skip to main content
10.1145/2835641.2835644acmotherconferencesArticle/Chapter ViewAbstractPublication Pagessiggraph-asiaConference Proceedingsconference-collections
abstract

Super-natural: digital life in eastern culture

Published:02 November 2015Publication History

ABSTRACT

The ways in which digital technologies find themselves integrated into society are influenced to a significant degree by cultural conventions. In Western culture there is a tendency to consider digital technology in terms of hardware and software that is introduced into various processes to enable us to work more efficiently and better negotiate our domestic and networked social lives. Such conventions render digital technologies transparent and invisible and in doing so defers our realization that technology is always with us; everywhere and in everything. This culturally reinforced attitude obscures our perceptual experience of "technology-being-with-us." In response, this paper examines our relationship with technology through exploring alternative, non-Western conceptions of interdependence. In support of this study we examine a series of cultural activities practiced in Korea in order to appreciate how the hardware and software associated with digital technologies can be perceived as non-human entities. This discussion will extend onto an analysis of selected artworks by Nam June Paik, before turning attention to the Japanese media art movement Device Art. The characteristics of this genre --- noted for its particular relation to Japanese cultural influences --- will be examined to reveal how everyday technologies are used to create interactive experiences that promote a sense of "technology-being-with-us."

References

  1. Baker, D. L. 2008. Korean Spirituality. University of Hawaii Press, Honolulu.Google ScholarGoogle Scholar
  2. Bolter, J. D., and Gromala, D. 2003. Windows and mirrors: interaction design, digital art, and the myth of transparency. The MIT Press, Cambridge, MA. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Deleuze, G., and Guattari, F. 1987. A Thousand Plateaus: Capitalism and Schizophrenia. University of Minnesota Press, Minneapolis, MN. Translated by Massumi Brain.Google ScholarGoogle Scholar
  4. Deleuze, G., and Parnet, C. 2007. Dialogues II. Columbia University Press, New York, NY. Translated by Hugh Tomlinson and Barbara Habberjam.Google ScholarGoogle Scholar
  5. Dumett, M. 2011. Nam jun paik's 'art for cybernated life': An evolution in new media. In Ecological Thinking, S. Kim, Ed. Nam June Paik Art Center, Seoul, Korea.Google ScholarGoogle Scholar
  6. Dunn, A. J. 2008. Hertzian Tales. The MIT Press, London, England.Google ScholarGoogle Scholar
  7. Greenfield, A. 2006. Everyware: the dawning age of ubiquitous computing. New Riders, Berkeley, CA. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Hollister, S., 2010. Hiroshi ishiguro creates his creepiest robot yet, the telenoid r1 (video). http://www.engadget.com/2010/08/02/hiroshi-ishiguro-creates-his-creepiest-robot-yet-the-telenoid-r/. engadget.Google ScholarGoogle Scholar
  9. Hornyak, T., 2011. Unholy robo-fetus is your new cell phone. http://www.cnet.com/au/news/unholy-robo-fetus-elfoid-is-your-new-cell-phone/. cnet.Google ScholarGoogle Scholar
  10. Huhtamo, E., 2009. Proto-device art: A western perpective. http://www.kontejner.org/decoding-device-art-english. Kontejner.Google ScholarGoogle Scholar
  11. Iwata, H., 2005. What is device art. http://www.deviceart.org. Device Art.Google ScholarGoogle Scholar
  12. Kim, J. 2010. Beyond cybernetics on transductivity of technology and art. In Ecological Thinking, S. Kim, Ed. Nam June Paik Art Center, Seoul, Korea, 124--137.Google ScholarGoogle Scholar
  13. Kodama, S., and Minako, T. 2001. Sound-responsive magnetic fluid display. In Human-Computer Interaction INTERACT 01, IOS Press, Amsterdam, Netherlands, 737--738.Google ScholarGoogle Scholar
  14. Koh, M., 2012. Bibimbap and convergence. http://english.donga.com/srv/service.php3?biid=2012112801838.Google ScholarGoogle Scholar
  15. Kusahara, M., 2006. Device art: A new form of media art from japanese perspective. http://www.intelligentagent.com/archive/Vol6_No2_pacific_rim_kusahara.htm.Google ScholarGoogle Scholar
