Can Computers Create Art? †
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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. -
Most Contagious 2011
MOST CONTAGIOUS 2011 Cover image: Take This LoLLipop / Jason Zada most contagious / p.02 / mosT ConTAGIOUS 2011 / subsCripTion oFFer / 20% disCounT FuTure-prooFing your brain VALid unTiL 9Th JANUARY 2012 offering a saving of £200 gBP chapters / Contagious exists to find and filter the most innovative 01 / exercises in branding, technology, and popular culture, and movemenTs deliver this collective wisdom to our beloved subscribers. 02 / Once a year, we round up the highlights, identify what’s important proJeCTs and why, and push it out to the world, for free. 03 / serviCe Welcome to Most Contagious 2011, the only retrospective you’ll ever need. 04 / soCiaL It’s been an extraordinary year; economies in turmoil, empires 05 / torn down, dizzying technological progress, the evolution of idenTiTy brands into venture capitalists, the evolution of a generation of young people into entrepreneurs… 06 / TeChnoLogy It’s also been a bumper year for the Contagious crew. Our 07 / Insider consultancy division is now bringing insight and inspiration daTa to clients from Kraft to Nike, and Google to BBC Worldwide. We 08 / were thrilled with the success of our first Now / Next / Why event augmenTed in London in December, and are bringing the show to New York 09 / on February 22nd. Grab your ticket here. money We’ve added more people to our offices in London and New 10 / York, launched an office in India, and in 2012 have our sights haCk Culture firmly set on Brazil. Latin America, we’re on our way. Get ready! 11 / musiC 2.0 We would also like to take this opportunity to thank our friends, supporters and especially our valued subscribers, all over the 12 / world. -
Q&A with Scott Snibbe, Designer of Passion Pit's New Interactive App | Toronto Standard
MAY 20, 2015 MADE IN FOUNDERS INNOVATORS T.O. EDITORS' PICK INDUSTRY , DIGITAL MARKETING Q&A With Scott Snibbe, Designer of Passion Pit's New Interactive App “By bringing in an app experience, we bring back a multi-sensory experience to music” OCTOBER 31, 2014 By Sheena Lyonnais A note on the future of August 2nd, 2012 Toronto Standard — Read More OCTOBER 30, 2014 Vice and Rogers are partnering to bring a Vice TV network to Canada — Read More Passion Pit plays Osheaga this weekend, but they have another thing to celebrate. The Passion Pit: Gossamer app was released in mid July and features a multi-dimensional way to listen to music. Scott Snibbe, famous for creating Björk’s John Tory gets a parody groundbreaking Biophila app, the first album to be released through a fully Twitter account — Read More interactive app, designed the app. We talked to Snibbe about what the element of touch can do to enhance the listening experience and the future of music engagement. TS: Can you tell me a little bit about the Passion Pit app? SS: The Passion Pit app has two interactive experiences for each of two songs: OCTOBER 29, 2014 “Take a Walk” and “Carried Away.” People can enter into an interactive music video Marvel marks National Cat for either song, watching as photographs by artist Mark Borthwick are sliced and Day with a series of cats dressed up as its iconic diced to reveal reaching hands, sunbursts, frolicking young girls, and other superheroes generally joyous material that complements Passion Pit’s positive tunes. -
Visual Arts (Installation/New Media)
EDUCATOR GUIDE Story Theme: Shaken & Stirred Subject: Scott Snibbe Discipline: Visual Arts (Installation/New Media) SECTION I - OVERVIEW ......................................................................................................................2 EPISODE THEME SUBJECT CURRICULUM CONNECTIONS OBJECTIVE STORY SYNOPSIS INSTRUCTIONAL STRATEGIES INSTRUCTIONAL OBJECTIVES EQUIPMENT NEEDED MATERIALS NEEDED INTELLIGENCES ADDRESSED SECTION II – CONTENT/CONTEXT ..................................................................................................3 CONTENT OVERVIEW THE BIG PICTURE RESOURCES – TEXTS RESOURCES – WEB SITES BAY AREA FIELD TRIPS SECTION III – VOCABULARY.............................................................................................................6 SECTION IV – ENGAGING WITH SPARK .........................................................................................7 Artist Scott Snibbe works on his new piece Blow Up. Still image from SPARK story, December 2004. SECTION I - OVERVIEW EPISODE THEME Shaken and Stirred EQUIPMENT NEEDED SPARK story about Scott Snibbe on DVD or VHS SUBJECT and necessary equipment Scott Snibbe Computer with Internet access, navigation software, speakers and a sounds card, printer GRADE RANGES Cassette player, CD player, or computer audio K‐12 & Post‐secondary program CURRICULUM CONNECTIONS Visual Arts, Language Arts MATERIALS NEEDED Access to libraries with up‐to‐date collections of OBJECTIVE periodicals, books, and research papers To introduce students to installation and -
National Arts Policy Roundtable 2014 Report
2014 REPORT AND RECOMMENDATIONS At the Edge of the Future: The Arts and Technology in the 21st Century September 18-20, 2014 The Redford Center at the Sundance Resort and Preserve, Utah 1 Table of Contents A Message from the Co-Conveners .............................................................................................................. 3 Background ........................................................................................................................................................ 4 Overview ............................................................................................................................................................ 5 Summary of Outcomes and Recommendations ........................................................................................... 7 Roundtable Panels and Presentations ........................................................................................................... 8 Panel: Technology as a Medium ............................................................................................................... 8 Panel: Art and Technology as a Strategic Approach to Community Building and Education ...... 12 Case Study: Save Studio A—How the Fate of One Historic Studio Galvanized an Entire Global Community ................................................................................................................................................... 17 Panel: The Dynamics of Creative Culture in the Digital Age ............................................................ -
