Digital art is an umbrella term for a range of artistic works and practices that utilize digital technology Digital electronics are systems that represent signals as discrete levels, rather than as a continuous range. In most cases the number of states is two, and these states are represented by two voltage levels: one near to zero volts and one at a higher level depending on the supply voltage in use. These two levels are often represented as "Low&. Since the 1970s various names have been used to describe what is now called digital art including computer art Computer art is any art in which computers played a role in production or display of the artwork. Such art can be an image, sound, animation, video, CD-ROM, DVD-ROM, videogame, web site, algorithm, performance or gallery installation. Many traditional disciplines are now integrating digital technologies and, as a result, the lines between and multimedia art Multimedia artists are contemporary artists who use a wide range of media to communicate their art. Such media range from installation art, to rooms containing found objects or other material, to kinetic sculpture, to sound and visual effects but digital art is itself placed under the larger umbrella term new media art New media art is a genre that encompasses artworks created with new media technologies, including digital art, computer graphics, computer animation, virtual art, Internet art, interactive art technologies, computer robotics, and art as biotechnology. The term differentiates itself by its resulting cultural objects and social events, which can be.[1] [2]

The impact of digital technology has transformed traditional activities such as painting Painting is the practice of applying paint, pigment, color or other medium to a surface . The application of the medium is commonly applied to the base with a brush but other objects may be used. In art the term describes both the act and the result which is called a painting. Paintings may have for their support such surfaces as walls, paper,, drawing Drawing is a visual art that makes use of any number of drawing instruments to mark a two-dimensional medium. Common instruments include graphite pencils, pen and ink, inked brushes, wax color pencils, crayons, charcoals, chalk, pastels, markers, stylus, or various metals like silverpoint. An artist who practices or works in drawing may be and sculpture Sculpture is three-dimensional artwork created by shaping or combining hard materials, typically stone such as marble, metal, glass, or wood, or plastic materials such as clay, textiles, polymers and softer metals. The term has been extended to works including sound, text and light, while new forms, such as net art Internet art is art which uses the Internet as its primary medium or platform. Artists working in this manner are sometimes referred to as net artists, digital installation art Generally, the term is applied to interior spaces, whereas exterior interventions are often called Land art; however the boundaries between these terms overlap. Installation art can be either temporary or permanent. Installation artworks have been constructed in exhibition spaces such as museums and galleries, as well as public- and private spaces, and virtual reality Virtual reality is a term that applies to computer-simulated environments that can simulate places in the real world as well as in imaginary worlds. Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special stereoscopic displays, but some simulations include additional, have become recognized artistic practices.[3] More generally the term digital artist is used to describe an artist who makes use of digital technologies Digital electronics are systems that represent signals as discrete levels, rather than as a continuous range. In most cases the number of states is two, and these states are represented by two voltage levels: one near to zero volts and one at a higher level depending on the supply voltage in use. These two levels are often represented as "Low& in the production of art. In an expanded sense, "digital art" is a term applied to contemporary art Contemporary art can be defined variously as art produced at this present point in time or art produced since World War II. The definition of the word contemporary would support the first view, but museums of contemporary art commonly define their collections as consisting of art produced since World War II that uses the methods of mass production or digital media.[4]

Contents

Examples of digital art

World Skin (1997), Maurice Benayoun Maurice Benayoun (b. March 29, 1957 in Mascara, Algeria) is a new-media artist based in Paris who has won numerous awards for his work. His work employs various media, including (and often combining) video, immersive virtual reality, the Web, wireless technology, performance, large-scale art installations and interactive exhibitions's virtual reality Virtual reality is a term that applies to computer-simulated environments that can simulate places in the real world as well as in imaginary worlds. Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special stereoscopic displays, but some simulations include additional interactive installation

Newschool ASCII The American Standard Code for Information Interchange is a character-encoding scheme based on the ordering of the English alphabet. ASCII codes represent text in computers, communications equipment, and other devices that use text. Most modern character-encoding schemes are based on ASCII, though they support many more characters than did ASCII Screenshot

ZOACODE: COMFORT THE LINKLESS: Zoacode contemplated by Heather Marandola in the Hyperhive of the Nervepool by Ebon Fisher Ebon Fisher is a transmedia artist hard working at the intersection of art, biology and digital media. Informed by his exposure to cybernetics and feedback systems at the MIT Media Lab in the mid-1980s, Fisher has approached his work as an evolving collaboration with the world, culminating recently in a nervelike system of ethics conveyed through