  16. Kusahara, M. 2007. Device art: A new approach in understanding japanese contemporary media art. In Media Art Histories, O. Grau, Ed. The MIT Press, Cambridge, MA, 277--307.Google ScholarGoogle Scholar
  17. Kusahara, M. 2008. Device art? media art meets mass production. In Digital by Design: Crafting Technology for Products and Environments, Troika, Ed. Thames & Hudson, London, England, 275--279.Google ScholarGoogle Scholar
  18. Kusahara, M., 2009. Decoding device art from cultural aspects: Playfuness, love for technology and mitate. http://www.kontejner.org/decoding-device-art-english. Kontejner.Google ScholarGoogle Scholar
  19. Kusahara, M., 2009. Externalising our body: Device art and its experimental nature. http://mutamorphosis.wordpress.com/2009/02/24/externalising-our-body-device-art-and-its-experimental-nature/. MutaMorphosis: Challenging Arts and Sciences.Google ScholarGoogle Scholar
  20. Kusahara, M. 2010. Wearing media. technology, popular culture and art in japanese daily life. In Imaginary Japan: Japanese Fantasy in Contemporary Popular Culture, E. Niskanen, Ed. TurKu: International Institute for Popular Culture. http://iipc.utu.fi/publications.html.Google ScholarGoogle Scholar
  21. Kuwakubo, R., 2998. Video bulb, nicodama. http://www.kontejner.org/video-bulb--nicodama-english. Kontejner.Google ScholarGoogle Scholar
  22. Lee, Y. 2002. Hybridity and anonymity. In Nam June Paik: Fluxus und Videoskulptur, C. Brockhaus, Ed. Stiftung Wilhelm Lehmbruck Museum, Dusseldorf, Germany, 40--49.Google ScholarGoogle Scholar
  23. Mazlish, B. 1967. The fourth discontinuity. Technology and Culture 8, 1, 1--15.Google ScholarGoogle ScholarCross RefCross Ref
  24. McGill, D. C., 1986. Art people. http://www.nytimes.com/1986/10/03/arts/art-people.html, October. The New York Times.Google ScholarGoogle Scholar
  25. Nitobe, I. 1900. Bushido: The Soul of Japan. Kodansha, USA.Google ScholarGoogle Scholar
  26. Norman, D. A. 1998. The invisible computer: why good products can fail, the personal computer is so complex, and information appliances are the solution. The MIT Press, Cambridge, MA. Google ScholarGoogle ScholarDigital LibraryDigital Library
  27. Paik, N. J. 1969. Fine Art-Mechanical Art-Art-Craft-E.A.T. 'Some More Beginnings Exhibition. Bijutu Techo, 112--132.Google ScholarGoogle Scholar
  28. Paul, C. 2008. Digital Art. Thames & Hudson, New York, NY.Google ScholarGoogle Scholar
  29. Roberts, C., and Brand, M. 2000. Earth, Spirit, Fire: Korean Masterpieces of the Choson Dynasty. Powerhouse Publishing, Sydney, Australia.Google ScholarGoogle Scholar
  30. Spielmann, Y. 2012. Hybrid Culture: Japanese Media Arts in Dialogue with the West. The MIT Press, Cambridge, MA; London, England.Google ScholarGoogle ScholarCross RefCross Ref
  31. Stafford, B. M. 2001. Revealing technologies magical domains. In Devices of Wonder From the World in a Box to Images on a Screen, B. M. Stafford and F. Terpak, Eds. Getty Research Institute, Los Angeles, CA, 1--142.Google ScholarGoogle Scholar
  32. Waites, B. 1989. Everyday life and the dynamics of technological change. In Science, Technology and Everyday Life, 1870--1950, C. Chant, Ed. Routledge, London, England, 9--20.Google ScholarGoogle Scholar
  33. Washburn, S. L. 1960. Tools and human evolution. Scientific American 203, 3, 63--75.Google ScholarGoogle ScholarCross RefCross Ref
  34. Wells, K. M. 2000. Korean cultural values in the choson dynasty: Neo-confusion principles and their alternatives. In Earth, Spirit, Fire: Korean masterpieces of the Choson Dynasty, C. Roberts and M. Brand, Eds. Powerhouse Publishing, Sydney, Australia, 16--19.Google ScholarGoogle Scholar

Index Terms

  1. Super-natural: digital life in eastern culture
      Index terms have been assigned to the content through auto-classification.

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in
      • Published in

        cover image ACM Other conferences
        SA '15: SIGGRAPH ASIA 2015 Art Papers
        November 2015
        48 pages
        ISBN:9781450339162
        DOI:10.1145/2835641

        Copyright © 2015 Owner/Author

        Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 2 November 2015

        Check for updates

        Qualifiers

        • abstract

        Acceptance Rates

        Overall Acceptance Rate178of869submissions,20%

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader