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18 JANUARY 2013

Rose Goldsen Archive of New Media Art

"Named after the pioneering critic of the commercialization of mass media, the late Professor Rose Goldsen of Cornell University, the Archive was founded in 2002 by Timothy Murray to house international art work produced on CD–Rom, DVD–Rom, video, digital interfaces, and the internet. Its collection of supporting materials includes unpublished manuscripts and designs, catalogues, monographs, and resource guides to new media art.

Emphasizing multimedia artworks that reflect digital extensions of twentieth–century developments in cinema, video, installation, photography, and sound, holdings include extensive special collections in American and Chinese new media arts, significant online and offline holdings in internet art, and the majority of works in the international exhibition, Contact Zones: The Art of CD–Rom. A novel research archive of international significance, the collection complements the holdings in the Division of Rare and Manuscript Collections of illuminated manuscripts and the early modern printed book, and adds to the breadth of its important collections in human sexuality, Asian Studies, and Media, Film, and Music."

(Cornell University Library)

TAGS

2002American • American new media arts • archiveart • catalogues • CD-ROMChinese • Chinese new media arts • cinemacollection • commercialisation of mass media • Contact Zones • Cornell UniversityCornell University Library • designs • digital interfaces • DVD-ROMfilmholdingsinstallation • international art • InternetInternet artmass mediamediamonographs • multimedia artworks • musicnet artnew media artnew media artsonline and offlinephotography • Professor Rose Goldsen • research archive • resource guides • soundspecial collections • Timothy Murray • twentieth-century developments • unpublished manuscripts • video

CONTRIBUTOR

Simon Perkins
19 NOVEMBER 2012

Hyper Island: designing learning experiences to stay creative and competitive in an increasingly digitised world

"For over 15 years Hyper Island has been designing learning experiences for students and industry professionals alike. It all started with three men, a few beers, and one vision. The year was 1994, and multimedia pioneers Lars Lundh, Jonathan Briggs, and David Erixon converged in bar in Stockholm to discuss an upcoming CD–ROM project.

Together they realized their new digital world demanded a new kind of learning: industry–based learning. They envisioned a new institution that could prepare people for the lightening–fast pace of the modern workplace. A place where students could grow, not only as professionals, but also as human beings. ...

Hyper Island is now a thriving global presence, with two main areas of focus. Student Programs immerse young talent in intensive learning experiences from digital art direction to e–Commerce to data strategy. Executive Programs boost understanding of how digital changes societies and consumer behavior –– and how organizations need to change to stay creative and competitive in an increasingly digitized world. Hyper Island is now worldwide, located in Stockholm, Karlskrona, New York, London, and soon, Singapore. And Executive Programs teams can travel around the world designing and executing learning experiences for Fortune 500 companies and start–ups alike.

As the digital world shifts and evolves, Hyper Island continues to react and expand, creating an agile, forward–looking learning environment for students and industry leaders. What began as a bold experiment on a windswept island has become a revolutionary way to learn, reflect, collaborate, and above all, innovate."

(Charlotte Sundåker)

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TAGS

1994 • bold experiment • CD-ROM • centre for learning • challenging students • collaborateconsumer behaviourcreativity and innovation • data strategy • David Erixon • designing learning experiences • digital art direction • digital changes societies • digital worlddigitised worlde-commerceexperiential learningHyper Islandindustry leadersindustry professionals • industry-based learning • innovate • intensive learning experiences • Jonathan Briggs • Karlskrona • Lars Lundh • learning environmentLondonmultimedia • new digital world • new kind of learning • New Yorkpersonal developmentprofessional developmentreflect • revolutionary way to learn • Singapore • stay competitive • stay creative • Stockholmstudents • Stumholmen • Swedenworkplaceyoung talent

CONTRIBUTOR

Simon Perkins
18 FEBRUARY 2011

Chris Marker: Memory's Apostle

"If in these respects Sans Soleil looks back to Marker's earlier incarnations, it also heralds his growing interest in computers and digital multimedia, which would become an important platform for his work during the eighties and nineties, resulting in the multimedia gallery installations Zapping Zone (1990), Silent Movie (1996), and Owls at Noon (2005), the interactive CD–ROM Immemory (1998), and the pivotal role played by the Apple Mac computer in both the narrative and the creation of his 1996 feature film Level Five. In Sans Soleil, the avatar of this fascination with digital imagery is Krasna's Japanese friend Hayao Yamaneko, who designs video games and, as a sideline, obsessively feeds film images into a synthesizer, so that they are transformed into flat, shifting fields of vivid, pixelated color."

(Catherine Lupton, 25 June 2007)

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TAGS

1980s1990s • apostle • AppleApple Macavatar • Catherine Lupton • CD-ROMChris Markercomputerdigital imagerydigital multimediafeature filmHayao Yamaneko • Immemory • installations • interactiveLevel Fivememorymultimedianarrative • Owls at Noon • pixelated colour • Sandor KrasnaSans Soleil (1983) • shifting fields • Silent Movie • synthesizervideo games • Zapping Zone

CONTRIBUTOR

Simon Perkins
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