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Which clippings match 'Visual Aesthetics' keyword pg.1 of 1
09 NOVEMBER 2016

The vaporwave aesthetic and the music playing behind an infomercial for public access purgatory

"Vaporwave isn’t just something you listen to either, it’s something you experience, and experiences include visuals. Vaporwave visual art, simply referred to as 'aesthetics,' is varied but tends to honor some core tenets. If you’re looking at something pink and teal with a marble classical bust and a glitchy Windows 95 logo, you’re probably looking at a vaporwave aesthetic. If you’re watching a YouTube video with a title written in a weirdly soothing stretched out font, you’re probably watching a vaporwave aesthetic.

If you haven’t guessed by now, vaporwave is a bit of a joke, or more accurately, an internet meme. Vaporwave’s trippy immediate artistic ancestor 'seapunk' was a running inside joke on Tumblr during 2011 about fashion and art and music inspired by the ocean. The look and sound of a psychedelic club run by a hipster Ariel from The Little Mermaid is a pretty accurate summation. Neon seapunk imagery even found its way into Rihanna’s 2012 Saturday Night Live performance, confounding many viewers with its colorful and stylish but garish, cheap, and seemingly unprofessional grainy green screen look. The exact difference between seapunk and vaporwave is blurry, but as far as I understand vaporwave trades the aquatic focus for a fascination with the emptiness of aging and/or amateur glossy commercialism. It’s the music playing behind an infomercial for public access purgatory."

(Jordan Minor, 03 June 2016)

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TAGS

1980s retro styleamateur cultural production • amateur glossy commercialism • anti-corporate aesthetic • appropriationcheesy • classical bust • colour schemecolourfulcomputer graphicsconsumption spectacle • cultural aesthetic • digital texts • emptiness • fan art • Floral Shoppe (2011) • inside joke • internet art form • internet cultureInternet memeirony • Japanese funk • Macintosh Plus (musical alias) • manipulating samples • manufactured nostalgia • marble • memenetworked productionnew forms of expression • new sincerity • nostalgic styleoceanparticipatory mediapinkpsychedelic imageryreappropriationremix cultureretro computer graphics • runaway consumerism • seapunk • Sega Genesis • Simpsonwave • Simpsonwave aesthetic • slow jams • stretched out font • teal • tech-fueled nostalgic loop • tech-savvy • The Little Mermaid • The Simpsons (television) • trippy • Tumblrvaporware • vaporwave • vaporwave aesthetic • vaporwave visual art • Vektroid (electronic musician) • video gamesvisual aestheticsWindows 95

CONTRIBUTOR

Simon Perkins
22 SEPTEMBER 2014

Future Knowledge: Lev Manovich Interview

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TAGS

21st centuryAdobe IllustratorAdobe PhotoshopAfter Effects • always-changing field • contemporary designcontemporary media • contemporary media software • cultural artefactsdigital cultureearly 20th centuryearly 21st centuryelectronic technologiesFinal Cut ProGoogle Earthinteractive environments • interface to the world • interfaces • Lev ManovichMaya • mechanical technologies • media • media applications • media authoring • media machinemedia sharing • media-specific tools • medias access • memory • our imagination • physical technologies • software • software for media authoring • Software Takes Command • The Language of New Mediathe medium • theory of the technology • tools shape • universal engine • universal language • visual aestheticsweb services

CONTRIBUTOR

Neal White
24 MARCH 2013

Copenhagen Institute of Interaction Design: Prototyping

"As design–led and practice–based research institution, CIID has expertise in directly engaging with design and technological materials to produce prototypes. Prototyping is at the center of CIID's design culture; it provides us with the methods and means to probe future scenarios, situate design discourses and test design and technical implementations in real world contexts. Our prototyping methods range from simple paper based co–creation props to functional physical prototypes of complex systems. In addition, video scenarios and various experience prototyping methods are employed, in the early stages of our research, in order to bring forward surprisingly foundational insights about the 'role' a technological object or system may have in the real world. Overall, insights derived from all prototypes feed back into our research process to re–iterate over its concepts or focus. With clear probing or prompting goals, we can better use sketches in materials, hardware and software to think and communicate about research, technologies and their societal impacts."

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CONTRIBUTOR

Simon Perkins
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