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Patrick Lichty

Biographic Data

ID381600
NAMEPatrick Lichty
GIVEN NAMESPatrick
FAMILY NAMELichty
SIGNATURELICHTY P
AFFILIATIONSColumbia College
ORCID0000-0002-7080-603X
VERIFIEDYes
TOTAL WORKS7
TOTAL CITATIONS1
AUTHOR COUNT7
EDITOR COUNT0
FIRST PUBLICATION YEAR1997
LATEST PUBLICATION YEAR2014
H-INDEX1
  • The Aesthetics of Liminality

    Patrick Lichty•ARTICLE•Leonardo•2014•References: 1

    From ARToolkit’s emergence in the 1990s to the emergence of augmented reality (AR) as an art medium in the 2010s, AR has developed as a number of evidential sites. As an extension of virtual media, it merges real-time pattern recognition with goggles (finally realizing William Gibson’s sci-fi fantasy) or handheld devices. This creates a welding of real-time media and virtual reality, or an optically registered simulation overlaid upon an actual s…

  • The Translation of Art in Virtual Worlds

    Patrick Lichty•BOOK•The Oxford Handbook Of Virtuality•2013

    This chapter examines New Media art practices in virtual worlds. It focuses on 3D platforms, multiplayer online role-playing games (MMORPGs) like World of Warcraft (WoW), and multi user virtual environments (MUVEs) like Second Life (SL). It analyzes the translation of these worlds from the tangible to the virtual and considers the “mixed/cybrid” and the formal work of virtual art. It also discusses the four aspects of artistic practice in virtual…

  • Artists' Statements

    Cory Arcangel, Mark Daggett et al.•ARTICLE•Leonardo•2001

    Leonardo - Volume 34, Number 5, October 2001

  • Websites

    Thomas Swiss, Skye Giordano et al.•ARTICLE•Leonardo•2001

  • An Alpha Revisionist Manifesto

    Patrick Lichty•ARTICLE•Leonardo•2001•Cited by: 1

    In the technological sector, the first development stage of a product is known as 'Alpha' phase. The essay posits that techno-industrial culture and the production of technological art have been superimposed to the point where artists are often indistinguishable from commercial entities trying to sell the next hype-laden device. This is also true in the case of intangible on-line art, as market and institutional forces rematerialize net and other…

  • The Cybernetics of Performance and New Media Art

    Patrick Lichty•ARTICLE•Leonardo•2000

    The emergence of many new media art genres calls into question qualitative issues in regards to performance in virtual and electronic spaces. What constitutes performance in technological art, and how can we form a critique of new media performance by analyzing these aesthetic spaces? This essay forms an analysis of technological performance, and of the “performative” in new media through the use of cybernetics as a critical tool

  • Machine

    Jonathon S Epstein, Patrick Lichty•ARTICLE•Sociological Spectrum•1997•References: 2

    The purpose of this article is to describe and offer a rationale for what we have labeled cybertheory. Cybertheory attempts to use the current technologies of postmodernity, the personal computer, the VCR, and home recording equipment, to produce a multimedia theoretical “text,” a video trilogy titled Machine, which explicates a postmodern view of late 20th‐century culture. The theoretical background for this work is rooted in the works of Baudri…

  • An Alpha Revisionist Manifesto

    Patrick Lichty•ARTICLE•Leonardo•2001•Cited by: 1

    In the technological sector, the first development stage of a product is known as 'Alpha' phase. The essay posits that techno-industrial culture and the production of technological art have been superimposed to the point where artists are often indistinguishable from commercial entities trying to sell the next hype-laden device. This is also true in the case of intangible on-line art, as market and institutional forces rematerialize net and other…

  • Machine

    Jonathon S Epstein, Patrick Lichty•ARTICLE•Sociological Spectrum•1997•References: 2

    The purpose of this article is to describe and offer a rationale for what we have labeled cybertheory. Cybertheory attempts to use the current technologies of postmodernity, the personal computer, the VCR, and home recording equipment, to produce a multimedia theoretical “text,” a video trilogy titled Machine, which explicates a postmodern view of late 20th‐century culture. The theoretical background for this work is rooted in the works of Baudri…

  • The Cybernetics of Performance and New Media Art

    Patrick Lichty•ARTICLE•Leonardo•2000

    The emergence of many new media art genres calls into question qualitative issues in regards to performance in virtual and electronic spaces. What constitutes performance in technological art, and how can we form a critique of new media performance by analyzing these aesthetic spaces? This essay forms an analysis of technological performance, and of the “performative” in new media through the use of cybernetics as a critical tool

  • Artists' Statements

    Cory Arcangel, Mark Daggett et al.•ARTICLE•Leonardo•2001

    Leonardo - Volume 34, Number 5, October 2001

  • Websites

    Thomas Swiss, Skye Giordano et al.•ARTICLE•Leonardo•2001

  • An Alpha Revisionist Manifesto

    Patrick Lichty•ARTICLE•Leonardo•2001•Cited by: 1

    In the technological sector, the first development stage of a product is known as 'Alpha' phase. The essay posits that techno-industrial culture and the production of technological art have been superimposed to the point where artists are often indistinguishable from commercial entities trying to sell the next hype-laden device. This is also true in the case of intangible on-line art, as market and institutional forces rematerialize net and other…

  • The Translation of Art in Virtual Worlds

    Patrick Lichty•BOOK•The Oxford Handbook Of Virtuality•2013

    This chapter examines New Media art practices in virtual worlds. It focuses on 3D platforms, multiplayer online role-playing games (MMORPGs) like World of Warcraft (WoW), and multi user virtual environments (MUVEs) like Second Life (SL). It analyzes the translation of these worlds from the tangible to the virtual and considers the “mixed/cybrid” and the formal work of virtual art. It also discusses the four aspects of artistic practice in virtual…

  • The Aesthetics of Liminality

    Patrick Lichty•ARTICLE•Leonardo•2014•References: 1

    From ARToolkit’s emergence in the 1990s to the emergence of augmented reality (AR) as an art medium in the 2010s, AR has developed as a number of evidential sites. As an extension of virtual media, it merges real-time pattern recognition with goggles (finally realizing William Gibson’s sci-fi fantasy) or handheld devices. This creates a welding of real-time media and virtual reality, or an optically registered simulation overlaid upon an actual s…

Computer Science (7 works) · Art (6 works) · Aesthetics (4 works) · World Wide Web (4 works) · Artificial Intelligence (3 works) · Epistemology (3 works) · Human–computer interaction (3 works) · Multimedia (3 works) · Philosophy (3 works) · Artificial Intelligence (2 works)

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