770 Fotografie, Computerkunst
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We are not going back
(2006)
This article discusses how the formerly motionless and silent photographic image is set in motion and how this shift affects its usages. This turn is viewed under the changing conditions in production and circulation of social media platforms and the technical unity of photo and video camera. Various photographic practices and aspects will be adressed: the accelerated and ubiquitous production of images (capture and processing), which is dialectically related to the aesthetics of the images, their mode of reception (displays), their distribution and storage (platforms) and the (photographic) apparatuses, with which they are produced. The increase in photographic production is accompanied by a shift away from the decisive and composed single image. The unified apparatus of photographic and video technology is bringing both media ever closer together, which in turn supports the tendency toward the mobile and mobilized image. The article shows how communication has become immediate with digital photographs, how mobile, spatial images, people and apparatuses are related to one another as well as how they create and influence powerful realities; this has always been one of the most fundamental issues of photography.
A tendency has developed in recent times toward a close connection of the (photo) apparatus and the body. The GoPro, the “world’s most versatile camera,” as stated in the developer’s self-description, is often worn attached to the body, is held at a moderate distance from the body by means of a selfie stick, or is firmly mounted on helmets and sporting equipment. Regarding these cameras, a whole array of practices and technologies has evolved that strongly promote “self-shooting.” Thus, a new genre of the self-image has arisen: images of skaters, surfers, fliers, fallers, and the fallen, all capturing themselves in all circumstances up until death; it seems that the camera itself creates the risk to fall. This chapter focuses on the relationship of aesthetics, body, and apparatus that can be traced back to early examples of “falling photographers” and that is nowadays so impressively exemplified by the GoPro technique and its usage. Additionally, the text deals with the general leveling of the difference between the moving image (video) and the still image (photography) within the digital realm, specifically via the unification of both, technologies and practices, in one apparatus—like the GoPro.
Die eingefrorene Zeit
(2010)
Photography in the Digital
(2018)
Photography in the digitally created or digitized reality is an everyday activity that is rarely discussed in the context of photographic debates. This refers to practices such as in-game photography or, simpler yet, the screenshot. The paper focuses on their history, the specific status and materiality of these images of screens. Their (hi)story begins with screen image photography of measured data on cathode ray tubes and the photographic capture of x-ray screens. Screenshots and in-game photography can be seen throughout this context but they are cameraless and can therefore be understood and discussed within a long history of experimental photographic practices. Should we speak here at all of photography? If so, what is their photographic specificity? Which image of reality do they provide us?
Be a Hero
(2018)
A tendency has developed in recent times toward a close connection of the (photo) apparatus and the body. The GoPro, the “world’s most versatile camera,” as stated in the developer’s self-description, is often worn attached to the body, is held at a moderate distance from the body by means of a selfie stick, or is firmly mounted on helmets and sporting equipment. Regarding these cameras, a whole array of practices and technologies has evolved that strongly promote “self-shooting.” Thus, a new genre of the self-image has arisen: images of skaters, surfers, fliers, fallers, and the fallen, all capturing themselves in all circumstances up until death; it seems that the camera itself creates the risk to fall. This chapter focuses on the relationship of aesthetics, body, and apparatus that can be traced back to early examples of “falling photographers” and that is nowadays so impressively exemplified by the GoPro technique and its usage. Additionally, the text deals with the general leveling of the difference between the moving image (video) and the still image (photography) within the digital realm, specifically via the unification of both, technologies and practices, in one apparatus—like the GoPro.
Zeitlupe
(2024)
In nicht wenigen Tätigkeitsfeldern wird heute ein professioneller Umgang mit Fotografien erwartet. Im breiten Spektrum von Studienangeboten der Fachhochschule Potsdam finden sich drei recht unterschiedliche Studienrichtungen, die sich mit dem Bildmedium auseinandersetzen: ein Design-Studiengang, die Europäische Medienwissenschaft – in Kooperation mit der Universität Potsdam – und informationswissenschaftliche Studiengänge (Archiv, Bibliothek und Medien sowie Information und Dokumentation). Das diesbezügliche Lehrangebot für angehende Kommunikationsdesigner zielt in erster Linie auf die Entwicklung und Schulung eines Bildverständnisses. In der Europäischen Medienwissenschaft stellt reflektierte ästhetische Praxis, die sich u. a. auch in der Fotografie ausdrückt, einen Schwerpunkt der Ausbildung dar. Archivare, Bibliothekare und Dokumentare beschäftigt wiederum eher die Frage, wie Fotografien langfristig aufbewahrt, recherchierbar gemacht und effizient für die Nutzung bereitgestellt werden können.
This paper introduces a visualization technique designed to uncover iconographic patterns prevalent within a collection while at the same time allowing close viewing of these particular details. Challenging an institutionalized understanding of overview and detail as inherently opposed, the intention of this research is to develop a visualization method that accounts for the iconographic abundance of a collection and encourages its casual exploration. Expanding digitization efforts have led to a growing number of rich cultural heritage datasets that are successively being published online. At the same time scholars are exploring the potential of computational methods to expand the scale and scope of art history. In this context, data visualization is often equated with a distanced perspective diminishing the intricate and intriguing details of individual artifacts. In collaboration with a museum of applied and decorative arts, we have devised a novel interface concept for the exploration of image collections such as historical glass plate negatives. Inspired by photographic plates on a light table, the resulting Close-up Cloud translates the art historical method of close viewing into the digital by combining it with a dynamic representation of quantitative iconographic patterns across an entire image collection.
Versatile camcorders
(2021)
Small robust action-cams like the GoPro have lastingly altered the conditions for making images by conceiving the body and the device as a single unit acting together, and by staging this joint movement in sometimes spectacular ways. The perspective gained by being closely attached to the body, and the aesthetic qualities that result from this, is a particular feature of this camera. This basic constellation has given rise to a culture of making and sharing images, which is linked in turn to the distribution and communication methods of digital media or brands.
This book is the first to deal with this phenomenon, pursuing it from a variety of perspectives from media and cultural studies.