Copy, tweak, paste: methods of appropriation in facsimile artists' books
(2017)
author(s): Rob van Leijsen
published in: Journal for Artistic Research
Iconic artists’ books from the 1960s and 1970s have recently been subject to numerous attempted appropriations by publishers and artists, resulting in the production of facsimiles and bootlegs of famous titles. The original versions of artists’ books from the 1960s and 1970s have become scarce over time because of the relentless interest of art dealers and antiquarians, who sell the books for extraordinary prices. Outside the art and book markets, rare artists’ books are mainly available for consultation in libraries or exhibited in showcases. A re-enactment tendency concerning artists’ books has become a recurrent phenomena, the result or answer to the scarce status some artists’ books hold today. Reviewing several re-enacted artists’ books produced by artists and publishers allows their methods of appropriation to be identified and the discourses of this practice to be pursued. Written from the perspective of a graphic designer, the focus lies on visible technical aspects of book production, such as materials and production techniques, which allow comparison of the books, their makers, and their discourses. The conclusion surveys the found methods used by artists and publishers and discusses future tasks in producing and disseminating re-enacted artists’ books, as well as redefining the position of graphic designers in this process.
Capture images through the screen
(last edited: 2025)
author(s): Nicholas Mazzilli
This exposition is in progress and its share status is: visible to all.
In this exposition I invite you to reflect on a part of my artistic research: the screen capture.
The aim is to reconsider this little-explored practice by artistically transforming original images through a double variations in post-production.
In this artistic research I also use experimental software and unconventional methods to carry out images from videogames.
At the same time these methods engage with the European regulations about copyright and American fair use policies. While the extraction of images from three-dimensional, copyright-protected spaces is often restricted, it can sometimes be permitted when used creatively.