Joseph Nechvatal Joseph Nechvatal is a post-conceptual art digital artist and art theoretician who creates computer-assisted paintings and computer animations, often using custom-created computer viruses Orgiastic abattOir 2004 computer-robotic assisted acrylic on canvas (digital painting Digital painting is an emerging art form in which traditional painting techniques such as watercolor, oils, impasto, etc. are applied using digital tools by means of a computer, a digitizing tablet and stylus, and software. Traditional painting is painting with a physical medium as opposed to a more modern style like digital. Digital painting)

Picture produced by Drawing Machine 2

Benoît Mandelbrot Benoît B. Mandelbrot is a French and American mathematician, best known as the father of fractal geometry. He is Sterling Professor of Mathematical Sciences, Emeritus at Yale University; IBM Fellow Emeritus at the Thomas J. Watson Research Center; and Battelle Fellow at the Pacific Northwest National Laboratory. Mandelbrot was born in Poland. His Initial image of a Mandelbrot set zoom sequence with continuously coloured environment Electronic Language International Festival FILE - Electronic Language International Festival is a new media art festival held yearly in São Paulo, Brazil, since 2000 and with iterations being held eventually in other cities through the world. It is the biggest art & technology festival in Brazil, and it serves as a lead indicator of the plurality of the work created in the interactive

A scene from Rooster Teeth Productions' popular machinima series Red vs. Blue: The Blood Gulch Chronicles Red vs. Blue, often abbreviated as RvB, is a set of related comic science fiction video series created by Rooster Teeth Productions and distributed through the Internet and DVD. The story centers on two opposing teams of soldiers fighting a civil war in the middle of a desolate box canyon , in a parody of first-person shooter (FPS) games, military

Installation by Shawn Brixey Shawn Alan Brixey is Associate Professor of Digital Arts and Experimental Media, and the Floyd and Delores Jones Endowed Chair for Arts and Sciences at the University of Washington, Seattle. He is also Co-Founder and former Director of the pioneering research center and doctoral program DXARTS (The Center for Digital Arts and Experimental Media) of Chimera Obscura at the Gene(sis) Exhibition (2002)

Picture by drawing machine 1, Desmond Paul Henry, c.1960s

The Cave Automatic Virtual Environment A Cave Automatic Virtual Environment is an immersive virtual reality environment where projectors are directed to three, four, five or six of the walls of a room-sized cube. The name is also a reference to the allegory of the Cave in Plato's Republic where a philosopher contemplates perception, reality and illusion

ComplexCity by John F. Simon Jr. John F. Simon Jr. , is a new media artist who works with LCD screens and computer programming. He currently lives and works in New York 2000. Software, Macintosh Powerbook G3 and acrylic. 19 x 16 x 3 1/2 inches.

Loops (still frame) by The OpenEnded Group The OpenEnded Group is a digital art collective comprising Marc Downie, Shelley Eshkar, and Paul Kaiser. They are known for their advances in dance technology , non-photorealistic rendering, and the use of artificial intelligence in art

Nude by Sandro Bocola Multiple for xartcollection, 1970

Arambilet Angel Luis Arambilet Alvarez [ARAMBILET] is a writer, screenplayer, painter, graphic artist, filmmaker and systems engineer: Sutil/Subtle Museum of Modern Art (MAM, Dominican Republic, 2006

Bob Holmes Uncuttable (Flash Interaction), e.space, 2007, San Francisco Museum of Modern Art The San Francisco Museum of Modern Art is a modern art museum in San Francisco, California established in 1935 under director Grace L. McCann Morley as the San Francisco Museum of Art, the first museum on the West Coast devoted solely to 20th-century art. A gift of 36 artworks from Albert M. Bender, including The Flower Carrier, 1935, by Diego

Pascal Dombis Dombis lives and works in Paris. He earned an engineering degree from the Insa University in Lyon. In 1987, he spent one year at Tufts University where he attended computer art classes at Boston Museum School and began to use computers and algorithms in his art. From 1994 to 2000, he participated in the fractalist exhibitions that were curated by Instalation view of Irrationnal Geometrics 2008

R Gopakumar: Cognition-Libido (Digital Print on Canvas, Limited Edition, 1/7) Permanent Art Collection Kinsey Institute for Research in Sex, Gender, and Reproduction

Arambilet Angel Luis Arambilet Alvarez [ARAMBILET] is a writer, screenplayer, painter, graphic artist, filmmaker and systems engineer: Dots on the I's, D-ART 2009 Online Digital Art Gallery, exhibited at IV09 and CG09 computer Graphics conferences, at Pompeu Fabra University, Barcelona; Tianjin University, China; Permanent Exhibition at the London South Bank University

