Antoinette LaFarge | |
---|---|
Nationality | American |
Alma mater | Harvard University School of Visual Arts |
Known for | New media art |
Antoinette LaFarge is a new media artist and writer known for her work with mixed-reality performance and projects exploring the conjunction of visual art and fiction.
LaFarge received her M.F.A. degree in Computer Art from the School of Visual Arts, New York, in 1995, and her A.B. degree from Harvard University. She also briefly attended the San Francisco Arts Institute from 1980–1981 where she studied with Jim Pomeroy, Jack Fulton, and Robert Colescott. At Harvard University, her thesis was Proust and the Function of Metaphor.
She is the great-great-granddaughter of American artist John La Farge.
She has been a member of the College Arts Association since 1996 and was a member of SITE Gallery, Los Angeles from 1989 to 1991. She is currently Professor of Digital Media at the University of California, Irvine, and she previously taught at the School of Visual Arts, New York, in the Computer Art M.F.A. program and in the Photography and Related Media M.F.A. program (1995–1999). [1]
In 1994, LaFarge founded the Plaintext Players, [2] an internet performance group that began creating original pieces early in the Web era. [3] [4] Initially, the Plaintext Players performed solely in text-based virtual environments such as MOOs, creating directed cyberformances or "netprovs" [5] viewable by both online audiences and visitors in real spaces, where the performances were viewed as projections. These improvisatory works were a kind of "virtual vaudeville" in which boundaries between performers and viewers were fluid and unstable, allowing for highly kinetic and absurdist interactions. [6] LaFarge served as the "Digital.Director" of many of these performances, directing them in real time. [7] The first series, "Christmas" (1994–95), was followed by several others, including "LittleHamlet" (1995), "Gutter City" (1995), "The Candide Campaign" (1996), forming one of the most extensive oeuvres of early cyberspace performance. [8]
Starting in the late 1990s, LaFarge and the Plaintext Players worked with theater director Robert Allen on several telematic mixed-reality performance works, including The Roman Forum (2000), The Roman Forum Project (2003), and Demotic (2004/2006). A recurrent theme in these works is the struggle of individuals to come to terms with the nexus of history, politics, mythmaking, and media. For instance, the two "Roman Forum" projects took a close look at contemporary presidential politics through the eyes of 2000-year-old citizens of the Roman empire, while Demotic examined the many voices that vie to be heard within the American polity. [9] Demotic is summarized in Narrabase. [10] LaFarge and Allen coined the term "media commedia" to describe their melding of political comedy with media-rich performance work. [11]
Other performance works and installations by LaFarge include Reading Frankenstein (2003, with director Annie Loui), Playing the Rapture (2008, with Robert Allen), Hangmen Also Die (2010, with Robert Allen), Galileo in America (2011, with Robert Allen), and Far-Flung follows function (2012, with Ursula Endlicher and Robert Allen). Playing the Rapture spun off two related video installations that continued the original work's theme of conscious reflection on a game world in which two gamers are beta-testing a game about the Rapture. [12] A recurrent theme in these works is the struggle of individuals to come to terms with the nexus of history, politics, mythmaking, and media. She has worked with performer-director Kim Weild, visual artist Adrianne Wortzel, sound artist Cuca Esteves, writer Aida Croal, and many other theater artists, performers, and programmers.
LaFarge also co-curated two very early U.S. exhibitions showcasing computer games: the 2000 show SHIFT-CTRL: Computers, Games, and Art and 2004's ALT+CTRL: A Festival of Independent and Alternative Games, the latter of which was supported by a grant from the National Endowment for the Arts. Both were produced by the Beall Center for Art + Technology at the University of California, Irvine. In her show catalog essay "WinSide Out", LaFarge traces how the historical links between art and games have become strengthened in the computer era by various forces that promoted "a culture of involvement on the part of players." [13] [14]
Another area of interest for LaFarge has been forgery, and in 1991 she founded the Museum of Forgery, a conceptual art project exploring the taboos around forgery. [15]
LaFarge's writing ranges from essays on new media, performance, games, and fictive art to performance scripts and fiction. Since 1990, LaFarge has been an Associate of the Institute of Cultural Inquiry, a Los-Angeles-based nonprofit, for which she has designed several books, including Benjamin's Blind Spot (2001) and Bataille's Eye (1997).
Digital art refers to any artistic work or practice that uses digital technology as part of the creative or presentation process. It can also refer to computational art that uses and engages with digital media.
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Rebecca Allen is an internationally recognized digital artist inspired by the aesthetics of motion, the study of perception and behavior and the potential of advanced technology. Her artwork, which spans four decades and takes the form of experimental video, large-scale performances, live simulations and virtual and augmented reality art installations, addresses issues of gender, identity and what it means to be human as technology redefines our sense of reality.
Virtual art is a term for the virtualization of art, made with the technical media developed at the end of the 1980s. These include human-machine interfaces such as visualization casks, stereoscopic spectacles and screens, digital painting and sculpture, generators of three-dimensional sound, data gloves, data clothes, position sensors, tactile and power feed-back systems, etc. As virtual art covers such a wide array of mediums it is a catch-all term for specific focuses within it. Much contemporary art has become, in Frank Popper's terms, virtualized.
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Noah Wardrip-Fruin is a professor in the Computational Media department of the University of California, Santa Cruz, and is an advisor for the Expressive Intelligence Studio. He is an alumnus of the Literary Arts MFA program and Special Graduate Study PhD program at Brown University. In addition to his research in digital media, computer games, and software studies, he served for 10 years as a member of the Board of Directors of the Electronic Literature Organization.
Internet art is a form of new media art distributed via the Internet. This form of art circumvents the traditional dominance of the physical gallery and museum system. In many cases, the viewer is drawn into some kind of interaction with the work of art. Artists working in this manner are sometimes referred to as net artists.
New media art includes artworks designed and produced by means of electronic media technologies, comprising virtual art, computer graphics, computer animation, digital art, interactive art, sound art, Internet art, video games, robotics, 3D printing, and cyborg art. The term defines itself by the thereby created artwork, which differentiates itself from that deriving from conventional visual arts. New Media art has origins in the worlds of science, art, and performance. Some common themes found in new media art include databases, political and social activism, Afrofuturism, feminism, and identity, a ubiquitous theme found throughout is the incorporation of new technology into the work. The emphasis on medium is a defining feature of much contemporary art and many art schools and major universities now offer majors in "New Genres" or "New Media" and a growing number of graduate programs have emerged internationally. New media art may involve degrees of interaction between artwork and observer or between the artist and the public, as is the case in performance art. Yet, as several theorists and curators have noted, such forms of interaction, social exchange, participation, and transformation do not distinguish new media art but rather serve as a common ground that has parallels in other strands of contemporary art practice. Such insights emphasize the forms of cultural practice that arise concurrently with emerging technological platforms, and question the focus on technological media per se. New Media art involves complex curation and preservation practices that make collecting, installing, and exhibiting the works harder than most other mediums. Many cultural centers and museums have been established to cater to the advanced needs of new media art.
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The Plaintext Players were an online performance group founded by Antoinette LaFarge in 1994. Consisting mainly of artists and writers, they engaged in improvisational cyberformance on MOOs and later branched out into mixed reality performance, working with stage actors. Their performances form a "hybrid of theatre, fiction and poetry".
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