History of Computer Art
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
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. -
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. -
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. -
From Point to Pixel: a Genealogy of Digital Aesthetics by Meredith Anne Hoy
From Point to Pixel: A Genealogy of Digital Aesthetics by Meredith Anne Hoy A dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in Rhetoric and the Designated Emphasis in Film Studies in the Graduate Division of the University of California, Berkeley Committee in charge: Professor Whitney Davis, co-chair Professor Jeffrey Skoller, co-chair Professor Warren Sack Professor Abigail DeKosnik Professor Kristen Whissel Spring 2010 Copyright 2010 by Hoy, Meredith All rights reserved. Abstract From Point to Pixel: A Genealogy of Digital Aesthetics by Meredith Anne Hoy Doctor of Philosophy in Rhetoric University of California, Berkeley Professor Whitney Davis, Co-chair Professor Jeffrey Skoller, Co-chair When we say, in response to a still or moving picture, that it has a digital “look” about it, what exactly do we mean? How can the slick, color-saturated photographs of Jeff Wall and Andreas Gursky signal digitality, while the flattened, pixelated landscapes of video games such as Super Mario Brothers convey ostensibly the same characteristic of “being digital,” but in a completely different manner? In my dissertation, From Point to Pixel: A Genealogy of Digital Aesthetics, I argue for a definition of a "digital method" that can be articulated without reference to the technicalities of contemporary hardware and software. I allow, however, the possibility that this digital method can acquire new characteristics when it is performed by computational technology. I therefore treat the artworks covered in my dissertation as sensuous artifacts that are subject to change based on the constraints and affordances of the tools used in their making. -
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. -
NGA | 2017 Annual Report
N A TIO NAL G ALL E R Y O F A R T 2017 ANNUAL REPORT ART & EDUCATION W. Russell G. Byers Jr. Board of Trustees COMMITTEE Buffy Cafritz (as of September 30, 2017) Frederick W. Beinecke Calvin Cafritz Chairman Leo A. Daly III Earl A. Powell III Louisa Duemling Mitchell P. Rales Aaron Fleischman Sharon P. Rockefeller Juliet C. Folger David M. Rubenstein Marina Kellen French Andrew M. Saul Whitney Ganz Sarah M. Gewirz FINANCE COMMITTEE Lenore Greenberg Mitchell P. Rales Rose Ellen Greene Chairman Andrew S. Gundlach Steven T. Mnuchin Secretary of the Treasury Jane M. Hamilton Richard C. Hedreen Frederick W. Beinecke Sharon P. Rockefeller Frederick W. Beinecke Sharon P. Rockefeller Helen Lee Henderson Chairman President David M. Rubenstein Kasper Andrew M. Saul Mark J. Kington Kyle J. Krause David W. Laughlin AUDIT COMMITTEE Reid V. MacDonald Andrew M. Saul Chairman Jacqueline B. Mars Frederick W. Beinecke Robert B. Menschel Mitchell P. Rales Constance J. Milstein Sharon P. Rockefeller John G. Pappajohn Sally Engelhard Pingree David M. Rubenstein Mitchell P. Rales David M. Rubenstein Tony Podesta William A. Prezant TRUSTEES EMERITI Diana C. Prince Julian Ganz, Jr. Robert M. Rosenthal Alexander M. Laughlin Hilary Geary Ross David O. Maxwell Roger W. Sant Victoria P. Sant B. Francis Saul II John Wilmerding Thomas A. Saunders III Fern M. Schad EXECUTIVE OFFICERS Leonard L. Silverstein Frederick W. Beinecke Albert H. Small President Andrew M. Saul John G. Roberts Jr. Michelle Smith Chief Justice of the Earl A. Powell III United States Director Benjamin F. Stapleton III Franklin Kelly Luther M. -
From Multimedia to Software Art Installations
Collaborative and Transdisciplinary practices in Cyberart: from Multimedia to Software Art installations Diana Domingues Eliseo Reategui NTAV Lab – Universidade de Caxias do Sul/CNPQ Mestrado em Comunicação e Linguagens – Universidade Tuiuti do Paraná Brazil How to synthesize Leonardo? The efficiency of collaborative practices related to complex systems in Cyberart dissolves the old rupture and the well-known historical divergences between artists and scientists. The main point of convergence is when all disciplines investigate the same issues, all sciences become one unique science. Interactivity, immersion, autonomy and mobile connections in Cyberart require collaborative practices related to Science of Complexity and its emergent proprieties. Speculative software are written to respond for artistic projects and they place art in the three recent realms of “engineering art”, “engineering culture” and “engineering nature”1. These investigation fields respond to the high level of Cyberart’s philosophical, technical, biological, social, ethical and emotional implications of scientific discoveries. A variety of disciplines related to the use of computers and networks in genetics, engineering, biotechnology, cognitive sciences, communication, anthropology, computer science, and other areas require sometimes a scripted software when applied in art practices. Writing software is not new in art practices, it has been done since the beginning of computer art, mainly in the development of formalistic aesthetics. However, artists embrace nowadays the design of adequate software by taking algorithmic information content for searching “rules” to be included in the code. Art works in cyberspace search for forms of communication close to the expansion of life in the post-human culture. The focus is the human factor of technologies or the humanization of technologies in the cross- boundaries with creativity and changes in daily life2. -
