The digital and the hyperreal, with reference to artwork by Signe Pierce and Lauren King
- Authors: King, Lauren Pascal
- Date: 2020
- Subjects: Women in art , Femininity in art , Figurative art , Cyberspace -- Social aspects , Feminine beauty (Aesthetics) , Online identities , Photo-realism , Computer art , Virtual reality in art , Reality in art , Art, Modern -- 21st century , Feminist art criticism , Pierce, Signe
- Language: English
- Type: Thesis , Masters , MFA
- Identifier: http://hdl.handle.net/10962/147939 , vital:38688
- Description: This MFA is a visual art critical investigation of digital representations, manipulations, and exploitations of feminine figures in cyberspace. The particular focus of this study is centred on the work of self-titled reality artist Signe Pierce, as well as my own practical body of work: The Digital Feminine. Case studies of Pierce’s practice include Big Sister (2016), Halo (2018), American Reflexxx (2013) and Reality Hack (2016). Through these case studies I examine the nature of identity formation online as underscored by notions of performativity as well as arguments for the use of feminine aesthetics as feminist critique, specifically through the use of the ‘Venus Flytrapping’ method. Jean Baudrillard famously theorised the hyperreal and the simulacra, claiming that human experience is a simulation of reality1. My MFA thesis addresses contemporary concerns relating to issues of reality, perception, the gaze, and identity in an increasingly virtual world. The 20th century witnessed massive changes in technology, and its subsequent commercialisation marked new territories for mass media, politics, entertainment, social life, and the art world. Avant-garde modern art movements shattered previously held standards of traditional artistic production, thus ideas surrounding the ‘art object’ and the role of artists themselves were fundamentally changed. In a postmodern world where nothing is sacred and life is experienced through the simulacra of the screen, the hyperreal takes over. I investigate how real-world socio-political issues, particularly those related to gender, transcend into the digital realm of cyberspace through discussions of Donna Harraway’s ‘cyborg feminism’ and Judith Butler’s ideas of gender performativity, as well as Erving Goffman’s ideas of everyday performativity. My final body of work for the professional art practice component of this MFA is realised in the form of an immersive installation that straddles the virtual and the real. Influenced by digital and hyperreal aesthetics (such as VapourWave), this installation also explores various expressions of femininity that an individual can express both online and in real life.
- Full Text:
- Date Issued: 2020
- Authors: King, Lauren Pascal
- Date: 2020
- Subjects: Women in art , Femininity in art , Figurative art , Cyberspace -- Social aspects , Feminine beauty (Aesthetics) , Online identities , Photo-realism , Computer art , Virtual reality in art , Reality in art , Art, Modern -- 21st century , Feminist art criticism , Pierce, Signe
- Language: English
- Type: Thesis , Masters , MFA
- Identifier: http://hdl.handle.net/10962/147939 , vital:38688
- Description: This MFA is a visual art critical investigation of digital representations, manipulations, and exploitations of feminine figures in cyberspace. The particular focus of this study is centred on the work of self-titled reality artist Signe Pierce, as well as my own practical body of work: The Digital Feminine. Case studies of Pierce’s practice include Big Sister (2016), Halo (2018), American Reflexxx (2013) and Reality Hack (2016). Through these case studies I examine the nature of identity formation online as underscored by notions of performativity as well as arguments for the use of feminine aesthetics as feminist critique, specifically through the use of the ‘Venus Flytrapping’ method. Jean Baudrillard famously theorised the hyperreal and the simulacra, claiming that human experience is a simulation of reality1. My MFA thesis addresses contemporary concerns relating to issues of reality, perception, the gaze, and identity in an increasingly virtual world. The 20th century witnessed massive changes in technology, and its subsequent commercialisation marked new territories for mass media, politics, entertainment, social life, and the art world. Avant-garde modern art movements shattered previously held standards of traditional artistic production, thus ideas surrounding the ‘art object’ and the role of artists themselves were fundamentally changed. In a postmodern world where nothing is sacred and life is experienced through the simulacra of the screen, the hyperreal takes over. I investigate how real-world socio-political issues, particularly those related to gender, transcend into the digital realm of cyberspace through discussions of Donna Harraway’s ‘cyborg feminism’ and Judith Butler’s ideas of gender performativity, as well as Erving Goffman’s ideas of everyday performativity. My final body of work for the professional art practice component of this MFA is realised in the form of an immersive installation that straddles the virtual and the real. Influenced by digital and hyperreal aesthetics (such as VapourWave), this installation also explores various expressions of femininity that an individual can express both online and in real life.
