Adrian Ward (artist)

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Adrian ward at Changing Grammars, Hamburg 2004 Adrian ward changing grammars.jpg
Adrian ward at Changing Grammars, Hamburg 2004

Adrian Ward (born 1976 in Bishop Auckland, England) is a software artist and musician. He is known for his generative art software products released through his company Signwave, and as one third of the techno gabba ambient group, Slub. [1] His theoretical approach to generative and software art guides his practice, [2] [3] including contributing to the early principles of the livecoding movement. [4]

Adrian co-won the 2001 Transmediale software art award in Berlin, alongside Netochka Nezvanova for his well-known [5] Auto-Illustrator [6] [7] [8] [9] parody of Adobe Illustrator, off-the-shelf generative software that takes control over the artwork produced with it. [10] Auto-Illustrator has earned prestigious digital arts awards [11] including an honorary mention at the 2001 Prix Ars Electronica. [12] He is also a board member of the UK Museum of Ordure, an ongoing collaborative art project with Stuart Brisley and Geoff Cox. [13] [14]

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Digital art refers to any artistic work or practice that uses digital technology as part of the creative or presentation process. It can also refer to computational art that uses and engages with digital media.

<span class="mw-page-title-main">Interactive art</span> Creative works that rely on viewer input and feedback to provoke emotional responses

Interactive art is a form of art that involves the spectator in a way that allows the art to achieve its purpose. Some interactive art installations achieve this by letting the observer walk through, over or around them; others ask the artist or the spectators to become part of the artwork in some way.

<span class="mw-page-title-main">Generative art</span> Art created by a set of rules, without human intervention

Generative art refers to art that in whole or in part has been created with the use of an autonomous system. An autonomous system in this context is generally one that is non-human and can independently determine features of an artwork that would otherwise require decisions made directly by the artist. In some cases the human creator may claim that the generative system represents their own artistic idea, and in others that the system takes on the role of the creator.

Software art is a work of art where the creation of software, or concepts from software, play an important role; for example software applications which were created by artists and which were intended as artworks. As an artistic discipline software art has attained growing attention since the late 1990s. It is closely related to Internet art since it often relies on the Internet, most notably the World Wide Web, for dissemination and critical discussion of the works. Art festivals such as FILE Electronic Language International Festival, Transmediale (Berlin), Prix Ars Electronica (Linz) and readme have devoted considerable attention to the medium and through this have helped to bring software art to a wider audience of theorists and academics.

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Information art, which is also known as informatism or data art, is an emerging art form that is inspired by and principally incorporates data, computer science, information technology, artificial intelligence, and related data-driven fields. The information revolution has resulted in over-abundant data that are critical in a wide range of areas, from the Internet to healthcare systems. Related to conceptual art, electronic art and new media art, informatism considers this new technological, economical, and cultural paradigm shift, such that artworks may provide social commentaries, synthesize multiple disciplines, and develop new aesthetics. Realization of information art often take, although not necessarily, interdisciplinary and multidisciplinary approaches incorporating visual, audio, data analysis, performance, and others. Furthermore, physical and virtual installations involving informatism often provide human-computer interaction that generate artistic contents based on the processing of large amounts of data.

Video game art is a specialized form of computer art employing video games as the artistic medium. Video game art often involves the use of patched or modified video games or the repurposing of existing games or game structures, however it relies on a broader range of artistic techniques and outcomes than artistic modification and it may also include painting, sculpture, appropriation, in-game intervention and performance, sampling, etc. It may also include the creation of art games either from scratch or by modifying existing games. Notable examples of video game art include Cory Arcangel's Super Mario Clouds and I Shot Andy Warhol, Joseph Delappe's projects including "Dead in Iraq" and the "Salt Satyagraha Online: Gandhi's March to Dandi in Second Life," the 2004-2005 Rhizome Commissions "relating to the theme of games," Paolo Pedercini's Molleindustria games such as "Unmanned" and "Every Day the Same Dream", and Ian Bogost's "Cowclicker."

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Casey Edwin Barker Reas, also known as C. E. B. Reas or Casey Reas, is an American artist whose conceptual, procedural and minimal artworks explore ideas through the contemporary lens of software. Reas is perhaps best known for having created, with Ben Fry, the Processing programming language.

