Algorithmic Art: Technology, Mathematics and Art

Total Page:16

File Type:pdf, Size:1020Kb

Algorithmic Art: Technology, Mathematics and Art Algorithmic Art: Technology, Mathematics and Art Vlatko Ceric Faculty of Economics and Business, Trg J.F.Kennedyja 6, 10000 Zagreb, Croatia [email protected] Abstract. This paper describes algorithmic art, the more narrowly I limit my field of action and i.e. visual art created on the basis of algorithms the more I surround myself with obstacles». that completely describe generation of images. So it is not quite sure whether to start painting Algorithmic art is rooted in rational approach to on a blank paper without any constraints is art, technology and application of mathematics. necessarily easier than to have a constraint that, It is based on computer technology and for example, you only use squares of two sizes. particularly on programming that make The rest of this paper is organized as follows: algorithmic art possible and that influences it In Section 2 we describe relations between art most. Therefore we first explore relations of and technology, while Section 3 presents the role technology and mathematics to art and then of computer technology in development of describe algorithmic art itself. digital art, and particularly of algorithmic art. Section 4 discusses rational approach to art by Keywords. Art, Technology, Computer, presenting approaches of several well known Mathematics, Algorithmic Art. artists. In section 5 rich relations of mathematics and art is described. Section 6 presents the role 1. Introduction of algorithms in generation of visual art pieces from the technical side, while Section 7 gives an Algorithmic art is visual art generated on the overview of algorithmic art, its history and main basis of algorithms that completely describe proponents. Finally, Section 8 presents generation of images. This kind of art is strongly conclusions. related with contemporary computer technology Author of this paper used some of the and especially with computer programming. materials from his earlier texts [2] and [3]. Another influence to algorithmic art is related with mathematics that is used in algorithms for 2. Art and technology image generation. It is clear that it is technically possible to Visual arts have seen birth of a number of produce images by computer programs based on technologies, especially in the last six centuries. some algorithm. However, the question is Some of them are gravure (invented around whether under such strong constraint that image 1400), print (1440), lithography (1796), has to be created by an algorithm (instead of e.g. photography (1830) and serigraphy (1920). use image processing tools like Photoshop where Development of new technologies was always human hand can be involved in creating the a stimulus for artists to try to use them for image) it is possible to create interesting, original creation of new expression, expression that was or even aesthetically valuable visual works. not possible with existing technological tools. Interesting thoughts about producing artworks Although technology is a medium for artistic under constraints come from the famous Russian work, new tools for work very often become composer Igor Stravinsky in his essay “The inspiration for new approaches and give birth to Poetics of Music» [12]. Stravinsky literally new ideas. Visual art is e.g. hardly imaginable without Albrecht Dürer’s engravings, but the fact wrote: «My freedom thus consists in my moving th about within the narrow frame that I have is that artists before 1400 didn’t have gravure at assigned myself for each one of my their disposal. undertakings”. And he also added even more Modern technologies based on computers and communication, developed in the second half of strongly: “I shall go even further: my freedom th will be so much the greater and more meaningful 20 century, gave a new powerful stimulus for developing of fresh expression. On the first place are computers, then various input devices like mouse or scanner, various output devices like Program generated or processed information is screens, inkjet printers or 3D printers, image used in algorithmic art. processing tools like Photoshop, Internet with its Graphical information that are generated by popular Web and email services, etc. programs or processed after obtained from We will now analyse the main characteristics diverse input devices can be shown on different of computer generated art, also called digital art output devices like screens, printers or plotters. It (although this title doesn’t seem to be very is also possible to create dynamically changing appropriate in the era of digitalisation of image structures, e.g. graphical animations. everything including art). Interactivity with computer can lead to constant changes in image structures that we see on the 3. Computer generated art screen, e.g. as a consequence of changing the position of objects or their temperature “Many years of exploration in art, science distribution that are detected by appropriate and technology have brought us such fields as sensors. Sensors continuously send this detected computer graphics, computer animation and information to the computer program in charge music, scientific visualization and multimedia that uses updated values of input variables and design – all of which are having tremendous on the basis of them generate change of the impact in the artistic, educational, research and image wee see. commercial communities” – C. Harris, Editor of Enormous potential of information and Leonardo Books communication technologies led to numerous Let us first see what new features that were approaches to application of computers in visual not present in earlier generations of visual arts. Some of these are digital imaging (creating technologies are specific for computer as a key 2D images), digital sculpture (creating 3D tool for enabling computer generated art. To images using CAD type of tools), digital begin with, computer is the first tool for symbol installations and virtual reality (e.g. interactive processing in human history, and this means for environments or data-driven installations that use processing of any kind of symbols