Experiments in Art and Technology

Experiments in Art and Technology

Experiments in Art and Technology (E.A.T.) was a non-profit and tax-exempt organization established to develop collaborations between artists and engineers. E.A.T. initiated and carried out projects that expanded the role of the artist in contemporary society and helped eliminate the separation of the individual from technological change. E.A.T. was never a concrete channel that formalized an art-science interchange in some elaborate bureaucratic institution. Rather it served to facilitate person-to-person contacts between artists and engineers.

It was officially launched in 1967 by the engineers Billy Klüver and Fred Waldhauer and the artists Robert Rauschenberg and Robert Whitman. These men had previously collaborated, most notably in 1966 when they together organized 9 Evenings: Theatre and Engineering, a series of performance art presentations that united artists and engineers. The performances were held in New York City's 69th Regiment Armory, on Lexington Avenue between 25th and 26th Streets as an homage to the original and historical 1913 Armory show. [ [http://www.fondation-langlois.org/html/e/page.php?NumPage=1734] "Vehicle," online, retrieved September 25, 2008 ] [ [http://www.fondation-langlois.org/html/e/page.php?NumPage=396] documents, history online, retrieved September 25,2008 ] Such collaborations continued to break down barriers between the arts and scientists in the 60’s, 70’s, and 80’s, and indirectly launched and supported the experimental sound artist John Cage, dancer Merce Cunningham, and pop artist Andy Warhol.

The pinnacle of E.A.T. activity is generally considered to be the Pepsi Pavilion at Expo '70 at Osaka Japan where E.A.T. artists and engineers collaborated to design and program an immersive dome.

Twenty-eight regional E.A.T. chapters were established throughout the U.S. in the late 1960s to promote collaborations between artists and engineers and expand the artist’s role in social developments related to new technologies. In 2002 the University of Washington hosted a reunion to celebrate the history of these regional liaisons and consider the legacy of E.A.T. for artists working with new technologies in the twenty-first century.

Documentation

In 1972 Billy Klüver, Barbara Rose and Julie Martin edited the book "Pavilion", that documented the design and construction of the E.A.T. Pepsi Pavilion for Expo '70 in Osaka, Japan.

In 2001 Billy Klüver produced an exhibition of photo and text panels entitled "The Story of E.A.T.: Experiments in Art and Technology, 1960 - 2001 by Billy Klüver." It was first shown in Rome and then again at Sonnabend Gallery in 2002. The exhibition went to Lafayette College in the spring 2002, then to the Evolution Festival in Leeds, England, and University of Washington, in Seattle. In 2003 it traveled to San Diego State University in San Diego, California and then to a gallery in Santa Maria, California run by Ardison Phillips - who was the artist who managed the Pepsi Pavilion in 1970. From April to June 2003 a Japanese version was shown at a large exhibition at the NTT Intercommunication Center (ICC) in Tokyo which also included a number of object/artifacts and documents and E.A.T. posters, as well as works of art that Klüver and E.A.T. were involved in. A similar showing took place in Norrköping Museum of Art, Norrköping, Sweden in September 2004 and a small version of the panels were presented in 2008 at Stevens Institute of Technology as part of a celebration of Experiments in Art and Technology.

References

ources

* Steve Wilson, Information arts: Intersections of Art, Science, and Technology. MIT Press, ISBN 0-262-73158-4
* Frank Popper, Art of the Electronic Age (1993) Thames and Hudson Ltd., London, and Harry N. Abrams Inc, New York, ISBN 0-8109-1928-1
* Klüver Billy, J. Martin, Barbara Rose (eds), Pavilion: Experiments in Art and Technology. New York: E. P. Dutton, 1972
* John Rockwell, The Man Who Made a Match of Technology and Art. New York Times. (Late Edition (East Coast)). New York, N.Y.:Jan 23, 2004. p. E.3
* Charlie Gere (2005) "Art, Time and Technology: Histories of the Disappearing Body", Berg, pp. 134 & 137