- Full Text:
- Date Issued: 2020
Dasein online! a study of the experience of flow in the virtual playground
- Authors: Godley, Donnae-Maree
- Date: 2012
- Subjects: Internet games -- Social aspects -- Research , Virtual reality -- Social aspects -- Research , Fantasy games -- Social aspects -- Research , Human-computer interaction -- Research , Online identities
- Language: English
- Type: Thesis , Masters , MSocSc
- Identifier: vital:2983 , http://hdl.handle.net/10962/d1002492 , Internet games -- Social aspects -- Research , Virtual reality -- Social aspects -- Research , Fantasy games -- Social aspects -- Research , Human-computer interaction -- Research , Online identities
- Description: The purpose of this study was twofold. First, it aimed to present and understand the experiences of online gamers from the paradigm of positive psychology. To achieve this, the phenomenon of flow was investigated to see whether or not, it is experienced whilst gaming online and if present, how it is revealed in this context. The second purpose was to contribute to theory building and to respond to extant research recommendations. Aligned with a qualitative orientation, the method selected to achieve the objectives of the study was interpretative phenomenological analysis. A sample of four participants who met the criteria for inclusion in the research were selected and interviewed using semi-structured interviews. Data was analysed and interpreted inductively and categorised into superordinate themes. These were presented as two sections: Section A explored the experience and meaning of online gaming through the following three superordinate themes; intention, pre-gaming rituals and gaming process. Section B discussed the social experience and meaning of gaming online through the superordinate theme, a gamers way. This study both challenged and supported theory and research in the field and introduced novel areas, such as pregaming rituals and the subthemes; marijuana and gaming space. This is a notable and promising "side effect" of a research design that is exploratory. Findings called for future multi-disciplinary research into flow, gaming and online relationships considering Csikszentimaihalyi‟s concept of autotelic relationships and Heideggers‟ philosophical framework.
- Full Text:
- Date Issued: 2012
- Authors: Godley, Donnae-Maree
- Date: 2012
- Subjects: Internet games -- Social aspects -- Research , Virtual reality -- Social aspects -- Research , Fantasy games -- Social aspects -- Research , Human-computer interaction -- Research , Online identities
- Language: English
- Type: Thesis , Masters , MSocSc
- Identifier: vital:2983 , http://hdl.handle.net/10962/d1002492 , Internet games -- Social aspects -- Research , Virtual reality -- Social aspects -- Research , Fantasy games -- Social aspects -- Research , Human-computer interaction -- Research , Online identities
- Description: The purpose of this study was twofold. First, it aimed to present and understand the experiences of online gamers from the paradigm of positive psychology. To achieve this, the phenomenon of flow was investigated to see whether or not, it is experienced whilst gaming online and if present, how it is revealed in this context. The second purpose was to contribute to theory building and to respond to extant research recommendations. Aligned with a qualitative orientation, the method selected to achieve the objectives of the study was interpretative phenomenological analysis. A sample of four participants who met the criteria for inclusion in the research were selected and interviewed using semi-structured interviews. Data was analysed and interpreted inductively and categorised into superordinate themes. These were presented as two sections: Section A explored the experience and meaning of online gaming through the following three superordinate themes; intention, pre-gaming rituals and gaming process. Section B discussed the social experience and meaning of gaming online through the superordinate theme, a gamers way. This study both challenged and supported theory and research in the field and introduced novel areas, such as pregaming rituals and the subthemes; marijuana and gaming space. This is a notable and promising "side effect" of a research design that is exploratory. Findings called for future multi-disciplinary research into flow, gaming and online relationships considering Csikszentimaihalyi‟s concept of autotelic relationships and Heideggers‟ philosophical framework.
- Full Text:
- Date Issued: 2012
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