humans use real-time information obtained from Internet), like numbers, characters, geometric figures and performance and sound art, digital animation and lines, images, sounds, etc. video, software art (e.g. interactive drawing) and Besides that computer is executing operations net art (various art forms that use Internet). that are programmed. It can repeat a huge Description of different forms of digital art number of complex programmed operations and presentation of numerous examples of these extremely fast and precise. This gives the forms can be found in Bruce Wand’s book «Art computer an enormous potential for support of the Digital Age» [15]. developing human creativity, the potential that no technology yet had. Programming and 4. Art and rationality flexible processing of input information also enabled interactivity, again a completely new “A man paints with his brains, not with his technological feature of considerable interest for hands” - Michelangelo art. Programming also enabled animation, a Although art is often considered as an feature used in many art activities. intuitive activity related mostly with emotions Besides, networked computers enabled and inspiration, this is certainly not the only communication, cooperation and transport of approach to art. Finally, artists have to learn information on huge distances, and thus about art theory, technology and techniques in additionally increased abilities of information order to have an appropriate background for technology in many art fields. creating artwork. All these are disciplines based Computer generated visual art is using on rational approach. But rational approach is potential of computers for generation and primarily important in creation of artworks. processing of visual and possibly also other During the history of art numerous techniques information. Information can either be directly were devised in order to obtained particular generated from programs or it can come from artistic effects. This is e.g. the case for various input devices like scanners, mouse or pointillism and cubism. Thus Georges-Pierre different type of databases, to be processed either Seurat developed pointillism as almost analytical by image processing tools or by programs. technique in which painting is done using discrete colour dots with complementary colours being next to each other. Cubism devised of the physical world and that the universe was technique of painting objects from several points ordered and explainable in geometric terms [7]. of view that provided a novel view on portrayed Thus for example two famous Renaissance objects. Studying of colour theory, light, and artists, Leonardo da Vinci and Albrecht Dürer perception was also necessary in order to fully were studying and using knowledge on utilize colours and develop desired colouristic perspective, human body proportions (especially effects. da Vinci), optics and science of colours in Perspective is another analytic achievement creation of their works. that enabled projection of three-dimensional Another Renaissance figure, Pierro dela objects onto a two-dimensional surface. Linear Francesca, well-known painter from the 15th perspective was used by Islamic artists in the century was one of the greatest authorities for Middle Ages, and rediscovered in Italy in the perspective. He “… had a passion for geometry 15th century, during Renaissance. Golden ratio, and planned all his works mathematically to the so popular in visual arts and architecture, is last detail. The placement of each figure was known from ancient times and was largely calculated so as to be correct in relation to other employed in Renaissance. figures and to the organization of the painting as Rarely was a rational method of creation of an a whole”. [4] artwork described in such detail as in Edgar Alan However, by far the most intensive influence Poe’s essay “The Philosophy of Composition” of mathematics and science on arts began in [10]. In this text E. A. Poe gives reconstruction recent times, in the 20th century. And it was not of steps of development of his famous poem used only in visual arts – one example from the “The Raven”.
Recommended publications
  • WORDS MADE FLESH Code, Culture, Imagination Florian Cramer
    WORDS MADE FLESH Code, Culture, Imagination Florian Cramer Me dia De s ign Re s e arch Pie t Z w art Ins titute ins titute for pos tgraduate s tudie s and re s e arch W ille m de Kooning Acade m y H oge s ch ool Rotte rdam 3 ABSTRACT: Executable code existed centuries before the invention of the computer in magic, Kabbalah, musical composition and exper- imental poetry. These practices are often neglected as a historical pretext of contemporary software culture and electronic arts. Above all, they link computations to a vast speculative imagination that en- compasses art, language, technology, philosophy and religion. These speculations in turn inscribe themselves into the technology. Since even the most simple formalism requires symbols with which it can be expressed, and symbols have cultural connotations, any code is loaded with meaning. This booklet writes a small cultural history of imaginative computation, reconstructing both the obsessive persis- tence and contradictory mutations of the phantasm that symbols turn physical, and words are made flesh. Media Design Research Piet Zwart Institute institute for postgraduate studies and research Willem de Kooning Academy Hogeschool Rotterdam http://www.pzwart.wdka.hro.nl The author wishes to thank Piet Zwart Institute Media Design Research for the fellowship on which this book was written. Editor: Matthew Fuller, additional corrections: T. Peal Typeset by Florian Cramer with LaTeX using the amsbook document class and the Bitstream Charter typeface. Front illustration: Permutation table for the pronounciation of God’s name, from Abraham Abulafia’s Or HaSeichel (The Light of the Intellect), 13th century c 2005 Florian Cramer, Piet Zwart Institute Permission is granted to copy, distribute and/or modify this document under the terms of any of the following licenses: (1) the GNU General Public License as published by the Free Software Foun- dation; either version 2 of the License, or any later version.
