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]
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Examples of digital art
Various aspects of digital art
- Algorithmic art Algorithmic art, also known as algorithm art, is art, mostly visual art, of which the design is generated by an algorithm. Algorithmic artists are sometimes called algorists
- Generative art Generative art refers to art that has been generated, composed, or constructed in an algorithmic manner through the use of systems defined by computer software algorithms, or similar mathematical or mechanical or randomised autonomous processes
- Art software Graphic art software is a subclass of application software used for graphic design, multimedia development, specialized image development, general image editing, or simply to access graphic files. Art software uses either raster or vector graphic reading and editing methods to create, edit, and view art
- 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
- Cyberarts Cyberarts or cyberart refers to the class of art produced with the help of computer software and hardware; often with an interactive or multimedia aspect. It can also refer to art produced through a process, any one of whose steps was influenced by such software or hardware
- Digital morphogenesis
- Electronic art Electronic art is a form of art that makes use of electronic media or, more broadly, refers to technology and/or electronic media. It is related to information art, new media art, video art, digital art, interactive art, internet art, and electronic music. It is considered an outgrowth of conceptual art and systems art
- Evolutionary art In common with natural selection and animal husbandry, the members of a population undergoing artificial evolution modify their form or behavior over many reproductive generations in response to a selective regime
- Fractal art Fractal art is created by calculating fractal objects and representing the calculation results as still images, animations, music, or other media. Fractal art is usually created indirectly with the assistance of fractal-generating software, iterating through three phases: setting parameters of appropriate fractal software, executing the possibly
- 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
- Software art Software art refers to works of art where the creation of software, or concepts from software, play an important role; for example software applications which were created by artists and which were intended as artworks. Although video games are also software art, the term is often used to single out works that are non-interactive or don't fit the
- Systems art Systems art emerged as part of the first wave of the conceptual art movement extended in the 1960s and 1970s. Closely related and overlapping terms are Anti-form movement, Cybernetic art, Generative Systems, Process art, Systems aesthetic, Systemic art, Systemic painting and Systems sculptures
- Tradigital art Tradigital art most commonly refers to art that combines both traditional and computer-based techniques to implicate an image. It is related to digital art, traditional art, information art, new media art, video art, interactive art, and internet art
- Video art Video art is a type of art which relies on moving pictures and comprises video and/or audio data. . Video art came into existence during the 1960s and 1970s, is still widely practiced and has given rise to the widespread use of video installations
- Computer art scene The phrase computer art scene, or artscene for short, refers to a community of individuals and groups that are both interested and active in the creation of computer-based artwork
- Computer graphics Computer graphics are graphics created using computers and, more generally, the representation and manipulation of image data by a computer
- Digital illustration Computer illustration or digital illustration is the use of digital tools to produce images under the direct manipulation of the artist, usually through a pointing device such as a tablet or a mouse. It is distinguished from computer-generated art, which is produced by a computer using mathematical models created by the artist. It is also distinct
- 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
- Machinima Machinima is the use of real-time graphics rendering engines, mostly three-dimensional (3-D), to generate computer animation. The term also refers to works that incorporate this animation technique. Some machinima-based artists, sometimes called machinimists or machinimators, are fan laborers and often use graphics engines from video games, a
