Austin Museum of Digital Art

Last updated

The Austin Museum of Digital Art (AMODA) is located in Austin, Texas. It is the first museum dedicated exclusively to the display of digital art. AMODA was founded in 1997 by Harold Chaput, Samantha Krukowski and Chris Rankin. [1] The project is funded and supported in part by a grant from the Texas Commission on the Arts and in part by the City of Austin Economic Development Department/Cultural Arts Division. [2]

Contents

History

The Austin Museum of Digital Art is the brainchild of Harold Chaput, then a Computer Sciences doctoral student at the University of Texas at Austin, and Christopher Rankin, an art history graduate of Trinity University and experienced museum worker. Rankin was dissatisfied with the state of the contemporary art scene in Austin. Chaput was connected to many artists and musicians employed in high tech positions who were looking for a creative outlet. By establishing an organization with the goals of supporting the production and exhibition of new work and encouraging discussion about the role of technology in current contemporary art, Chaput and Rankin hoped that they could encourage a community of artists, musicians, and technologists to create cutting-edge digital-based contemporary art.

They joined up with Samantha Krukowski, an influential member of UT's communications department. The three of them swiftly settled on a subsection of contemporary art that used computers in some form, and coined the term Digital Art to describe it. They also agreed that the new organization should be a museum rather than a collective or a gallery, placing the emphasis on artistry and aesthetics rather than fashion and popularity. Thus the Austin Museum of Digital Art was founded in November 1997.

Shortly after its founding, Rankin left AMODA because his new job working for the Texas Commission on the Arts posed a conflict of interest. Krukowski also left to become a Professor of Communications at UT. Rankin and Krukowski were replaced by Kyle Anderson, Jennifer Potter, Joel Stearns and Robert Turknett. Together with Chaput, this board moved AMODA from a museum on paper, to an art institution. They created AMODA's programs, including an educational program (2000), the Digital Showcase (2001), an exhibition series (2002), and a performance series (2003).

Defining Digital Art

AMODA defines Digital Art as art that uses digital technology in one of three ways: product, process or subject.

Art that uses digital technology as the product can be considered digital art. This includes categories like "web art" or "demo art." This is the most recognized definition of digital art.

Art that uses digital technology in the process of creation can also be considered digital art. The drawings of Harold Cohen's AARON are digital art because a computer program was used to generate the works, even though the final product is ink on paper. Computer graphics on film, digital music, and the Cyberopera are all good examples of digital art as a process.

Finally, art that references digital art as its subject can also be considered digital art. A series of oil paintings showing a man connected to an online chat room could be categorized as digital art, even though digital technology was never used in the creation or display of the work.

The central theme for all three approaches is: art that could not have been created without digital technology. All three address different facets of digital art, from presentation to technique to sociology, all of which are important to the history of art.

Programming

AMODA's programming was designed to be accessible without being condescending. It was unique in its ability to draw a younger audience than other museums and galleries could. AMODA's programs were integrated with the community and attracted a new population of art patrons through its non-traditional but high-quality presentation of digital art.

AMODA's most popular and successful programs were its Exhibition Series and Digital Showcase.

Digital Showcase

The AMODA Digital Showcase is a monthly evening of digital art and music. Under the strict direction of Todd Simmons, a performance space is filled with digital art installations, and four to six digital music performances are shown throughout the evening.

The intention of the Digital Showcase is to show digital art in situ. While an exhibition removes art from its natural environment and displays it for isolated examination, the Digital Showcase lets the different art installations and music performances bleed over each other. The result is an immersive art experience where the whole is greater than the sum of its parts. It is also wildly popular. Attendance is consistently in the hundreds, and the performances have been written up internationally.

Specific

  1. Art, Austin Museum of Digital. "About AMODA". Austin Museum of Digital Art. Retrieved 2023-08-26.
  2. "Austin Museum of Digital Art". NowPlayingAustin.com. Retrieved 2023-08-26.

Related Research Articles

<span class="mw-page-title-main">University of Texas at Austin</span> Public university in Austin, Texas, US

The University of Texas at Austin is a public research university in Austin, Texas. It is the flagship institution of the University of Texas System. With 52,384 students as of Fall 2022, it is also the largest institution in the system.

<span class="mw-page-title-main">Digital art</span> Collective term for art that is generated digitally with a computer

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.

Computer art is any art in which computers play a role in production or display of the artwork. Such art can be an image, sound, animation, video, CD-ROM, DVD-ROM, video game, website, algorithm, performance or gallery installation. Many traditional disciplines are now integrating digital technologies and, as a result, the lines between traditional works of art and new media works created using computers has been blurred. For instance, an artist may combine traditional painting with algorithm art and other digital techniques. As a result, defining computer art by its end product can thus be difficult. Computer art is bound to change over time since changes in technology and software directly affect what is possible.

<span class="mw-page-title-main">ZKM Center for Art and Media Karlsruhe</span> Cultural institution in Karlsruhe, Germany

The ZKM | Center for Art and Media Karlsruhe, a cultural institution, was founded in 1989 and, since 1997, is located in a listed industrial building in Karlsruhe, Germany, a former munitions factory. The ZKM organizes special exhibitions and thematic events, conducts research and produces works on the effects of media, digitization, and globalization, and offers public as well as individualized communications and educational programs.

