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Jahi Nelson's List: ART HISTORY

    • What is an Artist's Statement? 

      An artist's statement is a short document written by the artist  which provides a window into the artist's world. It offers insight into  a single piece or an entire body of work and by describing the artist's  creative process, philosophy, vision, and passion. It enlightens and  engages while at the same time giving the audience - potential buyers,  exhibition curators, critics, fellow artists, or casual browsers - the  freedom to draw their own conclusions. An artist's statement reads  easily, is informative, and adds to the understanding of the artist.

      • What is an Artist Statement?

    • What isn't an Artist's Statement? 

      An artist's statement is not a résumé, a biography, a list of  accomplishments and awards, a summary of exhibitions, or a catalogue of  works. It is not insignificant and should not be hastily written. It  is not difficult to understand, pretentious, irritating, or (gasp!)  laughter-provoking.

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      • Gestalt Principles - Law of Pragnanz

    • Gestalt is also known as the "Law of Simplicity" or the "Law of Pragnanz" (the entire figure or configuration), which states that every stimulus is perceived in its most simple form.  

       

      Gestalt theorists followed the basic principle that the whole is greater than the sum of its parts. In other words, the whole (a picture, a car) carried a different and altogether greater meaning than its individual components (paint, canvas, brush; or tire, paint, metal, respectively). In viewing the "whole," a cognitive process takes place – the mind makes a leap from comprehending the parts to realizing the whole,    

       

      We visually and psychologically attempt to make order out of chaos, to create harmony or structure from seemingly disconnected bits of information.   

       

      The prominent founders of Gestalt theory are Max Wertheimer, Wolfgang Kohler, and Kurt Koffka.

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    • The Hockney-Falco Thesis: Our thesis is that certain elements in certain paintings made as early as c1430 were produced as a result of the artist using either concave mirrors or refractive lenses to project the images of objects illuminated by sunlight onto his board/canvas. The artist then traced some portions of the projected images, made sufficient marks to capture only the optical perspective of other portions, and altered or completely ignored yet other portions where the projections did not suit his artistic vision. As a result, these paintings are composites containing elements that are "eyeballed" along with ones that are "optics-based." Further, starting at the same time, the unique look of the projected image began to exert a strong influence on the appearance of other works even where optical projections had not been directly used as an aid.
    • The Irish Times

      June 13, 2013 Thursday
      • The early history of the camera.

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    • In the late nineteenth century, dissension in the ranks of amateur photography societies in Europe began to erupt. The organizations had been formed in the mid-1800s to promote the medium of photography, but there was disagreement as to how this should be done. Some members were interested primarily in the technical aspects of the camera and its capacity for creating accurate reproductions, and some were devoted to the medium's artistic possibilities. Within this second group, there were two camps—those who preferred to exploit the camera's detailed description of the world in front of it; and those who wanted to develop its impressionistic and expressive potential. As the turn of the century approached, these divisions became increasingly sharp. One incident that crystallized the problem arose over the hanging of the 1891 exhibition of the Royal Photographic Society of Great Britain, in which Henry Peach Robinson backed the inclusion of an Impressionist photograph by George Davison. Its refusal eventually led to Robinson's defection from the group; in 1892, he and several like-minded individuals formally seceded from the Royal Photographic Society and formed their own association, the Linked Ring. The group dedicated itself to the advancement of the art of photography and conducted itself much like a secret society—each member was a "link" and possessed a pseudonym to be used at the meetings, which were conducted as formal, Symbolist-inspired ceremonies. The controversy between the two aesthetic camps—those who insisted that photographs should not be altered at any stage of development and those who believed that such manual intervention was necessary to make clear the artist's role—was continued in lively debates that clarified the aesthetic role of photography in late nineteenth- and early twentieth-century art.
      • Pictorialism History

