiment and the digital, this study addresses how artists use artificial intelligence, machine learning, and sensing technologies not only to enhance the range of expression and visualization, but to bridge the gap between the work and its user.
Table of Contents
Acknowledgments
Introduction
I. MOVING THROUGH TECHNOLOGIES
1. Trackback 1: Performance and Moving Images
2. Machines and Bodies
3. Trackback 2: Algorithms, Dance, and Technology
4. Performance and Engineering
5. Deafman Glance and Molecular Gaze
II. THE INTERACTIVE PARADIGM
6. River Beds and Gardens: The Tactile Interface Environment
7. Interactive Systems
8. Between Mapping and Artificial Intelligence
III. DIGITAL ENVIRONMENTS, WEARABLE SPACES
9. Architecture and the Digital
10. Installations and the Participant-User
11. Design Futures: Wearables
12. Level Up: Games and Telepresence
IV. ARTIFICIAL INTELLIGENCE
13. Thinking Images: A Conversation with Paul Kaiser and Marc Downie
V. BIOTECHNOLOGIES
14. Performance and Science
15. Conclusion: Bio-Art and Interactors
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