Gabriella Giannachi
Biographic Data
| ID | 1048929 |
|---|---|
| NAME | Gabriella Giannachi |
| GIVEN NAMES | Gabriella |
| FAMILY NAME | Giannachi |
| SIGNATURE | GIANNACHI G |
| AFFILIATIONS | University of Exeter |
| ORCID | 0000-0001-7510-1787 |
| VERIFIED | Yes |
| TOTAL WORKS | 16 |
| TOTAL CITATIONS | 10 |
| AUTHOR COUNT | 16 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2004 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 2 |
Using AI for the documentation of intangible cultural heritage
This paper explores the potential roles AI could play in interpreting, documenting, preserving, and making accessible intangible forms of cultural heritage for future generations. The paper starts by analysing the changing role of documentation in collections and archives (primarily museum archives and/or archives that include artworks). The paper then investigates what these changes in documentation may mean for archives, introducing also the no…
Using AI in documentation: Working with ChatGPT-3.5 on the Lynn Hershman Leeson archive
Presença ambiental
Translation of "Environmental presence", by Gabriella Giannachi. In: GIANNACHI, Gabriela; KAYE, Nick; SHANKS, Michael (org.). Archaelogies of Presence: Art, Performance and the persistence of being. Londres: Routledge: 2012. P. 50-63
Documentation As Art: Expanded Digital Practices
Imagining the Future of a Complex Mixed-media Work: The Case of Lynn Hershman Leeson’s The Floating Museum
Over the last twenty years museums have systematically digitized the contents of their archives and, increasingly, the data and documents produced through these processes are used, alongside historic documents, to engage audiences on- and offline (see, for example, Tate’s Archives and Access project, 2012–2017).[1] For art museums, this has increasingly involved the digitization of materials related to performance and new media. When this has occ…
ArtMaps: A Technology for Looking at Tate’s Collection
This article presents ArtMaps, a crowdsourcing web-based app for desktop and mobile use that allows users to locate, move and annotate artworks in the Tate collection in relation to one or more sets of locations. Here the authors show that ArtMaps extends the “space” of the museum and facilitates a new pluriperspectival way of looking at art
Interaction as performance
research-article Interaction as performance Share on Authors: Steve Benford University of Nottingham University of NottinghamView Profile , Gabriella Giannachi University of Exeter University of ExeterView Profile Authors Info & Claims InteractionsVolume 19Issue 3May + June 2012 pp 38–43https://doi.org/10.1145/2168931.2168941Online:01 May 2012Publication History 16citation1,983DownloadsMetricsTotal Citations16Total Downloads1,983Last 12 Months399…
Representing, Performing and Mitigating Climate Change in Contemporary Art Practice
Over the last quarter-century, an increasing number of artists have been variously engaging the public in artworks addressing the anthropogenic phenomenon known as climate change. Focusing specifically on works developed in the fields of visual arts, performance and new media, and on a body of theory attempting to distinguish between terms such as nature, landscape, weather, climate and environment, this article aims to offer an exploration of ho…
Acts of Presence: Performance, Mediation, Virtual Reality
The Acts of Presence: Performing Presence CAVE Scenarios DVD-ROM accompanies this article. Presence is central to the operation of immersive virtual reality facilities. These VR technologies explore how phenomena of presence are performed, mediated, and experienced by individual participants, defining questions in computer science that can be advanced through performance theory, while offering new ways of thinking around liveness and mediation
Riders Have Spoken: A practice-based approach to developing an information architecture for the archiving and replay of a mixed reality performance
This article discusses the issues and challenges arising from the archiving and replay of an interactive mixed reality performance work called Rider Spoke. After a description of the work, a practice-based approach to the development of an information architecture for the archiving and replay of the work is presented. The approach includes the design of a website, a cross-disciplinary approach to the development of metadata and the development of…
Lynn Hershman Leeson in Conversation with Gabriella Giannachi
Lynn Hershman Leeson has been called the most influential woman working in new media today. Here she discusses her acclaimed work in photography, video, installation, interactive and net-based media, the honors for which now include the 2009 Lifetime Achievement Award from SIGGRAPH
Riders Have Spoken: Replaying and Archiving Pervasive Performances
