
Guimbretière Nathalie
Researcher, visual artist (interactive design, epistemology, art history, anthropology, cinema, videogames).
Research
This research project, which is both practical and theoretical, examines the new artistic and aesthetic links between art, design, and science. The theoretical challenge is to examine how digital image technologies can lead to substantial, critical experiences for the spectator and to create autonomous creative devices.
The primary research axis concerns the aesthetics and politics of movement, as well as the poetic and utopian activation of real-time creative tools. To achieve this, a wide range of devices are developed, including films, video games, installations, audiovisual performances and publications.
This line of research aims to put the historical relationship between art and science into perspective. In order to do so, it will take into account new cultural, economic, ecological and ideological relations between art, design, and technology, in an attempt to propose solutions to contemporary problems. In other words, to devise new forms (relational, technological, aesthetic, social).
By shifting their function, decontextualising and rematerialising them, these objects seek to foster a new understanding of their function and our way of thinking about the world. There is a great deal of work that is currently devoted to imagining innovative processes of creation and reflection between artists and scientists.
Biography
Nathalie Guimbretière is a visual artist and researcher in art and design. Her work focuses on the aesthetics and politics of movement, and the poetic and utopian activation of real-time creative tools. Much of her current work is concerned with imagining innovative processes of creation and reflection between artists and scientists. To achieve this, she creates multifaceted devices: film, videogames, installations, audiovisual performances and publications.
She has performed on numerous stages that combine moving image and music. Her work has been exhibited in France and abroad (Berlin, Montreal, Conakry, Syracuse, Reykjavík, New York). She is supported by Stereolux (Nantes), La folie numérique (Paris) and Le pixel blanc (Paris). She is a member of the Eniarof collective and co-founder of Pronaos.
She also runs workshops at art schools and festivals in Geneva (Crea – University of Geneva), Reykjavík (Iceland University of the Arts), Seyðisfjörður (LundA), Berlin (A-Maze, Universität der Künste), Montreal (UQAM) and New York (New York University – NYU Game Center).
She currently teaches in the Design department at the École Normale Supérieure at Paris-Saclay. She also produces research work for a number of plastic arts, design, and video game laboratories in Paris (ENSADlab, ENSCi – Les ateliers, ENS Paris-Saclay, SAS) and at the University of Montpellier (Rirra21 EA 4209, Praxiling UMR 5267 CNRS).
Publications
- GUIMBRETIERE, Nathalie, “Le jeu vidéo au carrefour de l’histoire, des arts et des médias”, Proceedings of the colloquium Jeu vidéo, installation et performance : une manière de faire monde ?, École d’art Émile Cohl, Lyon, 2020.
- GUIMBRETIERE, Nathalie, “L’interactivité dans les projets d’installation et de performance artistique. Implications politiques du geste en temps réel” in Les Cahiers de praxématique, Parinling, Programme Interactivité et éthique (ITAQUE), 2020.
- GUIMBRETIERE, Nathalie, “Les dispositifs Interactifs, entre ludique et narration”, À l’épreuve Journal, 2019.
- GUIMBRETIERE, Nathalie, “Penser et étudier les objets numériques”, Hybrid Journal, École Universitaire de Recherche ArTeC, Presses Universitaires de Vincennes, 2018.
Conférences
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