    • Pictorialism in America
    • After the introduction of the handheld amateur camera by Kodak in 1888, patrician gentlemen with artistic ambitions no longer dominated the medium of photography. As an army of weekend "snapshooters" invaded the photographic realm, a small but persistent group of photographers staked their medium's claim to membership among the fine arts. They rejected the point-and-shoot approach to photography and embraced labor-intensive processes such as gum bichromate printing, which involved hand-coating artist papers with homemade emulsions and pigments, or they made platinum prints, which yielded rich, tonally subtle images. Such photographs emphasized the role of the photographer as craftsman and countered the argument that photography was an entirely mechanical medium. Alfred Stieglitz was the most prominent spokesperson for these photographers in America, and in 1902 he and several like-minded associates in the New York Camera Club—including Gertrude Käsebier (1987.1100.13), and Frank Eugene (33.43.303), who came to New York from Ohio and eventually founded a school devoted to Pictorial photography. Other American Pictorialist photographers, such as F. Holland Day (33.43.158), who had mounted the first important exhibition of American Pictorial photography in 1900—The New School of American Photography at the Royal Photographic Society in England—chose to maintain independence from the group in order to pursue aesthetic goals away from Stieglitz's opinionated and often overbearing personality. Others, among them Adolph de Meyer (49.55.327), became associated with the Photo-Secession by Stieglitz's invitation.
    • Introduction to Stereo Photography
      • Charles Wheatstone's Stereo Photography Discovery

    • In what seems like an amazing coincidence, Charles Wheatstone announced his discovery of the principles of stereoscopic vision in 1838, and only 6 months later Henry Fox Talbot and Louis Daguerre announced their respective discoveries of photography. Ever since, people have been combining the two. In fact, some of the first stereo photos were taken by Henry Fox Talbot, the inventor of the positive/negative approach to photography.  

      3D or stereoscopic photography uses two images of a scene taken from slightly different viewpoints—called a stereo pair.

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    • xpatriate Englishman Eadweard Muybridge (1830–1904),   a brilliant and eccentric photographer, gained worldwide fame photographing   animal and human movement imperceptible to the human eye. Hired by railroad   baron Leland Stanford in 1872, Muybridge used photography to prove that   there was a moment in a horse’s gallop when all four hooves were   off the ground at once. He spent much of his later career at the University   of Pennsylvania, producing thousands of images that capture progressive   movements within fractions of a second.
    • A BRIEF HISTORY OF THE
       CARTE DE VISITE
    • Carte  de Visite   photographs--small albumen prints mounted on cards 2-1/2 by  4 inches--were wildly popular and made for decades in countries  around the world. The format was an international standard; for  the first time, relatives and friends could exchange portraits,  knowing they would find a place in the recipient's family  album--whether that album was located in Brooklyn, Berlin or  Brazil. In addition, unlike earlier photographs made with such  processes as the daguerreotype and ambrotype, cartes de  visite could be sent through the mail without the need for a  bulky case and fragile cover-glass. Their small size also made  them relatively inexpensive, and they became so widespread that by  1863 Dr. Oliver Wendell Holmes would write, "Card portraits, as  everybody knows, have become the social currency, the  'green-backs' of civilization."
       
        The  predecessors of cartes de visite were calling cards. During  the 1850s, it was the custom to present one's calling card at the  time of a social visit. These cards were smaller than today's  business cards, frequently consisting of a name engraved and  printed on glossy stock; in later years, designs became more  elaborate. Families would often provide decorative baskets or  trays to receive calling cards from visitors. During the 1850s,  there were sporadic reports of photographers in the U.S. or Europe  preparing photographic calling cards, in which the portrait  replaces the engraved name. The example shown here is a rare  survivor: a salt print 1-7/8 inches tall on glossy card stock, 2"  x 3-1/4". Other early salt print calling cards vary in size.
      • Carte De Visite - The Original Business Card

    • Carte de visite
    • The carte de visite (abbreviated CdV or CDV, and also spelled carte-de-visite or erroneously referred to as carte de ville) was a type of small photograph which was patented in Paris, France by photographer André Adolphe Eugène Disdéri in 1854, although first used by Louis Dodero.[1][2] It was usually made of an albumen print, which was a thin paper photograph mounted on a thicker paper card. The size of a carte de visite is 54.0 mm (2.125 in) × 89 mm (3.5 in) mounted on a card sized 64 mm (2.5 in) × 100 mm (4 in). In 1854, Disdéri had also patented a method of taking eight separate negatives on a single plate, which reduced production costs. The Carte de Visite was slow to gain widespead use until 1859, when Disdéri published Emperor Napoleon III's photos in this format.[3] This made the format an overnight success, and the new invention was so popular it was known as "cardomania"[4] and eventually spread throughout the world.