Introduction to Computer
Revised by: J. Elsdon Reviewed by: S. Swenson Text update: Spring 2020 Date Reviewed: March 24, 2015 C&GE Approved: May 11, 2015 Board Approved: June 10, 2015 Semester Effective: Spring 2016 ART (ART) 1800 Introduction to Digital Art (3 Units) CSU [formerly Art 30B] Advisory: Successful completion of Art 1600 or 1620 strongly recommended Total Hours: 32 hours lecture; 64 hours lab (96 hours total) Catalog Description: This course is an introduction to the basic principles and techniques related to digital art. Students will learn how to utilize concept design, color, composition, and typography to create esthetically pleasing graphics, illustrations and time-based art. Students may opt to receive credit in either Art 1800 or Computer Science 1800, not both. C-ID: ARTS 250 Type of Class/Course: Degree Credit Text: Wood, Brian. Adobe Illustrator Classroom in a Book. Adobe Press. 2020 Wheeler, Susan G. and Gary S. Wheeler. The Visual Design Primer. Upper Saddle River: Pearson, 2002. Print. Additional Required Materials: Microcomputer workstations, flash drive or USB portable hard drive, laser jet color printer, various art materials as needed. Course Objectives: By the end of the course, a successful student will be able to: 1. Comprehend design principles and create various forms of digital art, 2. Improve concept design skills relating to digital mediums and time-based art, 3. Produce digital content utilizing various tools and input methods, 4. Understand differences between vector and rasterized digital art, 5. Utilize design principles to create successful digital artwork, 6. Understand additive and subtractive color systems, 7. Identify digital formats, design trends and typefaces, 8. -
Software Preservation in Networked Art
Software Preservation in Networked Art Preservation is a Verb @dschmudde http://schmud.de 14 October 2020 Me Computer Science → Music Time-Based Media Yorba @dschmudde | "Software Preservation in Networked Art" Part I Foundations @dschmudde | "Software Preservation in Networked Art" Art Functional Object → Aesthetic Object @dschmudde | "Software Preservation in Networked Art" Art An entity in which art is its primary function. Design → outcome Advertising → sell Video games → complete/win Propaganda → indoctrinate @dschmudde | "Software Preservation in Networked Art" Craft Local craft: handiwork (manual dexterity is inherently local) Meta craft: directing a film, software systems @dschmudde | "Software Preservation in Networked Art" Meta Craft: Cinema Auteur theory in cinema Director: management of craftpersons → artist @dschmudde | "Software Preservation in Networked Art" Meta Craft: Software Net.art artist Programmer: arrangement of software processes → artist @dschmudde | "Software Preservation in Networked Art" Simple Net Art Diagram MTAA (1997) @dschmudde | "Software Preservation in Networked Art" Cyberspace Cybernetics: good at steering/good pilot (Ancient Greek) Cybernetics: to govern components of the system Cybernetic art Process control and regulation as art Human input may be part of the process. @dschmudde | "Software Preservation in Networked Art" Cybernetic Serendipity (London 1968) The Colloquy of Mobiles Gordon Pask (1968) @dschmudde | "Software Preservation in Networked Art" Cybernetic Serendipity (London 1968) Organized -
Goose Game (2019) a Viewer
Digital Media, Society, and Culture Angus A. A. Mol AMS2019 • T.L. van der Linden Ah… The Memories • Iman and Caressa ask Is Fake News Conquering the World? • Zeynep On Podcasts • Liona on The Joker: A Story of Controversy • See also Alejandra on From Joker, With Love • Social Games • Bernardo on Gaming Friends in a Fight Against Solitude • Petra on Socializing in Online Games • Previously by Kevin (in DH2019): My Life Through Video Games DH2019 • Hiba on All is Fair in Love and Cookies • Philippe on a Da Vinci Robot • Sanem on What Color Are Bananas? • Connor has been Playing with Social Media • Kevin L. has been Playing in the Sandbox Video Games and other Digital Playgrounds Video games are ancient… Tennis for Two (Brookhaven, 1958) Nimrod (1951), world’s first The Sumerian Game(1964) videogame-playing computer Check it out (Hamurabi, BASIC version) Check it out Spacewar! (MIT, 1962) … Video Games are now! In the 20th Century, the moving image was the dominant cultural form. While music, architecture, the written word, and many other forms of expression flourished in the last century, the moving image came to dominate. Personal storytelling, news reporting, epic cultural narratives, political propaganda – all were expressed most powerfully through film and video. The rise of the moving image is tightly bound to the rise of information; film and video as media represent linear, non-interactive information that is accessed by Untitled Goose Game (2019) a viewer. The Ludic Century is an era of games. When information is put at play, game-like experiences replace linear media.