In this paper we present a practical study that formed part of the larger Creator project [1]. Data, such as GPS trails, video and audio files from a pervasive-performance were used to explore multi-disciplinary understandings of such ‘ephemeral’ pieces. Video and audio content tagging was also explored as a device to aid in developing the archive for replay. It is recommended that projects involving artistic practice should make documentation an…
Creative Assemblages: Organisation and Outputs of Practice-Led Research
In this note we explore the organisation of creative, practice-led projects and the variety of research outcomes they produce, in order to question assumptions about their potential benefits
Temporal Convergence in Shared Networked Narratives: The Case of Blast Theory's Day of the Figurines
Day of the Figurines, developed by Blast Theory in collaboration with the Mixed Reality Laboratory at Nottingham University, is a massively multiplayer board game for up to a thousand participants. Players can interact remotely with other participants via SMS through their mobile phones from anywhere in the world. Following an analysis of this game's complex use of time, the authors introduce a framework structured around five layers of time, fro…
The politics of new media theatre: Life
This book is a groundbreaking study of performance that responds to, adopts and subverts current philosophical, political and economic practices. Not only does Gabriella Giannachi show how new media theatre can affect society, she also demonstrates that knowledge produced by and through performance is paradigmatic towards an understanding of the contemporary."--BOOK JACKET
Virtual theatres: An Introduction
This is the first full-length book of its kind to offer an investigation of the interface between theatre, performance and digital arts. Virtual Theatres not only allows for a reinterpretation of what is possible in the world of performance practice, but also demonstrates how 'virtuality' has come to represent a major parameter for our understanding and experience of contemporary art and life."--Jacket
Representing, Performing and Mitigating Climate Change in Contemporary Art Practice
Over the last quarter-century, an increasing number of artists have been variously engaging the public in artworks addressing the anthropogenic phenomenon known as climate change. Focusing specifically on works developed in the fields of visual arts, performance and new media, and on a body of theory attempting to distinguish between terms such as nature, landscape, weather, climate and environment, this article aims to offer an exploration of ho…
Creative Assemblages: Organisation and Outputs of Practice-Led Research
In this note we explore the organisation of creative, practice-led projects and the variety of research outcomes they produce, in order to question assumptions about their potential benefits
Virtual theatres: An Introduction
This is the first full-length book of its kind to offer an investigation of the interface between theatre, performance and digital arts. Virtual Theatres not only allows for a reinterpretation of what is possible in the world of performance practice, but also demonstrates how 'virtuality' has come to represent a major parameter for our understanding and experience of contemporary art and life."--Jacket
The politics of new media theatre: Life
This book is a groundbreaking study of performance that responds to, adopts and subverts current philosophical, political and economic practices. Not only does Gabriella Giannachi show how new media theatre can affect society, she also demonstrates that knowledge produced by and through performance is paradigmatic towards an understanding of the contemporary."--BOOK JACKET
Temporal Convergence in Shared Networked Narratives: The Case of Blast Theory's Day of the Figurines
Day of the Figurines, developed by Blast Theory in collaboration with the Mixed Reality Laboratory at Nottingham University, is a massively multiplayer board game for up to a thousand participants. Players can interact remotely with other participants via SMS through their mobile phones from anywhere in the world. Following an analysis of this game's complex use of time, the authors introduce a framework structured around five layers of time, fro…
Riders Have Spoken: A practice-based approach to developing an information architecture for the archiving and replay of a mixed reality performance
This article discusses the issues and challenges arising from the archiving and replay of an interactive mixed reality performance work called Rider Spoke. After a description of the work, a practice-based approach to the development of an information architecture for the archiving and replay of the work is presented. The approach includes the design of a website, a cross-disciplinary approach to the development of metadata and the development of…
