Computer Art at the V&A
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Women's Colleges with Digital Media Majors/Minors Carlow University
Women’s Colleges with Digital Media Majors/Minors Carlow University, Pittsburgh PA, has Art/Graphic Design, Media Arts & Animation, and Multimedia and Web Design majors. These are associated with the Art Institute of Pittsburgh, and are designed to combine a liberal arts education with concentration in the arts using the Art Institute’s established computer studios. http://www.carlow.edu/academics/schools/div-humanities/art-graphic-major.html Chatham University, Pittsburgh PA, offers a Visual Arts major with an Electronic Media Concentration, in which courses “emphasize emerging media production and critical analysis of new media forms.” The University has new technology and software and other resources within the Electronic Media program. http://www.chatham.edu/departments/artdesign/undergrad/visualart/index.cfm College of Notre Dame, Baltimore MD, has a new Digital Media Arts major for academic year 2007-2008. This major will include “a solid foundation in technology, a rich creative background in the arts, and the communication skills necessary to convey ideas in the digital realm.” Part of the reason for the major is because of the value digital media in businesses and communication. In order to fulfill the major, students complete an advanced internship with a local business in order to “refine their professional competencies.” http://www.ndm.edu/Academics/UndergraduateMajors/digitalmediaarts.cfm Georgian Court University, Lakewood NJ, offers a Bachelor of Fine Arts degree in Art with a graphic design/illustration concentration. Required courses for this major include Computer Graphics, Professional Practices in Imaging, and Digital Imaging. This program relates more to the business/communications aspect of graphic design, rather than having a technological focus. -
An Interview with Frieder Nake
arts Editorial An Interview with Frieder Nake Glenn W. Smith Space Machines Corporation, 3443 Esplanade Ave., Suite 438, New Orleans, LA 70119, USA; [email protected] Received: 24 May 2019; Accepted: 26 May 2019; Published: 31 May 2019 Abstract: In this interview, mathematician and computer art pioneer Frieder Nake addresses the emergence of the algorithm as central to our understanding of art: just as the craft of computer programming has been irreplaceable for us in appreciating the marvels of the DNA genetic code, so too has computer-generated art—and with the algorithm as its operative principle—forever illuminated its practice by traditional artists. Keywords: algorithm; computer art; emergent phenomenon; Paul Klee; Frieder Nake; neural network; DNN; CNN; GAN 1. Introduction The idea that most art is to some extent algorithmic,1 whether produced by an actual computer or a human artist, may well represent the central theme of the Arts Special Issue “The Machine as Artist (for the 21st Century)” as it has evolved in the light of more than fifteen thoughtful contributions. This, in turn, brings forcibly to mind mathematician, computer scientist, and computer art pioneer Frieder Nake, one of a handful of pioneer artist-theorists who, for more than fifty years, have focused on algorithmic art per se, but who can also speak to the larger role of the algorithm within art. As a graduate student in mathematics at the University of Stuttgart in the mid-1960s (and from which he graduated with a PhD in Probability Theory in 1967), Nake was a core member, along with Siemens mathematician and philosophy graduate student Georg Nees, of the informal “Stuttgart School”, whose leader was philosophy professor Max Bense—one of the first academics to apply information processing principles to aesthetics. -
Press Release E.A.T.—Experiments in Art and Technology
Press Release E.A.T.—Experiments in Art and Technology July 25–November 1, 2015 Mönchsberg [3] & [4] The Museum der Moderne Salzburg presents an international premiere: a Presse comprehensive survey of the groundbreaking projects of E.A.T.—Experiments Mönchsberg 32 in Art and Technology, an evolving association of artists and technologists 5020 Salzburg who wrote history in the 1960s and 1970s with projects between New York and Austria Osaka. The show is on view on the Mönchsberg. T +43 662 842220-601 F +43 662 842220-700 Salzburg, July 24, 2015. The Museum der Moderne Salzburg mounts the first-ever comprehensive retrospective of the activities of Experiments in Art and Technology [email protected] www.museumdermoderne.at (E.A.T.), a unique association of engineers and artists who wrote history in the 1960s and 1970s. Artists like Robert Rauschenberg (1925–2008) and Robert Whitman (b. 1935) teamed up with Billy Klüver (1927–2004), a visionary technologist at Bell Telephone Laboratories, and his colleague Fred Waldhauer (1927–1993) to launch a groundbreaking initiative that would realize works of art in an unprecedented collaborative effort. The Museum der Moderne Salzburg dedicates two levels of its temporary exhibition galleries on the Mönchsberg with over 16,000 sq ft of floor space to this seminal venture fusing art and technology; around two hundred works of art and projects ranging from kinetic objects, installations, and performances to films, videos, and photographs as well as drawings and prints exemplify the most important stages of E.A.T.’s evolution. “In the past smaller exhibitions have highlighted the best-known events in E.A.T.’s history, but a comprehensive panorama of the group’s activities that reveals the full range and diversity of E.A.T.’s output has long been overdue. -
