This article is an autobiography or has been extensively edited by the subject or by someone connected to the subject.(January 2024) |
Oliver Grau (born 24 October 1965) is a German art historian and media theoretician with a focus on image science, modernity and media art as well as culture of the 19th century and Italian art of the Renaissance. Main Areas of Research are: Digital Art, Media Art History, immersion, digital humanities, documentation and conservation strategies of born-digital media art. He is founder and director of the Archive for Digital Art (1998) and founder and head of the Society for MediaArtHistories and its biennial conference series (since 2004). His monograph "Virtual Art: From Illusion to Immersion" (MIT Press 2004) is highly cited [1] and with translations of his texts in 15 languages to date and over 300 invited lectures in 44 countries, [2] he is one of the most internationally renowned contemporary art and media scholars.
Oliver Grau was appointed in 2005 Chair Professor at the Center for Image Science at the Danube University Krems. He was invited to more than 350 lectures and keynotes and has conducted international lecture tours, [3] received numerous awards, [4] and produced international publications in English, Spanish, Portuguese, Serbian, Macedonian, Slovenian, Korean, Chinese. After studying in Hamburg, Siena, and London, earning a master's degree under Martin Warnke, among others, and a doctorate in Berlin under Horst Bredekamp and Friedrich Kittler, Grau taught and conducted research at the Humboldt University in Berlin, spent time as a guest researcher at institutions in Japan and the United States, and, after completing his habilitation at the University of Art in Linz in 2004, worked as a professor at universities. Since 2005 he has held the first chair for image sciences in the German-speaking world and headed the Department of Image Science at Danube University Krems. His main research interests in image science focus on the histories of media art, immersion (virtual reality), and emotion, as well as the history, idea, and culture of artificial life, "living" and telematic imagery, telepresence and the development of digital humanities through tools such as online image and video databases.
Grau's book Virtual Art has more than 2700 citations according to Grau's Google Scholar profile [5] and has received more than 80 reviews,. [6]
Using an interdisciplinary approach Grau also analysed methods which elicit or heighten the impression of immersion in digital image spaces for the viewer. He found that this is primarily induced by interaction; reaction of the images in real-time to the viewer's movements (Grau 1999–2007), the utilisation of evolutionary image processes — for example, genetic algorithms — (Grau 1997 and 2001), haptic feedback, the natural design of the interface (Grau 2002), the impression of telematic presence (Grau 2000), and particularly the dimensions and design of the image display, which must fill the viewer's field of vision completely and extend up to 360° both horizontally and vertically (Grau 2001 and 2003). These studies sought to transcend customary single media approaches in research on perceptual illusions and to introduce concepts such as polysensuality, suggestive potential, image space, disposition of the individual observer, and evolution of the visual media as well as to expand the theoretical work on distance by Ernst Cassirer and Erwin Panofsky, amongst others. In addition Grau undertook studies of innovative linkages of architecture and immersive moving images (Grau 2003, etc.), as well as of immersion in the history of film (Grau 2006 and 2007). The majority of these publications resulted from two research projects of the Deutsche Forschungsgemeinschaft (DFG — German Research Foundation): Art History and Media Theories of Virtual Reality, 1998–2002, and Immersive Art, 2002–2005.
Several research projects conducted at the Berlin-Brandenburg Academy of Sciences and Humanities and the German Academyof Sciences Leopoldina and two summer academies supported by the Volkswagen Foundation gave rise to an interdisciplinary study on the history of managing feelings through images and sound (Grau 2005). Building on the work of Antonio Damasio, Joseph LeDoux, and Wolf Singer, and using the examples of Matthias Grünewald's Isenheimer Altarpiece, Leni Riefenstahl's film Triumph of the Will, and the computer game “America's Army”, it was demonstrated how emotional experiences with images can forge a sense of community; in this way a contribution was made to research on a problematic key concept of image science.
