Quintessence: Frieda Harris e o Tarô de Thoth em Proposta de Instalação Interativa
Ano de defesa: | 2022 |
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Autor(a) principal: | |
Orientador(a): | |
Banca de defesa: | |
Tipo de documento: | Dissertação |
Tipo de acesso: | Acesso aberto |
Idioma: | por |
Instituição de defesa: |
Universidade Federal do Espírito Santo
BR Mestrado em Artes Centro de Artes UFES Programa de Pós-Graduação em Artes |
Programa de Pós-Graduação: |
Não Informado pela instituição
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Departamento: |
Não Informado pela instituição
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País: |
Não Informado pela instituição
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Palavras-chave em Português: | |
Link de acesso: | http://repositorio.ufes.br/handle/10/16413 |
Resumo: | The background of this research is the creative process and the contexts of the the Thoth´s Tarot creation process, a card game illustrated by Frieda Harris in partnership with the English magician Aleister Crowley. This dissertation aims to make a relationship between the magic and the mystery that surround the enigmatic archetypal figures of the tarot, bringing this context to the evolution of technical images that provided the dissemination of this popular knowledge to the core of the counterculture. In addition, we aim to bring this content to the main object of this research, which is the proposition of an artistic installation merging technological resources applied to art using the theme of the Thoth´s Tarot, called Quintessence. As stated by Arlindo Machado, every work of art is produced with the most technologically advanced in cultural terms. The artists make room for new inquiries to be conducted in exploratory fields that become fertile paths for restless minds. For Vilém Flusser, the technologies of apparatus and technical images enable a movement of re-magicization of the image, emphasizing the power of presenting complex ideas through illustrated forms. Currently we observe an integration of media and digital resources in the artistic field, where artists appear producing works that dialogue with current computational technological trends, producing digital interventions that are not just static images, but interactive works. Such an example can be observed as in the case of the use of creative programming languages, where information is computed, replicated and reproduced interactively in different devices, resolutions and formats for different purposes. |