This table relates to Janez Strehovec’s research in recombination, appropriation, reusing, repurposing, and transfer of artistic procedures/tools from contemporary art to networked economy, (post)politics, media, and entertainment industry.
First publication of this investigation has been presented in “Digital art in the artlike culture and networked economy.” Cultura, ISSN 1584-1057, 2016, vol. 13, no. 2, pp. 137–152. http://www.ingentaconnect.com/contentone/plg/cultura/2016/00000013/00000002/art00012, doi: 10.3726/b10729_137.
Artistic procedures: |
Manifestations in Arts: |
Applications in other fields:
|
aesthetization |
beauty of nature, body, and soul; stylization, beauty in fine arts pieces |
aesthetization of politics, comodity, fashion, sport, and youth |
dematerialization |
dematerialization of art object; service, process, and app. of art instead of stable artwork |
dematerialization of financial services, money, labour, capital, interpersonal relationship |
destabilization of expectations, making of unpredictible |
making strange, parallel editing, stain, subversive affirmation, overidentification,juxtapositioning, pastiche, collage, parody, vertigo |
culture jamming, situacionist detournement, pranks, activism, hactivism tactical media as cultural practices with political goals; electronic disobedience, bussiness disruption, political spin |
muzealization and documentation | muzealization of objects, documentation of performances, readings, actions, processes | muzealization of fashion and design artifacts, cars, technical innovations |
Intenzification | Concentrated arangement of attractive, narrative and metaphysical within as short as possible intervals | Music videos, elevator pitch in economy and public relations, roller-coaster rides |
Semiotization | Play of signifiers in the arts and literature | Semiotization of capital, logo gains advantage over material artifacts |
Narrative | Literary, cinematic, TV, new media shaped narrative | Representation of new scientific paradigm in narrative |
playing and gaming | Performing arts, video and computer games |
Games in mathematics, economics, popular culture |
Derealization | Fictive aesthetic forms in the as-if mode |
Derealization of nature, event, history, politics in the theme parks |
Disruption |
shocks, allegory, cut-up, juxtaposition, montage, contrast |
Special effects in cinema and commercials, business disruptions, cultural innovations as break and shift of paradigm |
Appropriation |
Remixing, reusing, repurposing available artistic material and texts |
Appropriation of existing values in conceptual derivative trading and conceptual cryptomarkets |