Since 2002, Grau brought together interdisciplinary media art research and its history(s) as in an international and interdisciplinary conference series. A year of scholarly research 2003 by Oliver Grau and Wendy Coones at Humboldt University Berlin and the presentation and discussion of the concept at a DFG-funded planning meeting led by Grau with international experts at the Villa Vigoni Science Center in 2004, [7] led to the first congress on media art history in Banff (Canada) in 2005 under Grau's directorship, with 500 participants. Through the world conferences in Berlin (2007), Melbourne (2009), Liverpool (2011), Riga (2013), Montreal (2015), 2017 Krems/Vienna (2017), Aalborg (2019), Venice (2023) Grau, as founding director and chair with the members of the boards, was able to establish the international field, which draws especially from art, media, film, technology, and science history, and includes digital humanities, sound studies, anthropology, and philosophy. [8] His volumes "Imagery in the 21st Century" (2011), "Museum and Archive on the Move" (2017), "Digital Art through the Looking Glass" (2019) and "Retracing Political Dimensions: Strategies in Contemporary New Media Art" (2021) expanded the context of Image Science.
In 2018 Grau was a speaker at the Chicago New Media Symposium which was held as part of the Chicago New Media 1973-1992 Exhibition. The Exhibition was curated by jonCates. [9]
Grau has conceived new scientific tools for the humanities/digital humanities, he led the project "Immersive Art" of the German Research Foundation (DFG) whose team started developing in 1998 the first international archive for digital art [10] written on an open source platform, hosted by the Society for MediaArtHistories and has since been followed up by a number of spin-off projects. As the first online archive streamed, the Database of Virtual Art (DVA) has regularly provided video documentation since 2000. ADA has been further developed into the first web 2.0, 3.0 online archive of art history with funding from the FWF since 2012. In addition, a bridgingthesaurus was developed to connect media art and its art historical precursors. Since 2020, ADA has been expanded into a research and teaching platform for universities through funding of 1.2 million euros from the Austrian Federal Ministry.
The Archive of Digital Art, ADA, former Database of Virtual Art since 2000, approx. 3500 commented artworks, www.digitalartarchive.at. Since 2014 ADA publishes the Oeuvre of leading media artists: Bill Seaman (2021), Uršula Berlot (2020), Banz & Bowinkel (2020), Andres Burbano (2019), Maurice Benayoun, Oeuvre Complète (2019), Marta de Menezes, Retrospective, Oeuvre Complète (2017), Chris Salter. Retrospective, (2017), Jody Zellen (2016), Simon Biggs (2016), Olga Kisseleva Retrospective (2016), Tamiko Thiel (2015), Lev Manovich. Works & Texts (2015), Giselle Beiguelman. Retrospective (2015), Jeffrey Shaw: Oeuvre Complète (2015), Tamas Waliczky, Retrospective (2015), Warren Neidich. Retrospective (2015), Sean Cubitt, scholar feature (2015), Ryzsard Kluszcynski, scholar feature (2015), Denisa Kera, scholar feature (2015), Seiko MIKAMI Oeuvre Complète (2015), Paolo Cirio Retrospective (2015), Scenocosme Retrospective (2014).
Since 2005 Grau is head of the database of Goettweigs Graphic Collection, Austria's largest private graphic collection that contains 32,000 works, ranging from Albrecht Dürer to Gustav Klimt. Graphische Sammlung Göttweig, www.gssg.at. The GSSG published already since 2007 in Cooperation mit Martin Gregor Lechner Virtual Exhibitions: Unter Deinen Schutz: Das Marienbild in Göttweig (2007), Venezianische Veduten (2008), Lieben und Leiden der Götter: Antikenrezeption in der Druckgraphik (2009), Barocke Bilder-Eytelkeit: Personifikation, Allegorie und Symbol (2010), Das Barocke Thesenblatt (2011), Theorie der Architektur (2011), Künstlerporträts (2012), Das Geistliche Porträt (2013).
Grau developed new international curricula for image sciences: MediaArtHistories MA, academic expert programs in Digital Collection Management and Exhibit Design, Visual Competencies and the masters course in Image Science. [11] Moreover, with the Danube Telelectures a new interactive format of lectures and debates came into being that is streamed worldwide. In 2015, together with the universities of Aalborg, Lodz and the City University of Hong Kong (since 2019 Lassale Art School, Singapore), the Erasmus Excellence Joint Master in MediaArtCultures was launched, supported by the EU with a total of 5.5 million euros.