    [Show full text]
  • Software Art: Image
    NYUAD - Interactive Media Syllabus Software Art: Image NYU Abu Dhabi — Interactive Media SOFTWARE ART: IMAGE IM-UH 2115 Fall 2017 COURSE SYLLABUS Instructor Pierre Depaz ([email protected]) Meeting Time Tuesday — 10:25AM - 1:05PM Thursday — 11:50AM - 1:05PM Classroom C3-153 Office C3-032 Office Hours Open-door policy Credits 2 Class website https://github.com/pierredepaz/software-art-image !1 of !12 NYUAD - Interactive Media Syllabus Software Art: Image This course counts towards the following NYUAD degree requirement: • Multidisciplinary Minors > Interactive Media • Majors > Art and Art History Course Description Although computers only appeared a few decades ago, automation, repetition and process are concepts that have been floating around artists’ minds for almost a century. As machines enabled us to operate on a different scale, they escaped the domain of the purely functional and started to be used, and understood, by artists. The result has been the emergence of code-based art, a relatively new field in the rich tradition of arts history that today acts as an accessible new medium in the practice of visual artists, sculptors, musicians and performers. Software Art: Image is an introduction to the history, theory and practice of computer-aided artistic endeavours in the field of visual arts. This class will focus on the appearance of computers as a new tool for artists to integrate in their artistic practice, how it shaped a specific aesthetic language and what it reveals about technology and art today. We will be elaborating and discussing concepts and paradigms specific to computing platforms, such as system art, generative art, image processing and motion art.
    [Show full text]
  • Transformations in Sirigu Wall Painting and Fractal Art
    TRANSFORMATIONS IN SIRIGU WALL PAINTING AND FRACTAL ART SIMULATIONS By Michael Nyarkoh, BFA, MFA (Painting) A Thesis Submitted to the School of Graduate Studies, Kwame Nkrumah University of Science and Technology in partial fulfilment of the requirements for the degree of DOCTOR OF PHILOSOPHY Faculty of Fine Art, College of Art and Social Sciences © September 2009, Department of Painting and Sculpture DECLARATION I hereby declare that this submission is my own work towards the PhD and that, to the best of my knowledge, it contains no material previously published by another person nor material which has been accepted for the award of any other degree of the University, except where due acknowledgement has been made in the text. Michael Nyarkoh (PG9130006) .................................... .......................... (Student’s Name and ID Number) Signature Date Certified by: Dr. Prof. Richmond Teye Ackam ................................. .......................... (Supervisor’s Name) Signature Date Certified by: K. B. Kissiedu .............................. ........................ (Head of Department) Signature Date CHAPTER ONE INTRODUCTION Background to the study Traditional wall painting is an old art practiced in many different parts of the world. This art form has existed since pre-historic times according to (Skira, 1950) and (Kissick, 1993). In Africa, cave paintings exist in many countries such as “Egypt, Algeria, Libya, Zimbabwe and South Africa”, (Wilcox, 1984). Traditional wall painting mostly by women can be found in many parts of Africa including Ghana, Southern Africa and Nigeria. These paintings are done mostly to enhance the appearance of the buildings and also serve other purposes as well. “Wall painting has been practiced in Northern Ghana for centuries after the collapse of the Songhai Empire,” (Ross and Cole, 1977).