Further reading

* Alan Liu (2004). "The Laws of Cool: Knowledge Work and the Culture of Information", University of Chicago Press
* Roy Ascott (2003). Telematic Embrace. (Edward A. Shanken, ed.) Berkeley: University of California Press. ISBN 0-520-21803-5
* Barreto, Ricardo and Perissinotto, Paula [http://www.file.org.br/the_culture_of_immanence.doc “the_culture_of_immanence”] , in Internet Art. Ricardo Barreto e Paula Perissinotto (orgs.). São Paulo, IMESP, 2002. ISBN: 85-7060-038-0.
* Jack Burnham, (1970) Beyond Modern Sculpture: The Effects of Science and Technology on the Sculpture of this Century (New York: George Braziller Inc.
* Bullivant, Lucy (2006). Responsive Environments: architecture, art and design (V&A Contemporaries). London:Victoria and Albert Museum. ISBN 1-85177-481-5
* Bullivant, Lucy (2005). 4dspace: Interactive Architecture (Architectural Design). London: John Wiley & Sons. ISBN 0-470-09092-8
* Oliver Grau, "Virtual Art, from Illusion to Immersion", MIT Press 2004, pp. 237-240, ISBN 0262572230
* Paul, Christiane (2003). "Digital Art" (World of Art series). London: Thames & Hudson. ISBN 0-500-20367-9
* Peter Weibel and Shaw, Jeffrey, "Future Cinema", MIT Press 2003, pp. 472,572-581, ISBN 0262692864
* Wilson, Steve Information Arts: Intersections of Art, Science, and Technology ISBN 0-262-23209-X
* Kynaston McShine, "INFORMATION", New York, Museum of Modern Art., 1970, First Edition. ISBN: LC 71-100683
* Jack Burnham, ‘Systems Esthetics,’ Artforum (September, 1968); reprinted in Donna de Salvo (ed.), Open Systems: Rethinking Art C. 1970 (London: Tate, 2005)
* Edward A. Shanken, ‘Art in the Information Age: Technology and Conceptual Art,’ in Michael Corris (ed.), Conceptual Art: Theory, Myth and Practice (Cambridge: Cambridge University Press, 2004).
* Marga Bijvoet, (1997) Art as Inquiry: Toward New Collaborations Between Art & Science, Oxford: Peter Lang

See also

* Intermedia
* Systems art
* Digital art
* Computer art
* Conceptual art
* Systems thinking
* Algorithmic art

External links

* [http://www.fondation-langlois.org/html/e/page.php?NumPage=237 Collection of Documents Published by E.A.T]
* [http://depts.washington.edu/uwch/eat/public_html/index.html E.A.T Reunion 1966/2002]
* [http://www.fondation-langlois.org/html/e/page.php?NumPage=396 On 9 Evenings: Theatre and Engineering] ]
* [http://www7.nationalacademies.org/arts/Robert_Rauschenberg's_Open_Score_Film_Screening_July_12_2007.html Screening of Documentary on Robert Rauschenberg's 1966 E.A.T. performance piece "Open Score" @ National Academy of Sciences in Washington, D.C.]


Wikimedia Foundation. 2010.

Игры ⚽ Нужна курсовая?

Look at other dictionaries:

  • Art and Art Exhibitions — ▪ 2009 Introduction Art       The art market enjoyed an astonishing run of record breaking sales through the first nine months of a volatile 2008. In May Lucian Freud s Benefits Supervisor Sleeping (1995), a candid portrayal of a corpulent female …   Universalium

  • History of science and technology in China — Inventions …   Wikipedia

  • Timeline of Russian inventions and technology records — The Hall of Space Technology in the Tsiolkovsky State Museum of the History of Cosmonautics, Kaluga, Russia. The exhibition includes the models and replicas of the following Russian inventions: the first satellite, Sputnik 1 (a ball under the… …   Wikipedia

  • School of Medical Science and Technology — Hindi: आयुर्विज्ञान एवं प्रोधोगिकी स्कूल Established 2001 Type Education and Research Institution Endowment …   Wikipedia

  • Academy of Medical Sciences and Technology, Khartoum — Infobox University name=The University of medical Sciences Technology (UMST) established=1996 as the Academy of Medical Sciences Technology city=Khartoum State country=Sudan website= [http://www.amst edu.com/ http://www.amst edu.com] The… …   Wikipedia

  • Information art — (or informatism ) is an emerging field of electronic art that synthesizes computer science, information technology, and more classical forms of art, including performance art, visual art, new media art and conceptual art. [Edward A. Shanken has… …   Wikipedia

  • New media art — Newskool ASCII Screenshot …   Wikipedia

  • Technology in Science Fiction — has helped create many common topics found in Science Fiction today. There have been authors who have taken innovations and have elaborated and created what they thought future technology would be and how it would be used. Today, new technology… …   Wikipedia

  • Postmodern art — is a term used to describe art which is thought to be in contradiction to some aspect of modernism, or to have emerged or developed in its aftermath. In general movements such as Intermedia, Installation art, Conceptual Art and Multimedia,… …   Wikipedia

  • Conceptual art — Not to be confused with concept art. Joseph Kosuth, One and Three Chairs (1965) Conceptual art is art in which the concept(s) or idea(s) involved in the work take precedence over traditional aesthetic and material concerns. Many of the works,… …   Wikipedia

Share the article and excerpts

Direct link
Do a right-click on the link above
and select “Copy Link”