       

      Each photograph was the size of a visiting card, and such photograph cards became enormously popular and were traded among friends and visitors. The immense popularity of these card photographs led to the publication and collection of photographs of prominent persons. "Cardomania" spread throughout Europe and then quickly to America. Albums for the collection and display of cards became a common fixture in Victorian parlors.

       

      By the early 1870s, cartes de visite were supplanted by "cabinet cards," which were also usually albumen prints, but larger, mounted on cardboard backs measuring 110 mm (4.5 in) by 170 mm (6.5 in). Cabinet cards remained popular into the early 20th century, when Kodak introduced the Brownie camera and home snapshot photography became a mass phenomenon.

    • A BRIEF HISTORY OF HIGH SPEED PHOTOGRAPHY 1851-1930
    • The beginning of high speed photography might be considered to be William Henry Fox Talbot's experiment in 1851. He attached a page of the London Times newspaper to a wheel, which was rotated in front of his wet plate camera in a darkened room. As the wheel rotated, Talbot exposed a few square inches of the newspaper page for about 1/2000th of a second, using spark illumination from Leyden jars. This experiment resulted in a readable image.
    • Collodion processes were capable of recording microscopically fine detail, so their use for some special purposes continued long after the advent of the gelatin dry plate. The wet plate collodion process was still in use in the printing industry in the 1960s for line and tone work (mostly printed material involving black type against a white background) as for large work it was much cheaper than gelatin film. One collodion process, the tintype, was still in limited use for casual portraiture by some itinerant and amusement park photographers as late as the 1930s, by which time tintypes were already regarded as quaintly old-fashioned.

       

      The collodion process is said to have been invented, almost simultaneously, by Frederick Scott Archer and Gustave Le Gray in about 1850. During the subsequent decades of its popularity, many photographers and experimenters refined or varied the process.

      • The Collodian Process

    • The discovery of anaglypic 3-D appeared in the 1850's as the result of experiments by the Frenchman Joseph D'Almeida. Color separation took place using red/green or red/green filters and early anaglyphs were displayed using glass stereo lantern slides.William Friese-Green created the first 3-D anaglypic motion pictures in 1889 which first went on show to the public in 1893. These anaglypic films designated as plasticons or plastigrams enjoyed great success during the 1920's. The films used a single film with the green image emulsion on one side of the film and the red image emulsion on the other. In 1922, an interactive plasticon opened at the Rivoli Theater in New York titled "Movies of the Future". The film provided the viewer with an optional ending. The happy ending was viewed using the green filter whilst the tragic ending could be seen using the red filter.
    • Demachy was, with Émile Joachim Constant Puyo, the leader of the French Pictorial movement in France. His aesthetic sophistication and skill with the gum bichromate technique, which he revived in 1894 and pressed into the service of fine art photography, were internationally renowned. With the gum medium, he was able to achieve the appearance of a drawing or printmaking process-in this photograph, he has added marks characteristic of etching during intermediate stages of development-in order to advocate photography's membership in the fine arts by revealing the intervention of the photographer's hand in the printmaking stage of the photographic process. The result attested to Demachy's mastery of his medium, but also proved his ability to unify a composition and select significant details from the myriad of facts available in his negatives. In this picture, Demachy has gently elided the background and erased the features of the left third of the image in order to emphasize the grace and delicacy of the ballet dancer that is its subject.
      • About the photographer - Robert Demachy

    • Behavior
       The scenarios, rules, stimuli, incentives, and narratives envisioned by the designers come alive in the behaviors they encourage and elicit from the players, whether individual or social. A purposefully designed video game can be used to train and educate, to induce emotions, to test new experiences, or to question the way things are and envision how they might be. Game controllers are extensions and enablers of behaviors, providing in some cases (i.e. Marble Madness) an uncanny level of tactility.