    [Show full text]
  • Gyã¶Rgy Kepes Papers
    http://oac.cdlib.org/findaid/ark:/13030/c80r9v19 No online items Guide to the György Kepes papers M1796 Collection processed by John R. Blakinger, finding aid by Franz Kunst Department of Special Collections and University Archives 2016 Green Library 557 Escondido Mall Stanford 94305-6064 [email protected] URL: http://library.stanford.edu/spc Guide to the György Kepes M1796 1 papers M1796 Language of Material: English Contributing Institution: Department of Special Collections and University Archives Title: György Kepes papers creator: Kepes, Gyorgy Identifier/Call Number: M1796 Physical Description: 113 Linear Feet (108 boxes, 68 flat boxes, 8 cartons, 4 card boxes, 3 half-boxes, 2 map-folders, 1 tube) Date (inclusive): 1918-2010 Date (bulk): 1960-1990 Abstract: The personal papers of artist, designer, and visual theorist György Kepes. Language of Material: While most of the collection is in English, there is also a significant amount of Hungarian text, as well as printed material in German, Italian, Japanese, and other languages. Special Collections and University Archives materials are stored offsite and must be paged 36 hours in advance. Biographical / Historical Artist, designer, and visual theorist György Kepes was born in 1906 in Selyp, Hungary. Originally associated with Germany’s Bauhaus as a colleague of László Moholy-Nagy, he emigrated to the United States in 1937 to teach Light and Color at Moholy's New Bauhaus (soon to be called the Institute of Design) in Chicago. In 1944, he produced Language of Vision, a landmark book about design theory, followed by the publication of six Kepes-edited anthologies in a series called Vision + Value as well as several other books.
    [Show full text]
  • Art Gallery: Global Eyes Global Gallery: Art 152 ART GALLERY ELECTRONIC ART & ANIMATION CATALOG Adamczyk Walt J
    Art Gallery: Global Eyes Chair Vibeke Sorensen University at Buffalo Associate Chair Lina Yamaguchi Stanford University ELECTRONIC ART & ANIMATION CATALOG ELECTRONIC ART & ANIMATION ART GALLERY ART 151 Table of Contents 154 Art Gallery Jury & Committee 176 Joreg 199 Adrian Goya 222 Masato Takahashi 245 Andrea Polli, Joe Gilmore 270 Peter Hardie 298 Marte Newcombe 326 Mike Wong imago FACES bogs: Instrumental Aliens N. falling water Eleven Fifty Nine Elevation #2 156 Introduction to the Global Eyes Exhibition Landfill 178 Takashi Kawashima 200 Ingo Günther 223 Tamiko Thiel 246 Joseph Rabie 272 Shunsaku Hayashi 327 Michael Wright Running on Empty Takashi’s Seasons Worldprocessor.com The Travels of Mariko Horo Psychogeographical Studies Perry’s Cowboy • Animation Robotman Topography Drive (Pacific Rim) Do-Bu-Ro-Ku 179 Hyung Min Lee 224 Daria Tsoupikova 158 Vladimir Bellini 247 r e a Drought 328 Guan Hong Yeoh Bibigi (Theremin Based on Computer-Vision Rutopia 2 La grua y la jirafa (The crane and the giraffe) 203 Qinglian Guo maang (message stick) 274 Taraneh Hemami Here, There Super*Nature Technology) A digital window for watching snow scenes Most Wanted 225 Ruth G. West 159 Shunsaku Hayashi 248 Johanna Reich 300 Till Nowak 329 Solvita Zarina 180 Steve Mann ATLAS in silico Ireva 204 Yoichiro Kawaguchi De Vez En Cuando 276 Guy Hoffman Salad See - Buy - Fly CyborGLOGGER Performance of Hydrodynamics Ocean Time Bracketing Study: Stata Latin 226 Ming-Yang Yu, Po-Kuang Chen 250 Seigow Matsuoka Editorial 301 Jin Wan Park, June Seok Seo 330 Andrzej
    [Show full text]
  • Glossaire Infographique
    Glossaire Infographique André PASCUAL [email protected] Glossaire Infographique Table des Matières GLOSSAIRE ILLUSTRÉ...............................................................................................................................................................1 des Termes techniques & autres,.....................................................................................................................................1 Prologue.......................................................................................................................................................................................2 Notice Légale...............................................................................................................................................................................3 Définitions des termes & Illustrations.......................................................................................................................................4 −AaA−...........................................................................................................................................................................................5 Aberration chromatique :..................................................................................................................................................5 Accrochage − Snap :........................................................................................................................................................5 Aérosol,
    [Show full text]
  • Biological Agency in Art
    1 Vol 16 Issue 2 – 3 Biological Agency in Art Allison N. Kudla Artist, PhD Student Center for Digital Arts and Experimental Media: DXARTS, University of Washington 207 Raitt Hall Seattle, WA 98195 USA allisonx[at]u[dot]washington[dot]edu Keywords Agency, Semiotics, Biology, Technology, Emulation, Behavioral, Emergent, Earth Art, Systems Art, Bio-Tech Art Abstract This paper will discuss how the pictorial dilemma guided traditional art towards formalism and again guides new media art away from the screen and towards the generation of physical, phenomenologically based and often bio-technological artistic systems. This takes art into experiential territories, as it is no longer an illusory representation of an idea but an actual instantiation of its beauty and significance. Thus the process of making art is reinstated as a marker to physically manifest and accentuate an experience that takes the perceivers to their own edges so as to see themselves as open systems within a vast and interweaving non-linear network. Introduction “The artist is a positive force in perceiving how technology can be translated to new environments to serve needs and provide variety and enrichment of life.” Billy Klüver, Pavilion ([13] p x). “Art is not a mirror held up to reality, but a hammer with which to shape it.” Bertolt Brecht [2] When looking at the history of art through the lens of a new media artist engaged in several disciplines that interlace fields as varying as biology, algorithmic programming and signal processing, a fairly recent paradigm for art emerges that takes artistic practice away from depiction and towards a more systems based and biologically driven approach.