Videogame Art and the Legitimation of Videogames by the Art World
Videogame Art and the Legitimation of Videogames by the Art World xCoAx 2015 Computation Communication Sofia Romualdo Aesthetics Independent researcher, Porto, Portugal and X [email protected] Glasgow Scotland Keywords: videogames, art, art world, legitimation 2015.xCoAx.org The legitimation process of a new medium as an accepted form of art is often accelerated by its adaptation by acclaimed artists. Examining the process of acceptance of popular culture, such as cinema and comic books, into the art world, we can trace histori- cal parallels between these media and videogames. In recent years, videogames have been included in exhibitions at specialty muse- ums or as design objects, but are conspicuously absent from tra- ditional art museums. Artists such as Cory Arcangel, Anne-Marie Schleiner and Feng Mengbo explore the characteristics of videog- ames in their practices, modding and adapting the medium and its culture to their needs, creating what is often called Videogame art, which is widely exhibited in art museums but often criticised within the videogames community. This paper aims to give a per- spective of Videogame art, and explore its role in the legitimation process of the videogame medium by the art world. 152 1 Introduction The assimilation of a new medium into the art world has, tradi- tionally, been a matter of contention throughout the history of art. Media such as photography, film, television, street art and comic books struggled to be recognized and respected for several years after their creation, but were eventually accepted into the network comprised of galleries, museums, biennials, festivals, auctions, critics, curators, conservators, and dealers, defined thus by art historian Robert Atkins: The art world is a professional realm – or subculture in anthropological lan- guage – akin to those signified by the terms Hollywood or Wall Street. -
COMPUTER ART As a WAY of LIFE
COMPUTER ART as a WAY OF LIFE By Gene Youngblood hen I think of computer art I think of Chicago, and of four people there- Jane Veeder, Phil Morton, Dan Sandin and Tom De Fanti-who are pioneer- ring a visual art form that ultimately is not visual at all, but rather the cre- ation of language, and of conversational "envi- ronments" out of which will emerge our future images and the images of our future. Together Wwith Steina and Woody Vasulka in Santa Fe, they inspired me, taught me, and changed me profoundly over thelast tenyears. With infinite patience and dedication, with the passion of vi- sionary seekers, they guided me ever deeper into the digital domain and caused me at last to understand that computer graphics is some- thing more than art, that it is a kind of practical philosophy, a way of life, a way of being in the world anda way of creating a world to be in. No story reflects this more vividlythan that of Jane Veeder, an artist-programmer whose life and work epitomize both the unique computer- art community in Chicago and a personal path- way of growth and discovery that will become representative of the life of the artist in our time. In my opinion, Veeder stands with Ed Em- shwiller and Larry Cuba as one of the most gifted computer artists working in America to- day. Relatively unknown until recently, she is beginning to get the recognition she deserves. Her 1982 animation Montana is the only work of computer graphics in the Museum of Modern Art's video collection, and her interactive paint program/arcade game Warpitout-the sensation of the SIGGRAPH '82 Art Show in Boston-will later this year be installed at the Ontario Sci- ence Center in Toronto, one of the most presti- gious science museums in the world. -
Siggraph 1986
ACM SIGGRAPH 86 ART SHOW ART SHOW CHAIR CONFERENCE CO-CHAIRS Patric Prince Ellen Gore California State University, Los Angeles ISSCO Raymond L. Elliott Los Alamos National Laboratory ART SHOW COMMITTEE Maxine D. Brown Maxine Brown Associates SPACE COMMITTEE Donna J. Cox Darcy Gerbarg University of Illinois School of Visual Arts Paul Allen Newell Barbara Mones Abel Image Research Montgomery College Sylvie Rueff John. C. Olvera Jet Propulsion Laboratory North Texas State University Gary Walker Jet Propulsion Laboratory PROFESSIONAL ASSISTANCE Gayle Westrate Independent Deborah Sokolove Colman PHOTOGRAPHS Monochrome Color ESSAYS Herbert W. Franke John Whitney Ken Knowlton Frank Dietrich Patric Prince LISTS OF WORKS Tho-dimensional/Three-dimensional Works Installations Animations FRONT COVER CREDIT ISBN 800-24 7-7004 © 1986 ACM SIGGRAPH © 1985 David Em, Zotz I 1986 ACM SIGGRAPH ART SHOW: A RETROSPECTIVE Since the mid-Sixties, computer art has been seen in museums and galleries world-wide, with several recent major exhibitions. However, the pieces shown were usually the artists' newer works. It is appropriate and pertinent at this year's exhibition to show computer-aided art in the context of that which went before. The 1986 art show traces the development of computer art over the past twenty-five years through the work of artists who have been involved with it from its inception. The 1986 art show is the fifth exhibition of fine art that ACM SIGGRAPH has sponsored in conjunction with its annual SIGGRAPH conference. Patric D. Prince ACKNOWLEDGMENTS I thank Louise Ledeen for her support and advice, the Art Show committee for their billions and billions of donated hours, and the nucleus of dedicated volunteers who have worked diligently to produce this art show. -
