ââåis Digital Art ââëœrealã¢â⢠Art? Facts and Myths About Digital Creatingã¢ââ

Collective term for art that is generated digitally with a calculator

Irrational Geometrics digital fine art installation 2008 past Pascal Dombis

Joseph Nechvatal nativity Of the viractual 2001 figurer-robotic assisted acrylic on canvas

Digital art is an creative piece of work or exercise that uses digital technology every bit part of the creative or presentation procedure. Since the 1960s, various names have been used to describe the process, including reckoner fine art and multimedia art.[one] Digital art is itself placed nether the larger umbrella term new media art.[2] [three]

After some initial resistance,[iv] the bear on of digital technology has transformed activities such as painting, literature, drawing, sculpture and music/audio art, while new forms, such every bit net art, digital installation fine art, and virtual reality, have get recognized artistic practices.[5] More mostly the term digital artist is used to depict an artist who makes use of digital technologies in the production of art. In an expanded sense, "digital art" is contemporary art that uses the methods of mass production or digital media.[6]

The techniques of digital art are used extensively by the mainstream media in advertisements, and by picture-makers to produce visual effects. Desktop publishing has had a huge impact on the publishing world, although that is more related to graphic design. Both digital and traditional artists use many sources of electronic information and programs to create their work.[7] Given the parallels between visual and musical arts, it is possible that full general acceptance of the value of digital visual art will progress in much the same way as the increased credence of electronically produced music over the last three decades.[8]

Digital art can be purely computer-generated (such as fractals and algorithmic art) or taken from other sources, such as a scanned photograph or an image drawn using vector graphics software using a mouse or graphics tablet.[9] Though technically the term may be applied to art done using other media or processes and simply scanned in (from scanography ), it is usually reserved for art that has been non-trivially modified by a computing process (such as a computer program, microcontroller or any electronic system capable of interpreting an input to create an output); digitized text data and raw audio and video recordings are non usually considered digital fine art in themselves, but can be part of the larger project of computer fine art and information art.[x] Artworks are considered digital painting when created in a similar fashion to non-digital paintings but using software on a computer platform and digitally outputting the resulting image as painted on canvas.[11]

Andy Warhol created digital fine art using a Commodore Amiga where the estimator was publicly introduced at the Lincoln Eye, New York in July 1985. An epitome of Debbie Harry was captured in monochrome from a video camera and digitized into a graphics program called ProPaint. Warhol manipulated the image calculation colour by using flood fills.[12] [13]

Amidst varied opinions on the pros and cons of digital technology on the arts, there seems to be a potent consensus within the digital art community that it has created a "vast expansion of the creative sphere", i.e., that it has greatly broadened the creative opportunities available to professional and non-professional artists alike.[xiv]

Whilst 2nd and 3D digital art is beneficial as it allows preservation of history that would otherwise have been destroyed by events like natural disasters and war, there is the event of who should ain these 3D scans - i.e. who should own the digital copyrights.[15]

Computer-generated visual media [edit]

Digital visual fine art consists of either 2D visual information displayed on an electronic visual display or information mathematically translated into 3D information, viewed through perspective projection on an electronic visual brandish. The simplest is 2D reckoner graphics which reverberate how yous might draw using a pencil and a piece of paper. In this example, still, the epitome is on the computer screen and the musical instrument you lot draw with might be a tablet stylus or a mouse. What is generated on your screen might announced to be drawn with a pencil, pen or paintbrush. The second kind is 3D computer graphics, where the screen becomes a window into a virtual surround, where you adjust objects to be "photographed" past the computer. Typically a 2D computer graphics employ raster graphics as their primary means of source data representations, whereas 3D figurer graphics use vector graphics in the cosmos of immersive virtual reality installations. A possible third paradigm is to generate fine art in 2D or 3D entirely through the execution of algorithms coded into figurer programs. This can be considered the native art form of the calculator, and an introduction to the history of which is bachelor in an interview with estimator art pioneer Frieder Nake.[16] Fractal art, Datamoshing, algorithmic art and real-time generative art are examples.