       

      Aesthetics
       Visual intention is an important consideration, especially when it comes to the selection of design for an art museum collection. As in other forms of design, formal elegance has different manifestations that vary according to the technology available. The dry and pixilated grace of early games like M.U.L.E. and Tempest can thus be compared to the fluid seamlessness of flOw and vib-ribbon. Just like in the real world, particularly inventive and innovative designers have excelled at using technology’s limitations to enhance a game’s identity—for instance in Yars’ Revenge.

       

      Space
       The space in which the game exists and evolves—built with code rather than brick and mortar—is an architecture that is planned, designed, and constructed according to a precise program, sometimes pushing technology to its limits in order to create brand new degrees of expressive and spatial freedom. As in reality, this space can be occupied individually or in groups. Unlike physical constructs, however, video games can defy spatial logic and gravity, and provide brand new experiences like teleportation and ubiquity.

       

      Time
       How long is the experience? Is it a quick five minutes, as in Passage? Or will it entail several painstaking years of bliss, as in Dwarf Fortress? And whose time is it anyway, the real world’s or the game’s own, as in Animal Crossing? Interaction design is quintessentially dynamic, and the way in which the dimension of time is expressed and incorporated into the game—through linear or multi-level progressions, burning time crushing obstacles and seeking rewards and goals, or simply wasting it—is a crucial design choice.

      • Interactive Design Traits

    • The Rosetta Stone
    • A valuable key to the decipherment of hieroglyphs, the inscription on the Rosetta Stone is a decree passed by a council of priests. It is one of a series that affirm the royal cult of the 13-year-old Ptolemy V on the first anniversary
       of his coronation.

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    • London—Several years ago, discussions of art and technology usually began with the handy citation of C. P. Snow’s famous “two cultures” assertion that art and science did not mix, that “literary culture,” traditionally the lodestone of the arts, was separated from “scientific culture” by a yawning gap. In the most modern arts today, the gap no longer yawns. It hardly exists.

       

      Even a passing glance at what is happening to the visual and performing arts will confirm that the scene is anything but Snow-bound. In London, as in New York, art and science intertwine like sine-waves crisscrossing on the screen of an oscilloscope.

    • Artists, of course, have always responded to the technology that springs from scientific discovery. The interaction between art and technology might be traced all the way back to the prehistoric cave painters, or to Leonardo Da Vinci’s efforts to reconcile artistic inspiration with mechanical invention, or to the impact on studio painting of putting pigments in portable tubes. Modern artists have even used technology to ridicule technology. Pop artists Andy Warhol and Robert Rauschenberg put down the paintbrush for the silk-screen stencil and made salable, venerated art works of Brillo boxes, soup cans and everyday newspaper photos, using the images of the supermarket and the scandal-sheet to mock commercialist, sensation-seeking society. Jean Tinguely’s jitterbugging junk constructions, programmed for sound as well as movement, sarcastically comment on society’s mania for mechanistic efficiency by purposely breaking down or even destroying themselves.

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    • Cybernetic Serendipity (ICA 1968) was one of the most important exhibitions of the 60s - kept open longer due to popular demand. That year, Jack Burnham's book Beyond Modern Sculpture: The Effects of Science and Technology on the Sculpture of This Century, proposed a bold teleology of sculpture leading towards the cybernetic. So what happened to the robotic exhibition and computer generated art work? As proficiency with technology grew and computers became commonplace, the technological art exhibition seemed to become an anachronism. The only acceptable cyborg was the homemade kind produced by artists such as Bruce Lacey. Contemporary use of technology in art has become located in its own sphere of artistic practice, with galleries and groups dedicated to new media and new technologies with a special emphasis on the 'hope' of a super connected New Babylon. Why is there such a divisive split between art exhibitions and media art exhibitions? Should curators be more embracing of technologies? Is there good reason to be mistrustful of the use of technology in art and exhibition making?
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