Cybernetics in Society and Art
Stephen Jones Visiting Fellow, College of Fines Arts, University of NSW [email protected] Cybernetics in Society and Art Abstract: This paper argues that cybernetics is a description of systems in conversation: that is, it is about systems “talk- ing” to each other, engaging in processes through which information is communicated or exchanged between each system or each element in a particular system, say a body or a society. It proposes that cybernetics de- scribes the process, or mechanism, that lies at the basis of all conversation and interaction and that this factor makes it valuable for the analysis of not only electronic communication systems but also of societal organisation and intra-communication and for interaction within the visual/electronic arts. The paper discusses the actual process of Cybernetics as a feedback driven mechanism for the self-regulation of a collection of logically linked objects (i.e., a system). These may constitute a machine of some sort, a biological body, a society or an interactive artwork and its interlocutors. The paper then looks at a variety of examples of systems that operate through cybernetic principles and thus demonstrate various aspects of the cybernetic pro- cess. After a discussion of the basic principles using the primary example of a thermostat, the paper looks at Stafford Beer's Cybersyn project developed for the self-regulation of the Chilean economy. Following this it examines the conversational, i.e., interactive, behaviour of a number of artworks, beginning with Gordon Pask's Colloquy of Mobiles developed for Cybernetic Serendipity in 1968. It then looks at some Australian and inter- national examples of interactive art that show various levels of cybernetic behaviours. -
Bulletin of the Computer Arts Society Spring 2005
BULLETIN OF THE COMPUTER ARTS SOCIETY SPRING 2005 STEPHEN WILLATS: An Interview on Art, Cybernetics and Social Intervention George Mallen Background Stephen Willats is an artist whose works have explored new dimensions of the relationship between artist, audience and society. He has pursued the idea that the real function of art is to be a catalyst for changing thinking, the artist preferably anonymous and certainly working outside the conventional galleries framework. His works span a wide range - writings (he started and still publishes Control Magazine, his books include "Art and Social Function"), drawings, constructed electronic and interactive pieces and the important social or community projects. An exhaustive listing of his works is at www.lumentravo.nl/bio/stem.htm His early work did not use computers as such though he built his own special purpose devices to control his electronic pieces and the large-scale interactive works. His social project for the Computer Arts Society's INTERACT exhibition in Edinburgh in 1973 did however use a very early portable teletype terminal for the street interviews carried out in Leith and Edinburgh. This was highly innovative in those days. My interest in Stephen's work stems from his intuitive response to the complex issues linking art, technology and the artist's social roles, and his ability to move these forward through insight, technical capability and a broad social comprehension. I was trying to address such issues through the lens of science and had been impressed by the apparent solidity and confidence of his "way of knowing". The Cybernetic 60s Stephen and I are both uncertain when we first met. -
EPC Exhibit 129-30.1 770 *‡Photography, Computer Art
770 Photography,[computer[art,770[ cinemDeweyatography,iDecimaliClassification[videography 770 EPC Exhibit 129-30.1 770 *‡Photography, computer art, cinematography, videography Standard subdivisions are added for photography, computer art, cinematography, videography together; for photography alone Class here conventional photography (photography using film), digital photography Class technological photography in 621.367 See also 760 for hybrid photography 770 Photography,[computer[art,770[ cinemDeweyatography,iDecimaliClassification[videography 770 SUMMARY [770.1–.9 Standard subdivisions [771 Techniques, procedures, apparatus, equipment, materials [772 Metallic salt processes [773 Pigment processes of printing [774 Holography [776 Computer art (Digital art) [777 Cinematography and videography [778 Specific fields and special kinds of photography [779 Photographic images 770 Photography,[computer[art,770[ cinemDeweyatography,iDecimaliClassification[videography 770 [.1 *‡Philosophy and theory 770 Photography,[computer[art,770[ cinemDeweyatography,iDecimaliClassification[videography 770 [.11 *‡Inherent features Do not use for systems; class in 770.1 Including color, composition, decorative values, form, light, movement, perspective, space, style, symmetry, vision 770 Photography,[computer[art,770[ cinemDeweyatography,iDecimaliClassification[videography 770 [.2 *‡Miscellany 770 Photography,[computer[art,770[ cinemDeweyatography,iDecimaliClassification[videography 770 [.23 *‡Photography as a profession, occupation, hobby 770 Photography,[computer[art,770[ -
Text and Image in the Digital Age – the Digital Revolution