Computer generated 3D yet imagery [edit]

3D graphics are created via the process of designing imagery from geometric shapes, polygons or NURBS curves[17] to create iii-dimensional objects and scenes for use in diverse media such as film, tv set, impress, rapid prototyping, games/simulations and special visual effects.

There are many software programs for doing this. The technology can enable collaboration, lending itself to sharing and augmenting by a artistic effort similar to the open source movement, and the creative eatables in which users can interact in a project to create art.[eighteen]

Pop surrealist artist Ray Caesar works in Maya (a 3D modeling software used for digital blitheness), using it to create his figures too as the virtual realms in which they exist.

Computer generated animated imagery [edit]

Computer-generated animations are animations created with a figurer, from digital models created by the 3D artists or procedurally generated. The term is commonly practical to works created entirely with a estimator. Movies make heavy apply of computer-generated graphics; they are called estimator-generated imagery (CGI) in the film industry. In the 1990s, and early on 2000s CGI advanced enough so that for the first fourth dimension it was possible to create realistic 3D calculator animation, although films had been using all-encompassing computer images since the mid-70s. A number of modern films accept been noted for their heavy use of photo realistic CGI.[19]

Digital installation art [edit]

Boundary Functions at the Tokyo Intercommunications Center, 1999.

Digital installation art constitutes a wide field of activity and incorporates many forms. Some resemble video installations, particularly large scale works involving projections and live video capture. Past using projection techniques that enhance an audience's impression of sensory envelopment, many digital installations effort to create immersive environments. Others go even farther and attempt to facilitate a complete immersion in virtual realms. This type of installation is generally site-specific, scalable, and without stock-still dimensionality, meaning it can exist reconfigured to accommodate different presentation spaces.[21]

Noah Wardrip-Fruin'south "Screen" (2003) is an case of interactive digital installation fine art which makes utilize of a Cave Automated Virtual Environment to create an interactive experience.[22] Scott Snibbe's "Purlieus Functions" is an example of augmented reality digital installation art, which responds to people who enter the installation by drawing lines between people indicating their personal space.[xx]

Digital art and blockchain [edit]

Blockchain, and more specifically NFTs, have been associated with Digital Fine art since the NFTs craze of 2020 and 2021. While the engineering science received many critics and has many flaws related to plagiarism and fraud (due to its virtually completely unregulated nature),[23] auction houses like Sotheby'due south, Christie's and various museums and galleries in the earth started collaborations and partnerships with digital artists, selling NFTs associated with digital artworks (via NFT platforms) and showcasing those artworks (associated to the respective NFTs) both in virtual galleries and real life screens, monitors and TVs.[24] [25]

Art theorists and historians [edit]

Notable art theorists and historians in this field include Oliver Grau, Jon Ippolito, Christiane Paul, Frank Popper, Jasia Reichardt, Mario Costa, Christine Buci-Glucksmann, Dominique Moulon, Robert C. Morgan, Roy Ascott, Catherine Perret, Margot Lovejoy, Edmond Couchot, Fred Forest and Edward A. Shanken.

Subtypes [edit]

  • Art game
  • ASCII art
  • Flake fine art
  • Calculator art scene
  • Reckoner music
  • Crypto art
  • Cyberarts
  • Digital illustration
  • Digital imaging
  • Digital literature
  • Digital painting
  • Digital photography
  • Digital verse
  • Digital sculpture
  • Digital architecture
  • Dynamic Painting
  • Electronic music
  • Evolutionary art
  • Fractal art
  • Generative fine art
  • Generative music
  • GIF fine art
  • Immersion (virtual reality)
  • Interactive fine art
  • Internet art
  • Movement graphics
  • Music visualization
  • Photograph manipulation
  • Pixel art
  • Render art
  • Software art
  • Systems art
  • Textures
  • Tradigital art

Related organizations and conferences [edit]

  • Artfutura
  • Artmedia
  • Austin Museum of Digital Art
  • Computer Arts Order
  • EVA Conferences
  • Los Angeles Centre for Digital Art
  • Lumen Prize
  • onedotzero
  • V&A Digital Futures

See also [edit]