Lynn Hershman Leeson in Conversation with Gabriella Giannachi
Lynn Hershman Leeson has been called the most influential woman working in new media today. Here she discusses her acclaimed work in photography, video, installation, interactive and net-based media, the honors for which now include the 2009 Lifetime Achievement Award from SIGGRAPH
Riders Have Spoken: Replaying and Archiving Pervasive Performances
In this paper we present a practical study that formed part of the larger Creator project [1]. Data, such as GPS trails, video and audio files from a pervasive-performance were used to explore multi-disciplinary understandings of such ‘ephemeral’ pieces. Video and audio content tagging was also explored as a device to aid in developing the archive for replay. It is recommended that projects involving artistic practice should make documentation an…
Creative Assemblages: Organisation and Outputs of Practice-Led Research
In this note we explore the organisation of creative, practice-led projects and the variety of research outcomes they produce, in order to question assumptions about their potential benefits
Acts of Presence: Performance, Mediation, Virtual Reality
The Acts of Presence: Performing Presence CAVE Scenarios DVD-ROM accompanies this article. Presence is central to the operation of immersive virtual reality facilities. These VR technologies explore how phenomena of presence are performed, mediated, and experienced by individual participants, defining questions in computer science that can be advanced through performance theory, while offering new ways of thinking around liveness and mediation
Interaction as performance
research-article Interaction as performance Share on Authors: Steve Benford University of Nottingham University of NottinghamView Profile , Gabriella Giannachi University of Exeter University of ExeterView Profile Authors Info & Claims InteractionsVolume 19Issue 3May + June 2012 pp 38–43https://doi.org/10.1145/2168931.2168941Online:01 May 2012Publication History 16citation1,983DownloadsMetricsTotal Citations16Total Downloads1,983Last 12 Months399…
Representing, Performing and Mitigating Climate Change in Contemporary Art Practice
Over the last quarter-century, an increasing number of artists have been variously engaging the public in artworks addressing the anthropogenic phenomenon known as climate change. Focusing specifically on works developed in the fields of visual arts, performance and new media, and on a body of theory attempting to distinguish between terms such as nature, landscape, weather, climate and environment, this article aims to offer an exploration of ho…
ArtMaps: A Technology for Looking at Tate’s Collection
This article presents ArtMaps, a crowdsourcing web-based app for desktop and mobile use that allows users to locate, move and annotate artworks in the Tate collection in relation to one or more sets of locations. Here the authors show that ArtMaps extends the “space” of the museum and facilitates a new pluriperspectival way of looking at art
Imagining the Future of a Complex Mixed-media Work: The Case of Lynn Hershman Leeson’s The Floating Museum
Over the last twenty years museums have systematically digitized the contents of their archives and, increasingly, the data and documents produced through these processes are used, alongside historic documents, to engage audiences on- and offline (see, for example, Tate’s Archives and Access project, 2012–2017).[1] For art museums, this has increasingly involved the digitization of materials related to performance and new media. When this has occ…
Presença ambiental
Translation of "Environmental presence", by Gabriella Giannachi. In: GIANNACHI, Gabriela; KAYE, Nick; SHANKS, Michael (org.). Archaelogies of Presence: Art, Performance and the persistence of being. Londres: Routledge: 2012. P. 50-63
Documentation As Art: Expanded Digital Practices
Using AI in documentation: Working with ChatGPT-3.5 on the Lynn Hershman Leeson archive
Using AI for the documentation of intangible cultural heritage
This paper explores the potential roles AI could play in interpreting, documenting, preserving, and making accessible intangible forms of cultural heritage for future generations. The paper starts by analysing the changing role of documentation in collections and archives (primarily museum archives and/or archives that include artworks). The paper then investigates what these changes in documentation may mean for archives, introducing also the no…
Computer Science (9 works) · Art (7 works) · Visual arts (6 works) · World Wide Web (6 works) · Sociology (5 works) · Documentation (4 works) · Engineering (4 works) · Multimedia (4 works) · Art history (3 works) · Innovative Human-Technology Interaction (3 works)