Shooter G.H. Hovagimyan & Peter Sinclair, 2001 installation view at Eyebeam Atelier Eyebeam, an atelier , is a not-for-profit arts and technology center based in New York City. Their stated purpose is to promote the creative use of new technologies by funding artwork, education and exhibitions. The founders were John S. Johnson, David S. Johnson (unrelated) and Roderic R. Richardson

Lillian Schwartz Comparison of Leonardo Leonardo di ser Piero da Vinci ( pronunciation ), (April 15, 1452 – May 2, 1519), was an Italian polymath: painter, sculptor, architect, musician, scientist, mathematician, engineer, inventor, anatomist, geologist, cartographer, botanist and writer. Leonardo has often been described as the archetype of the Renaissance man, a man whose's self portrait and the Mona Lisa Mona Lisa is a sixteenth-century portrait painted in oil on a poplar panel in Florence, Italy by Leonardo di ser Piero da Vinci during the Renaissance. The work is currently owned by the Government of France and is on display at the Louvre museum in Paris under the title Portrait of Lisa Gherardini, wife of Francesco del Giocondo. Arguably, it is based on Schwartz's Mona Leo

Various aspects of digital art

Digital production techniques in visual media

The techniques of digital art are used extensively by the mainstream media in advertisements, and by film-makers to produce special effects. Desktop publishing has had a huge impact on the publishing world, although that is more related to graphic design. It is possible that general acceptance of the value of digital art will progress in much the same way as the increased acceptance of electronically produced music over the last three decades.[5]

Digital art can be purely computer-generated (such as fractals and algorithmic art) or taken from other sources, such as a scanned photograph or an image drawn using vector graphics software using a mouse or graphics tablet.[6] Though technically the term may be applied to art done using other media or processes and merely scanned in, it is usually reserved for art that has been non-trivially modified by a computing process (such as a computer program, microcontroller or any electronic system capable of interpreting an input to create an output); digitized text data and raw audio and video recordings are not usually considered digital art in themselves, but can be part of the larger project of computer art and information art.[7] Artworks are considered digital painting when created in similar fashion to non-digital paintings but using software on a computer platform and digitally outputting the resulting image as painted on canvas.[8]

Andy Warhol created digital art with the help of Amiga, Inc. in July of 1985 when he publicly introduction at Lincoln Center Amiga paint software. [9] [10]

Digital photography and image processing

Digital Photography and digital printing is now an acceptable medium of creation and presentation by major museums and galleries. But the work of artists who produce digital paintings and digital printmakers is beginning to find acceptance, as the output capabilities advance and quality increases. Internationally, many museums are now beginning to collect digital art such as the San Jose Museum of Art and the Victoria and Albert Museum print department also has a reasonable but small collection of digital art. One reason why the established art community finds it difficult to accept digital art is the erroneous perception of digital prints being endlessly reproducible. Many artists though are erasing the relevant image file after the first print, thus making it a unique artwork.

The availability and popularity of photograph manipulation software has spawned a vast and creative library of highly modified images, many bearing little or no hint of the original image. Using electronic versions of brushes, filters and enlargers, these "neographers" produce images unattainable through conventional photographic tools. In addition, digital artists may manipulate scanned drawings, paintings, collages or lithographs, as well as using any of the above-mentioned techniques in combination. Artists also use many other sources of electronic information and programs to create their work.[11]

Computer generated visual media

See also: Computer art

There are two main paradigms in computer generated imagery.[citation needed] The simplest is 2D computer graphics which reflect how you might draw using a pencil and a piece of paper. In this case, however, the image is on the computer screen and the instrument you draw with might be a tablet stylus or a mouse. What is generated on your screen might appear to be drawn with a pencil, pen or paintbrush. The second kind is 3D computer graphics, where the screen becomes a window into a virtual environment, where you arrange objects to be "photographed" by the computer. Typically a 2D computer graphics use raster graphics as their primary means of source data representations, whereas 3D computer graphics use vector graphics in the creation of immersive virtual reality installations. A possible third paradigm is to generate art in 2D or 3D entirely through the execution of algorithms coded into computer programs and could be considered the native art form of the computer. That is, it cannot be produced without the computer. Fractal art, Datamoshing, algorithmic art and Dynamic Painting are examples.

Computer generated 3D still imagery

Main article: 3D graphics

3D graphics are created via the process of designing complex imagery from geometric shapes, polygons or NURBS curves[12] to create three-dimensional shapes, objects and scenes for use in various media such as film, television, print, rapid prototyping and the special visual effects. There are many software programs for doing this. The technology can enable collaboration, lending itself to sharing and augmenting by a creative effort similar to the open source movement, and the creative commons in which users can collaborate in a project to create unique pieces of art.

