The aesthetic experience in Virtual Worlds. L’esperienza estetica del virtuale. Tesi di Laurea di...

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The aesthetic experience in Virtual Worlds. L’esperienza estetica del virtuale. Tesi di Laurea di Daniela T. De Giorgi Relatore Paolo Costa Correlatore Luisa Bonesio 1 Università degli Studi di Pavia

Transcript of The aesthetic experience in Virtual Worlds. L’esperienza estetica del virtuale. Tesi di Laurea di...

Page 1: The aesthetic experience in Virtual Worlds. L’esperienza estetica del virtuale. Tesi di Laurea di Daniela T. De Giorgi Relatore Paolo Costa Correlatore.

The aesthetic experience in Virtual Worlds.L’esperienza estetica del virtuale.

Tesi di Laurea di Daniela T. De Giorgi

Relatore Paolo Costa

Correlatore Luisa Bonesio

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Università degli Studi di Pavia

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Summary

•Virtual VS Real•From Virtual to Hyperreal•Media Art•New Media Art•Net Art or Internet Art•Net.Art & Art Hacktivism•Art as a medium between body and technology•Metaverse worlds •Metaverse Art•Machinima•Mixed Reality

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Real (VS Imaginary) VS Virtual• REAL concerns the material

dimension of objects.

• IMAGINARY differs from Virtual because it just represents something.

• VIRTUAL can be considered as «another experience of the real». It’s like a simulation of it.

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Realization: a medium mediates the connection between body and virtual environment.

LESS AUTONOMY of the users

INTERACTIVY

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From Virtual to HyperrealJEAN BAUDRILLARD

We’re living in a Hyper reality.There’s no way to distinguish objects

from their representations.They become “simulacra” that finally

become the “true”.

Things disappear and are substituted by their own representations.

JUNJI TSUCHIYA

He reflects on hybridation between physical reality and virtual reality into the whole critical context to

the post humanism thought.

The research points out many sociological problems connected to the post modern science condition

and the even more changeable borders of the ontological definition of “human”.

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Interface technology Wii Remote

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From Virtual to Hyperreal

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Media Art“Feel” the world through the media

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New Media ArtIt includes a very large and multiform variety of arts that have as main feature

the usage of new technologies.These new technologies are used in many different ways.

The term is mainly connect to DIGITAL ART

Comprehensive term for any manifestation of the arts, where a computer has been used to create said art.

Subcategories of the Digital Art are:

Net or Internet Art, Software Art, Network Installations, Video Art, Web Art, Performance Art and Art Hacktivism.

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Net Art or Internet ArtNet Art is one of the most unconventional fields of digital art.

It encompasses art works which are solely found on the internet or are exclusively made for it.

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Net.Art and Art HacktivismNET.ART refers to a group of artists who worked in the medium of Internet

Art from 1994.

This term is also used as a synonym for Net Art or Internet Art and covers a much wider range of artistic practicies.

In this wider definition net.art means art that uses the Internet as its medium and that cannot be experienced in any other way.

ART HACKTIVISM is an aspect of Net Art.

In the Net Art there has always been an interface between art and hacking.

During the artistic examination of the medium it is only a small step towards actually interfering with any changing of the existing structure.

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Net.Art and Art Hacktivism

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Net.Art and Art Hacktivism

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Art as a medium between body and technology

CULTURAL BACKGROUND:

• CYBERPUNK Movement

• James Graham Ballard, Crash (1973)

• POST HUMANISM

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Metaverse worldsFictional virtual world, described in Neals Stephenson’s 1992 science fiction

novel Snow Crash, where humans, as avatars, interact with each other and software agents in a 3D spaces that uses the metaphore of the real world.

META that means “beyond”

+

UNIVERSE

=

METAVERSE

Stephenson coined this term to describe a virtual reality-based successor to the Internet.

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MetaverseNowadays the definition of Metaverse is even wider than yesterday.

Metaverse is used to be describe as:

• 3D IMMERSIVE virtual world mixed together with features of the physical world, networks, interfaces, actors who build and interact with virtual environments.

The outcome of four key components mixing:

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• VIRTUAL WORLDS• MIRROR WORLDS• AUGMENTED REALITY• LIFELOGGING

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Metaverse Art

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Machinima

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Mixed Reality

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