Center for Open Access in Science ▪ https://www.centerprode.com/ojit.html Open Journal for Information Technology, 2018, 1(1), 13-24. ISSN (Online) 2620-0627 ▪ https://doi.org/10.32591/coas.ojit.0101.02013g _________________________________________________________________________ Text and Image in the Digital Age – The Digital Revolution Ion Gherman West University of Timișoara, Faculty of Arts and Design Received 16 June 2018 ▪ Revised 20 July 2018 ▪ Accepted 22 July 2018 Abstract The paper discusses the place and role played by the pictures and text in the digital era. The digital art has become an essential component of contemporary art and new tools currently available to artists are revolutionizing the way they think and create, and so, artistic projects that could not have been accomplished with traditional methods, are now possible through computer interfaces. The computers have facilitated the traditional processes, and also offered a whole new vision on the sketches and the idea forming process, allowing the artists to create many virtual versions of an artwork – a concept. In order to analyze the history of digital art, it is necessary to study the history of several disciplines: computer history as visual medium, the history of graphic design and computer history integrated in the visual arts. Often these disciplines coincide during certain periods, making the study even more difficult to conduct. This chapter presents a brief history of computer generated art, of deconstructive typography and the importance of information visualization. Some of the earliest known examples of computer-generated algorithmic art were created by artists such as George Nees, Frieder Nake, Manfred Mohr and Vera Molnar in the early 60’s. -
From Mind to Machine, Computer Drawing in Art History
FROM MIND TO MACHINE: COMPUTER DRAWING IN ART HISTORY Constructing rules or sets of pre-determined instructions to produce art, has precedents within art The computer like any tool or machine, extends human history. Influenced by aspects of Constructivism, Op capabilities. But it is unique in that it extends the Art, Systems Art and Conceptualism and Concrete art, power of the mind as well as the hand. methodologies were discovered that laid a foundation for Robert Mallary 1 computer arts to develop and provided an inspiration to artists working in a programmatic way. Further, this This exhibition presents three major pioneers of approach had relevance to the times – Cordeiro wrote computer art – Waldemar Cordeiro, Robert Mallary and that Concrete art and Constructivism were movements Vera Molnár, from three different corners of the globe – that “helped create a ‘machine language’ appropriate to South America, the United States and Europe. Although the communications systems of the urban and industrial each has an original style and distinctive approach, so cie ty.” 2 with these works can be seen a similar modernist aesthetic and common interest in exploiting the unique These artists were thinking about a systematic way of capabilities inherent in the computer. It is evident working before they had access to computers. Molnár’s that complex and visually arresting imagery can arise speaks of a “machine imaginaire,” her name for her from relatively simple sets of instructions. method of conceptualising a system to dictate the drawing, without having access to digital technology. Before the onset of personal computers, propriety software and the Internet, artists had to learn to Paul Klee’s process driven approach to drawing – “an programme, work with scientists and technicians and active line on a walk…”3 was also an inspiration to often construct or adapt hardware in order to create pioneers who found a parallel with the crafting of code their work. -
Early British Computer-Generated Art Film BITS in MOTION
BITS IN MOTION: Early British Computer-Generated Art Film BITS IN MOTION A programme for the NFT of films made by British pioneers of computer animation [INTRODUCTION] The earliest computer animators had no off-the-shelf software packages, Programme Notes no online tutorials and nothing to buy in a bookshop on how to make animated films using computers. When they began to experiment with 7 March 2006 computer-generated imagery, they had to gain access to rare and specia- lised mainframes and learn programming from the ground up. As pioneers, they were making the first steps towards the highly successful CGI animations of the 21st century. The practitioners in this survey were among those who forged alliances with scientists and institutions, learned to write code, built or customised their own hardware where necessary and discovered imaginative ways to bend the available technology to suit their creative requirements. Working with equipment designed for completely different purposes was a difficult task requiring long hours, dedication and a particular type of mind-set but it led to highly productive cross- disciplinary working relationships. These films remain important examples of the collaboration possible between artists and technologists in this period. The CACHe Project has rediscovered some of the very first efforts in this medium and this event, supported by the London Centre for Arts and Cultural Enterprises, hopes to make its origins better known. // Recently completed in the School of History of Art, Film & Visual Media at Birkbeck, University of London, the CACHe (Computer Arts, Contexts, Histories, etc) Project was supported by the Arts and Humanities Research Council and traced the inception, growth and development of British computer arts from its origins in the 1960s to the beginning of the 1980s (www.bbk.ac.uk/hosted/cache).