    [Show full text]
  • Computer Demos—What Makes Them Tick?
    AALTO UNIVERSITY School of Science and Technology Faculty of Information and Natural Sciences Department of Media Technology Markku Reunanen Computer Demos—What Makes Them Tick? Licentiate Thesis Helsinki, April 23, 2010 Supervisor: Professor Tapio Takala AALTO UNIVERSITY ABSTRACT OF LICENTIATE THESIS School of Science and Technology Faculty of Information and Natural Sciences Department of Media Technology Author Date Markku Reunanen April 23, 2010 Pages 134 Title of thesis Computer Demos—What Makes Them Tick? Professorship Professorship code Contents Production T013Z Supervisor Professor Tapio Takala Instructor - This licentiate thesis deals with a worldwide community of hobbyists called the demoscene. The activities of the community in question revolve around real-time multimedia demonstrations known as demos. The historical frame of the study spans from the late 1970s, and the advent of affordable home computers, up to 2009. So far little academic research has been conducted on the topic and the number of other publications is almost equally low. The work done by other researchers is discussed and additional connections are made to other related fields of study such as computer history and media research. The material of the study consists principally of demos, contemporary disk magazines and online sources such as community websites and archives. A general overview of the demoscene and its practices is provided to the reader as a foundation for understanding the more in-depth topics. One chapter is dedicated to the analysis of the artifacts produced by the community and another to the discussion of the computer hardware in relation to the creative aspirations of the community members.
    [Show full text]
  • Extending Mandelbox Fractals with Shape Inversions
    Extending Mandelbox Fractals with Shape Inversions Gregg Helt Genomancer, Healdsburg, CA, USA; [email protected] Abstract The Mandelbox is a recently discovered class of escape-time fractals which use a conditional combination of reflection, spherical inversion, scaling, and translation to transform points under iteration. In this paper we introduce a new extension to Mandelbox fractals which replaces spherical inversion with a more generalized shape inversion. We then explore how this technique can be used to generate new fractals in 2D, 3D, and 4D. Mandelbox Fractals The Mandelbox is a class of escape-time fractals that was first discovered by Tom Lowe in 2010 [5]. It was named the Mandelbox both as an homage to the classic Mandelbrot set fractal and due to its overall boxlike shape when visualized, as shown in Figure 1a. The interior can be rich in self-similar fractal detail as well, as shown in Figure 1b. Many modifications to the original algorithm have been developed, almost exclusively by contributors to the FractalForums online community. Although most explorations of Mandelboxes have focused on 3D versions, the algorithm can be applied to any number of dimensions. (a) (b) (c) Figure 1: Mandelbox 3D fractal examples: (a) Mandelbox exterior , (b) same Mandelbox, but zoomed in view of small section of interior , (c) Juliabox indexed by same Mandelbox. Like the Mandelbrot set and other escape-time fractals, a Mandelbox set contains all the points whose orbits under iterative transformation by a function do not escape. For a basic Mandelbox the function to apply iteratively to each point �" is defined as a composition of transformations: �#$% = ��ℎ�������1,3 �������6 �# ∗ � + �" Boxfold and Spherefold are modified reflection and spherical inversion transforms, respectively, with parameters F, H, and L which are described below.
