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On Virtual Fluxus

On Virtual Fluxus
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Author(s): Patrick Lichty (University of Wisconsin – Milwaukee, USA)
Copyright: 2015
Pages: 12
Source title: Analyzing Art, Culture, and Design in the Digital Age
Source Author(s)/Editor(s): Gianluca Mura (Politecnico di Milano University, Italy)
DOI: 10.4018/978-1-4666-8679-3.ch004

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Abstract

Contemporary technologies in art are available from the 1960's. Virtual Fluxus is the result of more than a decade of digital practice events, which give a definition of the online world. This article on Virtual FLUXUS discusses the paradoxes of the Virtual in Contemporary Art. It starts its discussion with a citation from Al Hansen, as: “Fluxus is a Virtual Reality system where the glove doesn't work properly and the helmet doesn't fit. Other things happen than what was intended”. In this chapter, the author underlines that when Virtual FLUXUS happened, the gloves and goggles began to work, and when inside, things were more gloriously broken than could have been imagined. In this chapter, there are several examples of virtual artworks from different authors examined.

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