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. -
1St ADA Online Exhibition Curated by Christiane Paul
CODEDOC REMEDIATED 1st ADA Online Exhibition Curated by Christiane Paul TEXT COLLECTION TABLE OF CONTENTS: Introduction ....................................................................................................................................................... 3 CODeDOC + CODeDOC II ............................................................................................................................... 4 CODeDOC - Curatorial statement by Christiane Paul ......................................................................... 5 CODeDOC II - Curatorial statement by Christiane Paul ..................................................................... 9 Assignment and requirements for artists ........................................................................................... 13 System Recommendations for exhibition ........................................................................................... 15 Credits ............................................................................................................................................................... 15 Artist Bio/List of works ............................................................................................................................. 16 Introduction: CODEDOC REMEDIATED – ADA online exhibition The ARCHIVE of DIGITAL ART launches its first ONLINE EXHIBITION For over 15 years, the pioneering Archive of Digital Art has been a leading attempt in the documentation of Digital Art. Within the very medium that has shaped it, Digital -
Blue Screen Matting
Blue Screen Matting Alvy Ray Smith and James F. Blinn Microsoft Corporation ABSTRACT allowed to pass through and illuminate those parts desired but is blocked everywhere else. A holdout matte is the complement: It is A classical problem of imaging—the matting problem—is separa- opaque in the parts of interest and transparent elsewhere. In both tion of a non-rectangular foreground image from a (usually) rectan- cases, partially dense regions allow some light through. Hence gular background image—for example, in a film frame, extraction of some of the color film image that is being matted is partially illu- an actor from a background scene to allow substitution of a differ- minated. ent background. Of the several attacks on this difficult and persis- The use of an alpha channel to form arbitrary compositions of tent problem, we discuss here only the special case of separating a images is well-known in computer graphics [9]. An alpha channel desired foreground image from a background of a constant, or al- gives shape and transparency to a color image. It is the digital most constant, backing color. This backing color has often been equivalent of a holdout matte—a grayscale channel that has full blue, so the problem, and its solution, have been called blue screen value pixels (for opaque) at corresponding pixels in the color image matting. However, other backing colors, such as yellow or (in- that are to be seen, and zero valued pixels (for transparent) at creasingly) green, have also been used, so we often generalize to corresponding color pixels not to be seen. -
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. -
Alpha and the History of Digital Compositing
Alpha and the History of Digital Compositing Technical Memo 7 Alvy Ray Smith August 15, 1995 Abstract The history of digital image compositing—other than simple digital imple- mentation of known film art—is essentially the history of the alpha channel. Dis- tinctions are drawn between digital printing and digital compositing, between matte creation and matte usage, and between (binary) masking and (subtle) mat- ting. The history of the integral alpha channel and premultiplied alpha ideas are pre- sented and their importance in the development of digital compositing in its cur- rent modern form is made clear. Basic Definitions Digital compositing is often confused with several related technologies. Here we distinguish compositing from printing and matte creation—eg, blue-screen matting. Printing v Compositing Digital film printing is the transfer, under digital computer control, of an im- age stored in digital form to standard chemical, analog movie film. It requires a sophisticated understanding of film characteristics, light source characteristics, precision film movements, film sizes, filter characteristics, precision scanning de- vices, and digital computer control. We had to solve all these for the Lucasfilm laser-based digital film printer—that happened to be a digital film input scanner too. My colleague David DiFrancesco was honored by the Academy of Motion Picture Art and Sciences last year with a technical award for his achievement on the scanning side at Lucasfilm (along with Gary Starkweather). Also honored was Gary Demos for his CRT-based digital film scanner (along with Dan Cam- eron). Digital printing is the generalization of this technology to other media, such as video and paper. -
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.