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What is Chance Operations

Handbook of Research on Digital Media and Creative Technologies
Indeterminacy and the aleatory embedded in artworks to avoid the mechanical and predictable feel of works generated according to rules. Used in computer-based interactive art where designed, choreographed and/or composed forms are combined using randomising algorithms in addition to narrative rules, to offer an exciting, unpredictable, aesthetically pleasing and engaging experience analogous to improvisation, based on a constantly changing dynamic.
Published in Chapter:
Transposing, Transforming, and Transcending Tradition in Creative Digital Media
Phillip Andrew Prager (IT University of Copenhagen, Denmark), Maureen Thomas (University of Cambridge, UK), and Marianne Selsjord (Oslo National Academy of the Arts, Norway)
Copyright: © 2015 |Pages: 59
DOI: 10.4018/978-1-4666-8205-4.ch008
Abstract
How can digital media technologies, contemporary theories of creativity, and tradition combine to develop the aesthetics of computer-based art today and in the future? Through contextualised case-studies, this chapter investigates how games, information technologies, and traditional visual and storytelling arts combine to create rich, complex, and engaging moving-image based artworks with wide appeal. It examines how dramatist and interactive media artist Maureen Thomas and 3D media artist and conservator Marianne Selsjord deploy creative digital technologies to transpose, transform, and transcend pre-page arts and crafts for the digital era, making fresh work for new audiences. Researcher in digital aesthetics, creative cognition, and play behaviour Dr. Phillip Prager examines how such work is conducive to creative insight and worthwhile play, discussing its remediation of some of the aspirations and approaches of 20th-century avant-garde artists, revealing these as a potent source of conceptual riches for the digital media creators of today and tomorrow.
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