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Zastosuj identyfikator do podlinkowania lub zacytowania tej pozycji: http://hdl.handle.net/20.500.12128/8497
Tytuł: Bohater uwikłany w przestrzeniach wirtualnych
Autor: Korczak, Jarosław
Promotor: Łuszczak, Małgorzata
Słowa kluczowe: cyberprzestrzeń; język artystyczny; grafika; kultura masowa; nowe technologie informacyjne i komunikacyjne; przestrzenie wirtualne; relacje międzyludzkie; piękno; percepcja obrazów; sztuka
Data wydania: 2018
Wydawca: Katowice : Uniwersytet Śląski
Abstrakt: ADMISSION: Introduction contains is a preview of description of a human – the hero of virtual space, in the area of mass information exchange. It is a attempt to determine the significance of this dimension for the development of the entire human species, and especially the relationship between man and the world of culture and art. In this chapter was also raised the question of the origin of my interest in the topic of combining artistic language with new technologies . It contains a description of my education and experience in this area. PLACE: In the first part of the work I focus on the computerization process that our culture is currently undergoing. The subject of considerations is the coexistence of man and virtual space, which replaces physical interpersonal contact and changes the contemporary reception of works of art and culture. I presented the influenceof technology on portrait of humanity, and impact on expanding the medium and creative workshop. This part is closed the analysis of virtual space as a source that creates more and more artistic possibilities in the face of countless recipients. TIME: The next chapter of the work concerns the path that man has gone through to the current state of development: the creation of cyberspace and cyberculture – previously non existing communication opportunities, replacing distribution in traditional media. This part also contains a description of processes that use human primal mechanisms to create commercial value. I pay attention to the change of approach to beauty and its imaging, which is currently based on commercial values. I say that the commercial promotion has polluted human picture in virtual space, the same way as it has in physical space. MEDIUM: The concept of virtual space as a medium was presented at the beginning of the chapter. Chapter contains a description of the capabilities of this content transporter, allowing for many different types of manipulation and for the seamless combination of art forms. The multiplicity of representations offered by the virtual space combining all fields of art and science was analyzed. I also pay attention to the current definition of virtual space in media culture and procedures that limit virtual space only to entertainment values. I show the influence of computer technology on the current processes of creation and communication. EDUCATION: The fourth part describes the digitally enriched environment in which we are now and the educational aspects of this situation, the importance of reality stimulated by the virtual dimension and its impact on every aspect of our present life. The subject of responsibility due to the plasticity conditions of the human brain is discussed here. Was also presented the subject of the creativity, in which reality cyberculture was also undergoing a renaissance. ALGORITHMS AND PIXELS: In this chapter, attempts are made to present digital space in literature and cinema. The division into two-dimensional and three-dimensional space is shown here. The algorithms are also described as the basic building blocks of virtual space, which aim to find the most efficient solutions that help to achieve a higher level of advancement. There is also the display of virtual space as a technology that changes the consumption of visual communication. The role of man is also changing in this space, Who is not a passive recipient of the message, But becomes a navigator. This is marked as an example presenting the nature of new media. REPRESENTATION: The content of this chapter concerns imaging and its metamorphosis in virtual space. Describes processes that have influenced this development. It shows the keyness of the phenomenon of „madness of visibility” or readymade works in this process, as well as the consequent transfer of exhibition space to the Internet space. It contains an example of creating of the digital dimension and the introduction of mechanisms from the physical world to this dimension. Attention is also drawn to the characteristics of virtual space shaping. There are concepts of „fake news” or „trolling”, which determine a certain way of spreading content on the Internet. The influence of marketing in the context of cheaper and accessible digital art is also described. The chapter contains an example analysis of a new method of edited visual communication, which became the so-called Selfie, in the context of changing the canon of beauty – a simultaneous way of communicating and building the image of a modern digital space hero. This chapter discusses the subject of interpretability in imaging in the context of artificial intelligence technology. INSPIRATION: The chapter begins with a description of the characteristics of the changes and the plastic capacity of the virtual space. Then the phenomenon of building vision of our culture and the obligation to include balance between the digital and physical world is then presented. In this context, the Lascaux grotto model is cited as an example of visual activity that merges society in a visual ceremony. The conclusion is that the present virtual space is constructed to consume its collections in loneliness. Chapter describes the importance of conscious existence with a digital dimension that shapes the development of civilization. I also draws attention to the huge role of art in process of creating this dimension; virtual space gives us the opportunity to see ourselves from the perspective of all media absorbed by the digital dimension. WORKSHOP AND PROCESS: The last part of the work is devoted to the description of current state of contemporary graphics, which forms increasingly more methods, based largely on digital techniques. It contains the argumentation of choosing digital graphics as a discipline to carry out artistic work. I draw attention to often misleading interpretations: presenting computer creativity as a sequence and not noticing closeness to classical techniques. I conclude that today virtual space tends to literally imitate language of traditional art, and that only a departure from literalness can lead to its own language of this medium. This chapter describes my artistic and professional experience and linking this with my artistic activity, and doctoral thesis. I present the approach to composition and formal means is presented. The work ends with conclusions regarding the role of artists in the process of virtual space development.
URI: http://hdl.handle.net/20.500.12128/8497
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