    [Show full text]
  • Part 1: Historical Settings Reverse
    15 PART 1: HISTORICAL SETTINGS REVERSE ENGINEERING MODERNISM WITH THE LAST AVANT-GARDE Dieter Daniels The concept of an avantgarde, disavowed by postmodern theory, is actually more relevant today than ever before, but it has nothing to do with aesthetics. Only social situations, not artworks, qualify as avantgarde. We need access to alternative experience, not merely new ideas, for we know more about our being than we have being for what we know. Today only metadesign satisfi es the original criteria for avantgarde practice. Gene Youngblood01 THE LAST AVANT-GARDE? The case studies analyzed, documented, and contextualized in the Net Pioneers research project provide a representative cross-section of the creation of Net-based art between 1992 and 1997.02 An entire typology of these new art forms developed in just fi ve years. This astonishing dynamic emerged from the particularly intense meeting and interaction of art history and media history: a rapidly developing, international art found itself racing a fast-changing techno-sociological context. As the 1990s drew on, a new browser interface known as the World Wide Web transformed the Internet from a non-public, mostly academic and military medium (with a gray area comprised of nerds and hackers) into a 01 Gene Youngblood, “Metadesign: Towards a Postmodernism of Reconstruction,” abstract for a lecture at Ars Electronica, 1986, http://90.146.8.18/en/archives/festival_archive/festival_catalogs/ festival_artikel.asp?iProjectID=9210. All Internet references in this volume last accessed on November
    [Show full text]
  • Ubermorgen.Com Pressfolder English
    1 UBERMORGEN.COM PRESSFOLDER ENGLISH Contact .. UBERMORGEN.COM Favoritenstrasse 26/5 A-1040 Vienna / Austria [email protected] +43 (0)650 930 0061 2 CV HANS BERNHARD (AT/CH/USA) • born 1971 in New Haven, CT, USA • Schools in Switzerland and / USA • University for applied art Vienna, Peter Weibel, Visual Media Creation (Master degree) • Lives and works in Vienna and St. Moritz (Switzerland). Known Aliases: hans_extrem, etoy.HANS, etoy.BRAINHARD, David Arson, Dr. Andreas Bichlbauer, h_e, net_CALLBOY, Luzius A. Bernhard, Andy Bichlbaum, Bart Kessner. Visual Communications, digit Art, Art History and Aesthetics at the University for applied Art Vienna (Austria), UCSD University of California San Diego (Lev Manovich), Art Center College of Design in Pasadena (Peter Lunenfeld and Norman Klein) and at the University Wuppertal (Bazon Brock). Master in fine art from the University of applied Art Vienna. Hans is a professional artist and creative thinker, working on art projects, researching digital networks, exhibiting and travelling the world lecturing at conferences and Universities. Founding member of etoy (the etoy.CORPORATION) and UBERMORGEN.COM. "His style can be described as a digital mix between Andy Kaufman and Jeff Koons, his actions can be seen as underground Barney and early John Lydon, his "Gesamtkunstwerk" has been described as pseudo duchampian and beuyssche and his philosophy is best described in the UBERMORGEN.COM slogan: "It's different because it is fundamentally different!" Bruno Latour Prix Ars Electronica: 1996 Hans Bernhard was awarded a golden Nica for „the digital hijack by etoy“, 2005 with UBERMORGEN.COM he received an Award of Distinction for the [V]ote- auction project [ http://www.vote-auction.net ] and two additional honorary mentions.
    [Show full text]
  • Insight: Algorithmic Art in the Digital Age," the State Press, September 14, 2020
    Ellefson, Sam. "Insight: Algorithmic art in the digital age," The State Press, September 14, 2020 Insight: Algorithmic art in the digital age Artists working with algorithms have existed for centuries, and computers have helped bolster their work Photo by Nghi Tran (https://www.statepress.com/staff/nghi-tran) | The State Press "Algorithmic art predates the rise of technology with evidence found from Islamic tessellation to 15th-century Renaissance art." Illustration published on Sunday Sept. 13 2020 By Sam Ellefson (https://www.statepress.com/staff/sam-ellefson) | 09/14/2020 8:10pm In our present-day, digital art is de ned by its limitless stylistic possibilities and methodologies. During its formative years, neoterics sought to further the existing relationship between mathematics and art through the burgeoning technologies of the postmodern age. One of the earliest instances of digital art, born out of an urge to challenge conventional means of creating work and explore technology's relationship between aesthetic and intellectual value, is Ben Laposky's "Oscillon (http://www.vasulka.org/archive/Artists3/Laposky,BenF/ElectronicAbstractions.pdf)" works. These abstract electrical compositions, as the Iowa-born mathematician-turned-abstractionist Laposky described them, were generated by photographing electronic beams outputted by a cathode ray oscilloscope with sine wave generators. As computers gradually became more accessible to academics in the latter portion of the 20th century, mathematicians and scientists began to delve into artistic
    [Show full text]