After his studies in Hamburg, Siena and Berlin and his doctoral work, Grau lectured at the Humboldt University Berlin, was a guest researcher in several research labs in Japan and USA and following his post-doctoral lecture qualification (habilitation) in 2003, he worked as professor at different international universities. He has acted as an adviser for international professional journals and different associations. Grau manages different conferences. [12] Since 2002 Grau tried to bring together the research on media art and its history which is dispersed over many fields and therefore was founding director of Refresh! First International Conference on the History of Media Art, Science and Technology, Banff 2005 (2007 Berlin, 2009 Melbourne, 2011 Liverpool, 2013 Riga, 2015 Montreal, 2017 Krems, Göttweig Abbey and Vienna). O. Grau: MediaArtHistories, MIT-Press 2007 and the online text archive mediaarthistory.org result from the world conference series.
Awards among other things: 2001 voted into Young Academy of the Berlin-Brandenburgischen Scientific Academy and the Leopoldina; 2002 InterNations/Goethe Institute; 2003 Book of the Month, Scientific American; 2003 Research Scholarship from the German-Italian Center Villa Vigoni; 2004 Media Award of the Humboldt University Society. 2008 he was invited to the official cultural program of the XXIX Olympic Summer Games in Beijing, 2010 to lecture at G-20 summit/“tech+ forum by Ministry of Knowledge Economy of the Republic of Korea and 2011 for the opening lecture of the international Dongkuk Humanities Series for Nobel Prize laureates at POSTECH. 2014 he received an honorary doctorate and in 2015 he was elected into the Academia Europaea. In Nov. 2016, the Open Univ. of Israel hosted an honorary symposium on Oliver Grau's research; in 2019, Grau received the Science Award of the State of Lower Austria.
Interactive art is a form of art that involves the spectator in a way that allows the art to achieve its purpose. Some interactive art installations achieve this by letting the observer walk through, over or around them; others ask the artist or the spectators to become part of the artwork in some way.
Software art is a work of art where the creation of software, or concepts from software, play an important role; for example software applications which were created by artists and which were intended as artworks. As an artistic discipline software art has attained growing attention since the late 1990s. It is closely related to Internet art since it often relies on the Internet, most notably the World Wide Web, for dissemination and critical discussion of the works. Art festivals such as FILE Electronic Language International Festival, Transmediale (Berlin), Prix Ars Electronica (Linz) and readme have devoted considerable attention to the medium and through this have helped to bring software art to a wider audience of theorists and academics.
Computer art is art in which computers play a role in the production or display of the artwork. Such art can be an image, sound, animation, video, CD-ROM, DVD-ROM, video game, website, algorithm, performance or gallery installation. Many traditional disciplines are now integrating digital technologies and, as a result, the lines between traditional works of art and new media works created using computers has been blurred. For instance, an artist may combine traditional painting with algorithm art and other digital techniques. As a result, defining computer art by its end product can thus be difficult. Computer art is bound to change over time since changes in technology and software directly affect what is possible.
Electronic art is a form of art that makes use of electronic media. More broadly, it refers to technology and/or electronic media. It is related to information art, new media art, video art, digital art, interactive art, internet art, and electronic music. It is considered an outgrowth of conceptual art and systems art.
Information art, which is also known as informatism or data art, is an art form that is inspired by and principally incorporates data, computer science, information technology, artificial intelligence, and related data-driven fields. The information revolution has resulted in over-abundant data that are critical in a wide range of areas, from the Internet to healthcare systems. Related to conceptual art, electronic art and new media art, informatism considers this new technological, economical, and cultural paradigm shift, such that artworks may provide social commentaries, synthesize multiple disciplines, and develop new aesthetics. Realization of information art often take, although not necessarily, interdisciplinary and multidisciplinary approaches incorporating visual, audio, data analysis, performance, and others. Furthermore, physical and virtual installations involving informatism often provide human-computer interaction that generate artistic contents based on the processing of large amounts of data.
Knowbotic Research is a German-Swiss electronic art group, established in 1991. Its members are Yvonne Wilhelm, Christian Hübler and Alexander Tuchacek. They hold a professorship for Art and Media at the University of the Arts in Zürich.
Peter Weibel was an Austrian post-conceptual artist, curator, and new media theoretician. He started out in 1964 as a visual poet, then later moved from the page to the screen within the sense of post-structuralist methodology. His work includes virtual reality and other digital art forms. From 1999 he was the director of the ZKM Center for Art and Media Karlsruhe.
