An artist's impression, artist's conception, artist's interpretation, or artist's rendition is the representation of an object or a scene created by an artist when no other accurate representation is available. It could be an image, a sound, a video or a model. Artist's impressions are often created to represent concepts and objects that cannot be seen by the naked eye; that are very big, very small, in the past, in the future, fictional, or otherwise abstract. For example, in architecture, artists' impressions are used to showcase the design of planned buildings and associated landscape. [1] Artists' impressions are particularly prominent in space art. [2] Artist's depictions of prehistoric life are known as paleoart.
In visual arts, music and other media, minimalism in the modern sense was an art movement that began in the post-war era in Western art, and it is most strongly associated with American visual arts in the 1960s and early 1970s.
An image is a visual representation. An image can be two-dimensional, such as a drawing, painting, or photograph, or three-dimensional, such as a carving or sculpture. Images may be displayed through other media, including a projection on a surface, activation of electronic signals, or digital displays; they can also be reproduced through mechanical means, such as photography, printmaking, or photocopying. Images can also be animated through digital or physical processes.
In European academic traditions, fine art is made primarily for aesthetics or creative expression, distinguishing it from popular art, decorative art or applied art, which also either serve some practical function or is generally of limited artistic quality in order to appeal to the masses. In the aesthetic theories developed in the Italian Renaissance, the highest art was that which allowed the full expression and display of the artist's imagination, unrestricted by any of the practical considerations involved in, say, making and decorating a teapot. It was also considered important that making the artwork did not involve dividing the work between different individuals with specialized skills, as might be necessary with a piece of furniture, for example. Even within the fine arts, there was a hierarchy of genres based on the amount of creative imagination required, with history painting placed higher than still life.
Abstract art uses visual language of shape, form, color and line to create a composition which may exist with a degree of independence from visual references in the world. Abstract art, non-figurative art, non-objective art, and non-representational art are all closely related terms. They have similar, but perhaps not identical, meanings.
In computer science, a high-level programming language is a programming language with strong abstraction from the details of the computer. In contrast to low-level programming languages, it may use natural language elements, be easier to use, or may automate significant areas of computing systems, making the process of developing a program simpler and more understandable than when using a lower-level language. The amount of abstraction provided defines how "high-level" a programming language is.
Suprematism is an early twentieth-century art movement focused on the fundamentals of geometry, painted in a limited range of colors. The term suprematism refers to an abstract art based upon "the supremacy of pure artistic feeling" rather than on visual depiction of objects.
An illustrator is an artist who specializes in enhancing writing or elucidating concepts by providing a visual representation that corresponds to the content of the associated text or idea. The illustration may be intended to clarify complicated concepts or objects that are difficult to describe textually, which is the reason illustrations are often found in children's books.
Graphics are visual images or designs on some surface, such as a wall, canvas, screen, paper, or stone, to inform, illustrate, or entertain. In contemporary usage, it includes a pictorial representation of data, as in design and manufacture, in typesetting and the graphic arts, and in educational and recreational software. Images that are generated by a computer are called computer graphics.
Arthur Schopenhauer's aesthetics result from his philosophical doctrine of the primacy of the metaphysical Will as the Kantian thing-in-itself, the ground of life and all being. In his chief work, The World as Will and Representation, Schopenhauer thought that if consciousness or attention is fully engrossed, absorbed, or occupied with the world as painless representations or images, then there is no consciousness of the world as painful willing. Aesthetic contemplation of a work of art provides just such a state—a temporary liberation from the suffering that results from enslavement to the will [need, craving, urge, striving] by becoming a will-less spectator of "the world as representation" [mental image or idea]. Art, according to Schopenhauer, also provides essential knowledge of the world's objects in a way that is more profound than science or everyday experience.
Concept art is a form of visual art used to convey an idea for use in film, video games, animation, comic books, television shows, or other media before it is put into the final product. The term was used by the Walt Disney Animation Studios as early as the 1930s. Concept art usually refers to world-building artwork used to inspire the development of media products, and is not the same as storyboard, though they are often confused.
Folk art covers all forms of visual art made in the context of folk culture. Definitions vary, but generally the objects have practical utility of some kind, rather than being exclusively decorative. The makers of folk art are typically trained within a popular tradition, rather than in the fine art tradition of the culture. There is often overlap, or contested ground with 'naive art'. "Folk art" is not used in regard to traditional societies where ethnographic art continue to be made.
The term composition means "putting together". It can be thought of as the organization of the elements of art according to the principles of art. Composition can apply to any work of art, from music through writing and into photography, that is arranged using conscious thought.
A replica is an exact copy or remake of an object, made out of the same raw materials, whether a molecule, a work of art, or a commercial product. The term is also used for copies that closely resemble the original, without claiming to be identical. Copies or reproductions of documents, books, manuscripts, maps or art prints are called facsimiles.
A work of art, artwork, art piece, piece of art or art object is an artistic creation of aesthetic value. Except for "work of art", which may be used of any work regarded as art in its widest sense, including works from literature and music, these apply principally to tangible, physical forms of visual art:
Applied aesthetics is the application of the branch of philosophy of aesthetics to cultural constructs. In a variety of fields, artifacts are created that have both practical functionality and aesthetic affectation. In some cases, aesthetics is primary, and in others, functionality is primary. At best, the two needs are synergistic, in which "beauty" makes an artifact work better, or in which more functional artifacts are appreciated as aesthetically pleasing. This achievement of form and function, of art and science, of beauty and usefulness, is the primary goal of design, in all of its domains.
Islamic ornament is the use of decorative forms and patterns in Islamic art and Islamic architecture. Its elements can be broadly divided into the arabesque, using curving plant-based elements, geometric patterns with straight lines or regular curves, and calligraphy, consisting of religious texts with stylized appearance, used both decoratively and to convey meaning. All three often involve elaborate interlacing in various mediums.
Modular art is art created by joining together standardized units (modules) to form larger, more complex compositions. In some works the units can be subsequently moved, removed and added to – that is, modulated – to create a new work of art, different from the original or ensuing configurations.
Game art design is a subset of game development involving the process of creating the artistic aspects of video games. Video game art design begins in the pre-production phase of creating a video game. Video game artists are visual artists involved from the conception of the game who make rough sketches of the characters, setting, objects, etc. These starting concept designs can also be created by the game designers before the game is moved into actualization. Sometimes, these concept designs are called "programmer art". After the rough sketches are completed and the game is ready to be moved forward, those artists or more artists are brought in to develop graphic designs based on the sketches.
In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based representation of a surface of an object in three dimensions via specialized software by manipulating edges, vertices, and polygons in a simulated 3D space.
Ephemeral art is the name given to all artistic expression conceived under a concept of transience in time, of non-permanence as a material and conservable work of art. Because of its perishable and transitory nature, ephemeral art does not leave a lasting work, or if it does – as would be the case with fashion – it is no longer representative of the moment in which it was created. In these expressions, the criterion of social taste is decisive, which is what sets the trends, for which the work of the media is essential, as well as that of art criticism.