  • Algorithmic art
  • Computer art
  • Computer graphics
  • Electronic fine art
  • Generative art
  • Graphic arts
  • New media fine art
  • Theatre of Digital Art
  • Virtual art

References [edit]

  1. ^ Reichardt, Jasia (1974). "Xx years of symbiosis between fine art and science". Art and Science. XXIV, (1): 41–53.
  2. ^ Christiane Paul (2006). Digital Art, pp. 7–8. Thames & Hudson.
  3. ^ Lieser, Wolf. Digital Fine art. Langenscheidt: h.f. ullmann. 2009, pp. thirteen–15
  4. ^ Taylor, One thousand. D. (2012). The soulless usurper: Reception and criticism of early computer art. In H. Higgins, & D. Kahn (Eds.), Mainframe experimentalism: Early digital calculating in the experimental arts. Berkeley, CA: University of California Press
  5. ^ Donald Kuspit The Matrix of Sensations Six: Digital Artists and the New Creative Renaissance
  6. ^ Charlie Gere Fine art, Time and Technology: Histories of the Disappearing Body (Berg, 2005). ISBN 978-1-84520-135-7 This text concerns artistic and theoretical responses to the increasing speed of technological development and operation, especially in terms of and so-chosen 'real-time' digital technologies. It draws on the ideas of Jacques Derrida, Bernard Stiegler, Jean-François Lyotard and André Leroi-Gourhan, and looks at the work of Samuel Morse, Vincent van Gogh and Malevich, amidst others.
  7. ^ Frank Popper, Art of the Electronic Historic period, Thames & Hudson, 1997.
  8. ^ Charlie Gere, (2002) Digital Civilisation, Reaktion.
  9. ^ Christiane Paul (2006). Digital Fine art, pp. 27–67. Thames & Hudson.
  10. ^ Wands, Bruce (2006). Art of the Digital Historic period, pp. x–eleven. Thames & Hudson.
  11. ^ Paul, Christiane (2006). Digital Art, pp. 54–60. Thames & Hudson.
  12. ^ 'Reimer, Jeremy (October 21, 2007). "A history of the Amiga, role 4: Enter Commodore". Arstechnica.com . Retrieved June 10, 2011.
  13. ^ YouTube. Archived from the original on 2009-05-07.
  14. ^ Bessette, Juliette, Frederic Fol Leymarie, and Glenn W. Smith (16 September 2019). "Trends and Anti-Trends in Techno-Art Scholarship: The Legacy of the Arts "Car" Special Problems". Arts. 8 (3): 120. doi:10.3390/arts8030120. {{cite journal}}: CS1 maint: uses authors parameter (link)
  15. ^ Sydell, Laura (21 May 2018). "3D Scans Assist Preserve History, But Who Should Own Them? 2018". NPR. Archived from the original on 2022-01-18. Retrieved 7 Feb 2021.
  16. ^ Smith, Glenn (31 May 2019). "An Interview with Frieder Nake". Arts. viii (2): 69. doi:ten.3390/arts8020069.
  17. ^ Wands, Bruce (2006). Art of the Digital Age, pp. 15–16. Thames & Hudson.
  18. ^ Foundation, Blender. "About". blender.org . Retrieved 2021-02-25 .
  19. ^ Lev Manovich (2001) The Language of New Media Cambridge, Massachusetts: The MIT Press.
  20. ^ a b "Boundary Functions"
  21. ^ Paul, Christiane (2006). Digital Art, pp 71. Thames & Hudson.
  22. ^ "screen - noah wardrip-fruin".
  23. ^ "Does NFT Fine art Have A Place In The Museum In 2022?". jingculturecommerce.com.
  24. ^ "Natively Digital: A Curated NFT Sale". sothebys.com.
  25. ^ "Beeple sold an NFT for $69 million". theverge.com.

External links [edit]

  • Media related to Digital art at Wikimedia Commons
  • Dreher, Thomas. "History of Computer Art"
  • Zorich, Diane One thousand. "Transitioning to a Digital Earth"

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Source: https://en.wikipedia.org/wiki/Digital_art

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