- Computer music
- Electronic music
- Computer generated music
- Music visualization
- Multimedia
- New Media
- Digital poetry
- Video poetry
- Digital photography
- Movie special effects
- Digital imaging
- Photo manipulation
- Dynamic Painting
- Interactive film
- Austin Museum of Digital Art
- Video game design
- Video game art
- Demoscene
- Pixel art
- Immersion (virtual reality)
- Art game
- Virtual 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 artThere 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 graphics3D 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 animationComputer-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 artDigital 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
- Arambilet
- Cory Arcangel
- Carlos Amorales
- Hisham Zreiq
- Roy Ascott
- San Base
- Maurice Benayoun
- Sandro Bocola
- Shawn Brixey
- Thomas Charvériat
- Caterina Davinio
- Agricola de Cologne
- Brody Condon
- Donna Cox
- Charles Csuri
- Char Davies
- Ronald Davis
- Heiko Daxl
- Rich DiSilvio
- Pascal Dombis
- David Em
- Ken Feingold
- Fred Forest
- Herbert W. Franke
- Ingeborg Fülepp
- Laurence Gartel
- George Grie
- Lynn Hershman
- Perry Hoberman
- Bob Holmes
- Marc Horowitz
- G.H. Hovagimyan
- Eduardo Kac
- Junichi Kakizaki
- KMA
- Liu Dao
- Roy LaGrone
- John Lansdown
- George Legrady
- Golan Levin
- Rafael Lozano-Hemmer
- Machfeld
- Michael Mandiberg
- Lev Manovich
- Dave McKean
- Christian Moeller
- Manfred Mohr
- Francesco Monico
- Michael Naimark
- Frieder Nake
- Graham Nicholls
- Joseph Nechvatal
- The OpenEnded Group
- Zaven Paré
- Nicola Pezzetta
- Melinda Rackham
- Knowbotic Research
- Don Ritter
- Ken Rinaldo
- Miroslaw Rogala
- David Rokeby
- Stefan Roloff
- Jason Salavon
- Lillian Schwartz
- Stjepan Šejić
- Graham Smith (artist and inventor)
- Scott Snibbe
- Alan Sondheim
- Manfred Stumpf
- Camille Utterback
- Bill Viola
- Andy Warhol
- Noah Wardrip-Fruin
- David Rokeby
Citations
- ^ Christiane Paul (2006). Digital Art, pp 7-8. Thames & Hudson.
- ^ Lieser, Wolf. Digital Art. Langenscheidt: h.f. ullmann. 2009, pp. 13-15
- ^ Donald Kuspit The Matrix of Sensations VI: Digital Artists and the New Creative Renaissance
- ^ 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.
- ^ Charlie Gere, (2002) Digital Culture, Reaktion.
- ^ Christiane Paul (2006). Digital Art, pp. 27-67. Thames & Hudson.
- ^ Wands, Bruce (2006). Art of the Digital Age, pp. 10-11. Thames & Hudson.
- ^ Paul, Christiane (2006. Digital Art, pp. 54-60. Thames & Hudson.
- ^ Amiga: The Computer That Wouldn’t Die' http://design.osu.edu/carlson/history/PDFs/amiga-ieeespectrum.pdf
- ^ Andy Warhol makes a digital painting of Debbie Harry at the Commodore Amiga product launch press conference in 1985.
- ^ Frank Popper, Art of the Electronic Age, Thames & Hudson, 1997.
- ^ Wands, Bruce (2006). Art of the Digital Age, pp. 15-16. Thames & Hudson.
- ^ Lev Manovich (2001) The Language of New Media Cambridge, Massachusetts: The MIT Press.
- ^ Paul, Christiane (2006). Digital Art, pp 71. Thames & Hudson.
- ^ http://www.noahwf.com/screen/index.html
References
- Donald Kuspit The Matrix of Sensations VI: Digital Artists and the New Creative Renaissance
- Fred Forest (1998) " Pour un art actuel, l'art à l'heure d'Internet, l'Harmattan. ISBN 2-7385-7223-0, "Art et Internet", Cercle d'Art,2008. ISBN 978-2-7022- 0864-9
- Paul, Christiane (2003). Digital Art (World of Art series). London: Thames & Hudson. ISBN 0-500-20367-9
- Frank Popper (1997) Art of the Electronic Age, Thames & Hudson
- Christine Buci-Glucksmann,(2002) La folie du voir: Une esthétique du virtuel, Galilée
- Lev Manovich (2001). The Language of New Media Cambridge, Massachusetts: The MIT Press. ISBN 0-262-63255-1
- Charlie Gere, (2002) Digital Culture, Reaktion ISBN 978-1861891433
- Edward A. Shanken, Art and Electronic Media. London: Phaidon, 2009. ISBN 9780714847825
- Wands, Bruce (2006). Art of the Digital Age, London: Thames & Hudson. ISBN 0-500-23817-0.
- Ryan Bliss Artist Biography Digital Blasphemy 3D Wallpaper
Further reading
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External links
- Andy Warhol makes a digital painting of Debbie Harry at the Commodore Amiga product launch press conference in 1985.
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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