(Dis)embodied: How Technology Affects Representations of the Body

(Dis)embodied: How Technology Affects Representations of the Body

5 years ago
Anonymous $fWzGa1uP8i

https://medium.com/digital-art-weekly-by-danae-hi/dis-embodied-how-technology-affects-representations-of-the-body-9bd051881d14

LaTurbo Avedon, Sittin’ up in my room, 2018, courtesy of the artist.Representing our physical traits and those of others, realistically or not, is a constant subject of art history which continues to intrigue artists working with digital tools, network systems, and biotechnologies. From avatars to cyborgs and technologically-augmented humans, here is a highlight of several themes and approaches to body depiction in the age of new media.

When thinking of video games and online worlds, it seems most likely that virtual worlds give an excuse for “escapism,” erasing all the physical problems from our daily routine to become whoever we want to be and do whatever we want to do. But digital artists and critics of new media understand the field of body and technology as providing with new opportunities to challenge binaries — curvy or slim, short or tall, black or white, female or male — and the power dynamics inherent to our patriarchal systems. For instance, artist and posthumanism pioneer Lynn Hershman Leeson describes works like hers as “strategies of resistance” and furthers: