Volume : IV, Issue : VIII, August - 2015
ART AND COMPUTER USAGE: REPRESENTATIONAL ENVIRONMENTS OF DIGITAL GAMES AND HANDLING THEM AS NON-VERBAL COMMUNICATION ACTIONS
Papadopoulou Agness
Abstract :
The question that arises is what the role of computer environments and specifically digi-tal games which are used in the learning process is and how art is involved. The goal was and remains the concord of nature with our cognitive ability, while the notorious cyber-culture (posthuman) in recent decades leaned towards the view of an osmosis of humans and machines. Insurmountable obstacles for that osmosis are the processes of subjectifi-cation, as technologies de-subjectify. However, digital machines possess informational transparency, encode information and constitute an additional tool. On the other hand, art opens ways to the immaterial, today, of course, different from the experiments of art-ists during the 1960’s. Art achieves the rupture with the limits that the real world sets and lends enormous possibilities for the depiction of structures, either adapted and with a specific cultural content representations or provoking the collaboration between imag-ination and intellect.
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DOI : https://www.doi.org/10.36106/gjra
Cite This Article:
Papadopoulou Agness Art and computer usage: Representational environments of digital games and handling them as non-verbal communication actions Global Journal For Research Analysis, Vol: 4, Issue: 8 August 2015
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Papadopoulou Agness Art and computer usage: Representational environments of digital games and handling them as non-verbal communication actions Global Journal For Research Analysis, Vol: 4, Issue: 8 August 2015