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Antoine Schmitt is a French contemporary artist, programming engineer and designer.

<span class="mw-page-title-main">Internet art</span> Form of art distributed on the Internet

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<span class="mw-page-title-main">Generative design</span>

Generative design is an iterative design process that generates outputs that meet specified constraints to varying degrees. In a second phase, designers can then provide feedback to the generator that explores the feasible region by selecting preferred outputs or changing input parameters for future iterations. Either or both phases can be done by humans or software. One method is to use a generative adversarial network, which is a pair of neural networks. The first generates a trial output. The second provides feedback for the next iteration.

<span class="mw-page-title-main">Alex McLean</span> British musician and researcher (born 1975)

Alex McLean is a British musician and researcher. He is notable for his key role in developing live coding as a musical practice, including for creating TidalCycles, a live-coding environment that allows programmer musicians to code simply and quickly, and for coining the term Algorave with Nick Collins.

<span class="mw-page-title-main">Slub (band)</span>

Slub is an algorave group formed in 2000 by Adrian Ward and Alex McLean, joined by Dave Griffiths in 2005 and Alexandra Cardenas in 2017. They are known for making their music exclusively from their own generative software, projecting their screens so their audience can see their handmade interfaces. Their music is improvised, and advertised as falling within the ambient gabba genre.

<span class="mw-page-title-main">Maurizio Bolognini</span>

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<span class="mw-page-title-main">Ernest Edmonds</span> British artist

Ernest Edmonds is a British artist, a pioneer in the field of computer art and its variants, algorithmic art, generative art, interactive art, from the late 1960s to the present. His work is represented in the Victoria and Albert Museum, as part of the National Archive of Computer-Based Art and Design.

References

  1. Shulgin, A. (2003). Listen to the tools, interview with Alex McLean and Adrian Ward. In read_me 2.3 reader. NIFCA.
  2. Cox, G., McLean, A., and Ward, A. (2000). The Aesthetics of Generative Code. In International Conference on Generative Art.
  3. Dew, Harrison (28 February 2013). Digital Media and Technologies for Virtual Artistic Spaces. IGI Global. ISBN   9781466629622.
  4. Ward, A., Rohrhuber, J., Olofsson, F., McLean, A., Griffiths, D., Collins, N., and Alexander, A. (2004). Live Algorithm Programming and a Temporary Organisation for its Promotion. In Goriunova, O. and Shulgin, A., editors, read_me – Software Art and Cultures.
  5. Sommerer, Christa; Mignonneau, Laurent; King, Dorothée (3 March 2017). Interface Cultures: Artistic Aspects of Interaction. transcript Verlag. ISBN   9783839408841.
  6. Ward, A., Levin, G., Lia, and Meta. 4x4 Generative Design (with Auto-Illustrator, Java, DBN, Lingo): Life/Oblivion. Apress.
  7. Fuller, Matthew (1 January 2008). Software Studies: A Lexicon. MIT Press. ISBN   9780262062749.
  8. Nöth, Winfried; Bishara, Nina (1 January 2007). Self-Reference in the Media. Walter de Gruyter. ISBN   9783110198836.
  9. Manovich, Lev (4 July 2013). Software Takes Command. A&C Black. ISBN   978-1623567453.
  10. Cloninger, Curt (3 October 2006). Hot-Wiring Your Creative Process: Strategies for print and new media designers. New Riders. ISBN   9780132798228.
  11. Thoughtful Interaction Design: A Design Perspective on Information Technology. MIT Press. 26 January 2007. ISBN   9780262296922.
  12. Leopoldseder, Hannes; Schöpf, Christine (4 September 2001). Cyberarts 2001 (in German). Springer Science & Business Media. ISBN   9783211836286.
  13. Rugg, Judith; Sedgwick, Michèle (1 January 2007). Issues in Curating Contemporary Art and Performance. Intellect Books. ISBN   9781841501628.
  14. Ascott, Roy (1 January 2006). Engineering Nature: Art & Consciousness in the Post-biological Era. Intellect Books. ISBN   9781841501284.