Lev Manovich is an artist, an author and a theorist of digital culture. He is a Distinguished Professor at the Graduate Center of the City University of New York. Manovich played a key role in creating four new research fields: new media studies (1991-), software studies (2001-), cultural analytics (2007-) and AI aesthetics (2018-). Manovich's current research focuses on generative media, AI culture, digital art, and media theory.
Georg Nees was a German academic who was a pioneer of computer art and generative graphics. He studied mathematics, physics and philosophy in Erlangen and Stuttgart and was scientific advisor at the SEMIOSIS, International Journal of semiotics and aesthetics. In 1977, he was appointed Honorary Professor of Applied computer science at the University of Erlangen Nees is one of the "3N" computer pioneers, an abbreviation that has become acknowledged for Frieder Nake, Georg Nees and A. Michael Noll, whose computer graphics were created with digital computers.
Friedrich A. Kittler was a literary scholar and a media theorist. His works relate to media, technology, and the military.
Joseph Nechvatal is an American post-conceptual digital artist and art theoretician who creates computer-assisted paintings and computer animations, often using custom-created computer viruses.
Frank Popper was a Czech-born French-British historian of art and technology and Professor Emeritus of Aesthetics and the Science of Art at the University of Paris VIII. He was decorated with the medal of the Légion d'honneur by the French Government. He is author of the books Origins and Development of Kinetic Art, Art, Action, and Participation, Art of the Electronic Age and From Technological to Virtual Art.
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.
Jeffrey Shaw is a visual artist known for being a leading figure in new media art. In a prolific career of widely exhibited and critically acclaimed work, he has pioneered the creative use of digital media technologies in the fields of expanded cinema, interactive art, virtual, augmented and mixed reality, immersive visualization environments, navigable cinematic systems and interactive narrative. Shaw was co-designer of Algie the inflatable pig, which was photographed above Battersea Power Station for the 1977 Pink Floyd album, Animals.
Tom Corby and Gavin Baily (1970) are two London based artists who work collaboratively using public domain data, climate models, satellite imagery and the Internet. Recent work has focused on climate change and its relationship to technology and has involved collaborations with scientists working at the British Antarctic Survey. Corby and Baily are founder members of the Atmospheric Research Collective, an experimental artist group which works in collaboration with climate scientists. For an overview of recent works see "An interview with artist and writer Tom Corb y".
New media art includes artworks designed and produced by means of electronic media technologies. It comprises virtual art, computer graphics, computer animation, digital art, interactive art, sound art, Internet art, video games, robotics, 3D printing, immersive installation and cyborg art. The term defines itself by the thereby created artwork, which differentiates itself from that deriving from conventional visual arts such as architecture, painting or sculpture.
Horst Bredekamp is a German art historian and visual historian.
Media art history is an interdisciplinary field of research that explores the current developments as well as the history and genealogy of new media art, digital art, and electronic art. On the one hand, media art histories addresses the contemporary interplay of art, technology, and science. On the other, it aims to reveal the historical relationships and aspects of the ‘afterlife’ in new media art by means of a historical comparative approach. This strand of research encompasses questions of the history of media and perception, of so-called archetypes, as well as those of iconography and the history of ideas. Moreover, one of the main agendas of media art histories is to point out the role of digital technologies for contemporary, post-industrial societies and to counteract the marginalization of according art practices and art objects: ″Digital technology has fundamentally changed the way art is made. Over the last forty years, media art has become a significant part of our networked information society. Although there are well-attended international festivals, collaborative research projects, exhibitions and database documentation resources, media art research is still marginal in universities, museums and archives. It remains largely under-resourced in our core cultural institutions.″
TRIAD Berlin was a German exhibition design firm based in Berlin with an office in Shanghai. The agency is best known for the development of two major sports museums: the German Football Museum in Dortmund and the FIFA World Football Museum in Zürich.
The Leibniz Institute for the History and Culture of Eastern Europe (GWZO) (German: Leibniz-Institut für Geschichte und Kultur des östlichen Europa), headquartered in Leipzig, is an interdisciplinary, internationally-oriented research institute of Eastern and Central Europe. Its main focus lies on the scientific study of the history and culture of the region bounded by the Baltic Sea, Black Sea, and Adriatic Sea from the Early Middle Ages to the present in a comparative perspective. The institute aims at contributing to a deeper understanding of the current political, economic and social developments in the countries, societies and cultures of Eastern Europe, especially the countries of East Central Europe. It is a member of the Leibniz Association.