Computer generated animated imagery

Main article: Computer-generated imagery See also: Computer animation

Computer-generated animations are animations created with a computer, from digital models created by the artist[not specific enough to verify]. The term is usually applied to works created entirely with a computer. Movies make heavy use of computer-generated graphics; they are called computer-generated imagery (CGI) in the film industry. In the 1990s, and early 2000s CGI advanced enough so that for the first time it was possible to create realistic 3D computer animation, although films had been using extensive computer images since the mid-70s. A number of modern films have been noted for their heavy use of photo realistic CGI.[13]

Digital installation art

See also: interactive art

Digital installation art constitutes a broad field of activity and incorporates many forms. Some resemble video installations, particularly large scale works involving projections and live video capture. By using projection techniques that enhance an audiences impression of sensory envelopment, many digital installations attempt to create immersive environments. Others go even further and attempt to facilitate a complete immersion in virtual realms. This type of installation is generally site specific, scalable, and without fixed dimensionality, meaning it can be reconfigured to accommodate different presentation spaces.[14]

Noah Wardrip-Fruin's interactive new media art piece entitled "Screen is an example of digital installation art. To view and interact with the piece, a user first enters a room, called the "Cave," which is a virtual reality display area with four walls surrounding the participant. White memory texts appear on the background of black walls. Through bodily interaction, such as using one's hand, a user can move and bounce the text around the walls. The words can be made into sentences and eventually begin to "peel" off and move more rapidly around the user, creating a heightening sense of misplacement.

"In addition to creating a new form of bodily interaction with text through its play, Screen moves the player through three reading experiences — beginning with the familiar, stable, page-like text on the walls, followed by the word-by-word reading of peeling and hitting (where attention is focused), and with more peripheral awareness of the arrangements of flocking words and the new (often neologistic) text being assembled on the walls. Screen was first shown in 2003 as part of the Boston Cyberarts Festival (in the Cave at Brown University) and documentation of it has since been featured at The Iowa Review Web, presented at SIGGRAPH 2003, included in Alt+Ctrl: a festival of independent and alternative games, published in the DVD magazines Aspect and Chaise, as well as in readings in the Hammer Museum's HyperText series, at ACM Hypertext 2004, and in other venues." [15]

List of digital artists

Citations

  1. ^ Christiane Paul (2006). Digital Art, pp 7-8. Thames & Hudson.
  2. ^ Lieser, Wolf. Digital Art. Langenscheidt: h.f. ullmann. 2009, pp. 13-15
  3. ^ Donald Kuspit The Matrix of Sensations VI: Digital Artists and the New Creative Renaissance
  4. ^ Charlie Gere Art, Time and Technology: Histories of the Disappearing Body (Berg, 2005). ISBN 978-1845201357 This text concerns artistic and theoretical responses to the increasing speed of technological development and operation, especially in terms of so-called ‘real-time’ digital technologies. It draws on the ideas of Jacques Derrida, Bernard Stiegler, Jean-François Lyotard and André Leroi-Gourhan, and looks at the work of Samuel Morse, Vincent van Gogh and Kasimir Malevich, among others.
  5. ^ Charlie Gere, (2002) Digital Culture, Reaktion.
  6. ^ Christiane Paul (2006). Digital Art, pp. 27-67. Thames & Hudson.
  7. ^ Wands, Bruce (2006). Art of the Digital Age, pp. 10-11. Thames & Hudson.
  8. ^ Paul, Christiane (2006. Digital Art, pp. 54-60. Thames & Hudson.
  9. ^ Amiga: The Computer That Wouldn’t Die' http://design.osu.edu/carlson/history/PDFs/amiga-ieeespectrum.pdf
  10. ^ Andy Warhol makes a digital painting of Debbie Harry at the Commodore Amiga product launch press conference in 1985.
  11. ^ Frank Popper, Art of the Electronic Age, Thames & Hudson, 1997.
  12. ^ Wands, Bruce (2006). Art of the Digital Age, pp. 15-16. Thames & Hudson.
  13. ^ Lev Manovich (2001) The Language of New Media Cambridge, Massachusetts: The MIT Press.
  14. ^ Paul, Christiane (2006). Digital Art, pp 71. Thames & Hudson.
  15. ^ http://www.noahwf.com/screen/index.html

References

Further reading

External links

Categories: Art media | Computer art | Digital art | New media | Electronic music | Art genres | Painting techniques | Conceptual art | Postmodern art | Contemporary art

 

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