Simultaneous art

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Simultaneous art is a style of art that uses multiple, simultaneous discordant and confusing sensations and narratives to create art that was an experience, rather than an object. Each spectator's experience is a construct of multiple, simultaneous elements. The "meaning" of the art is indeterminate. Rather than leading the spectators to understanding, they would be led only to the crossroads; the juxtaposition of simultaneous elements would create the possibility of multiple meanings. Early 20th century French poet Guillaume Apollinaire is credited as a pioneer of simultaneous art. [1]

Contents

Theater

Apollinaire influenced the work of architect Eduard Autant and his wife Louise Lara, who helped spread the ideas to architects Auguste Perret and Robert Mallet-Stevens. These architects shared similar ideas about modernism influenced by Marxist inspired concepts of collective space. Drawing on classical tradition of the theater as a space for vision, and audience as spectator, Autant and Lara re-conceptualized the roles of theater director and architect. The "meaning" of the art is indeterminate; the juxtaposition of simultaneous elements presents multiple possible meanings resolved by the participation of performers and spectators. [1]

Film

Parallel editing is a filmmaking technique that was first used by D.W. Griffith in A Corner of Wheat (1909) to show simultaneous responses to an event. In The Birth of a Nation (1914) Griffith used a technique called contrast editing to depict a fast-paced sequence where simultaneous scenes converge. Griffith had tried something similar in The Lonely Villa (1909), but with less success. His film Intolerence (1916) was even more ambitious; the simultaneous action developed in alternating sequences included the Fall of Babylon, the conflict between Jesus and the Pharisees, and the St. Bartholomew's Day massacre. [2]

Video games

The video games Wind Waker (2002) and Skyward Sword (2011) have borrowed from film studies and applied simultaneous art techniques to their soundtracks. Technological advances have allowed for the environmental score to exist alongside music played on an in-game harp. Multiple musical elements produced simultaneously can impact gameplay by providing audio cues that are related to in game actions. When the game's audio elements are modular, each playthrough can produce a unique score. The modules can be combined smoothly, or timbre and other techniques can be used to induce a jarring sense of disconnection or dissonance. [3]

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Football Players is a 1912–13 painting by the French artist Albert Gleizes. The work was exhibited at the Salon des Indépendants, Paris, March–May 1913. September through December 1913 the painting was exhibited at Erster Deutscher Herbstsalon, Berlin. The work was featured at Galeries Dalmau in Barcelona, 29 November – 12 December 1916, Gleizes' first one-person show. The work was again exhibited at Galeries Dalmau 16 October – 6 November 1926. Stylistically Gleizes' Football Players exemplifies the principle of mobile perspective laid out in Du "Cubisme", written by himself and French painter Jean Metzinger. Guillaume Apollinaire wrote about Les Joueurs de football in an article titled "Le Salon des indépendants", published in L'Intransigeant, 18 March 1913, and again in "A travers le Salon des indépendants", published in Montjoie!, Numéro Spécial, 18 March 1913.

<i>The Cubist Painters, Aesthetic Meditations</i> Book by Guillaume Apollinaire

Les Peintres Cubistes, Méditations Esthétiques, is a book written by Guillaume Apollinaire between 1905 and 1912, published in 1913. This was the third major text on Cubism; following Du "Cubisme" by Albert Gleizes and Jean Metzinger (1912); and André Salmon, Histoire anecdotique du cubisme (1912).

References

  1. 1 2 Read, Gray (2014). Modern Architecture in Theatre: The Experiments of Art et Action. Palgrave MacMillan. p. 3. ISBN   9781349474752 . Retrieved 31 July 2019.
  2. Kern, Stephen (2003). The Culture of Time and Space, 1880-1918: With a New Preface. Harvard University Press. p. 30. ISBN   9780674021693 . Retrieved 31 July 2019.
  3. Music In Video Games: Studying Play. Routledge. 2014-03-26. p. 118. ISBN   9781134692040 . Retrieved 31 July 2019.