<span class="mw-page-title-main">The Computer Museum, Boston</span> Former computer museum in Boston, Massachusetts

The Computer Museum was a Boston, Massachusetts, museum that opened in 1979 and operated in three locations until 1999. It was once referred to as TCM and is sometimes called the Boston Computer Museum. When the museum closed and its space became part of Boston Children's Museum next door in 2000, much of its collection was sent to the Computer History Museum in California.

<span class="mw-page-title-main">Entertainment technology</span>

Entertainment technology is the discipline of using manufactured or created components to enhance or make possible any sort of entertainment experience. Because entertainment categories are so broad, and because entertainment models the world in many ways, the types of implemented technology are derived from a variety of sources. Thus, in theatre, for example, entertainment technology practitioners must be able to design and construct scenery, install electrical systems, build clothing, use motors if there is scenery automation, and provide plumbing. In this way, the entertainment technology field intersects with most other types of technology.

<span class="mw-page-title-main">Blanton Museum of Art</span> Art museum in Austin, Texas

The Jack S. Blanton Museum of Art at the University of Texas at Austin is one of the largest university art museums in the U.S. with 189,340 square feet devoted to temporary exhibitions, permanent collection galleries, storage, administrative offices, classrooms, a print study room, an auditorium, shop, and cafe. The Blanton's permanent collection consists of more than 21,000 works, with significant holdings of modern and contemporary art, Latin American art, Old Master paintings, and prints and drawings from Europe, the United States, and Latin America.

<span class="mw-page-title-main">Elisabet Ney Museum</span> Art museum in Austin, Texas

The Elisabet Ney Museum is a museum located in Austin, Texas, United States. It is housed in the former studio of sculptor Elisabet Ney and is dedicated to showcasing her life and works. There is a permanent collection of her portrait busts and personal memorabilia on display.

The Texas Advanced Computing Center (TACC) at the University of Texas at Austin, United States, is an advanced computing research center that is based on comprehensive advanced computing resources and supports services to researchers in Texas and across the U.S. The mission of TACC is to enable discoveries that advance science and society through the application of advanced computing technologies. Specializing in high performance computing, scientific visualization, data analysis & storage systems, software, research & development and portal interfaces, TACC deploys and operates advanced computational infrastructure to enable the research activities of faculty, staff, and students of UT Austin. TACC also provides consulting, technical documentation, and training to support researchers who use these resources. TACC staff members conduct research and development in applications and algorithms, computing systems design/architecture, and programming tools and environments.

<span class="mw-page-title-main">Bullock Texas State History Museum</span> Museum in Austin, Texas

The Bullock Texas State History Museum is a history museum in Austin, Texas. The museum, located a few blocks north of the Texas State Capitol at 1800 North Congress Avenue in Austin, Texas, is dedicated to interpreting the continually unfolding "Story of Texas" to the broadest possible audience through meaningful educational experiences. The museum is operated by the Texas State Preservation Board, which also operates the Texas State Capitol, the Texas Capitol Visitors Center, the Texas Governor's Mansion, and the Texas State Cemetery.

<span class="mw-page-title-main">Rebecca Allen (artist)</span> American digital artist

Rebecca Allen is an internationally recognized digital artist inspired by the aesthetics of motion, the study of perception and behavior and the potential of advanced technology. Her artwork, which spans four decades and takes the form of experimental video, large-scale performances, live simulations and virtual and augmented reality art installations, addresses issues of gender, identity and what it means to be human as technology redefines our sense of reality.

<span class="mw-page-title-main">World Chess Hall of Fame</span> Hall of Fame, Art museum in Central West End, St. Louis Missouri

The World Chess Hall of Fame (WCHOF) is a nonprofit, collecting institution situated in the Central West End neighborhood of St. Louis, Missouri, United States. It features chess exhibits, engages in educational outreach, and maintains a list of inductees to the U.S. Chess Hall of Fame and World Chess Hall of Fame, the latter category being nominated by FIDE. Founded in 1984, it is run by the United States Chess Trust. Formerly located in New Windsor, New York, Washington, D.C., and Miami, Florida, it moved to St. Louis on September 9, 2011.

Creative technology is a broadly interdisciplinary and transdisciplinary field combining computing, design, art and the humanities. The field of creative technology encompasses art, digital product design, digital media or an advertising and media made with a software-based, electronic and/or data-driven engine. Examples of creative technology include multi-sensory experiences made using computer graphics, video production, digital music, digital cinematography, virtual reality, augmented reality, video editing, software engineering, 3D printing, the Internet of Things, CAD/CAM and wearable technology.

<span class="mw-page-title-main">Exhibition</span> Organized presentation and display of a selection of items or pictures

An exhibition, in the most general sense, is an organized presentation and display of a selection of items. In practice, exhibitions usually occur within a cultural or educational setting such as a museum, art gallery, park, library, exhibition hall, or World's fairs. Exhibitions can include many things such as art in both major museums and smaller galleries, interpretive exhibitions, natural history museums and history museums, and also varieties such as more commercially focused exhibitions and trade fairs.

<span class="mw-page-title-main">Digital Writing and Research Lab</span> American research lab

The Digital Writing and Research Lab (DWRL) is a research lab at The University of Texas at Austin, United States, dedicated to the identification and promotion of twenty-first-century literacies. These literacies range from navigating online newsfeeds and participating in social networking sites to composing multimedia texts that require producing, sampling, and/or remixing media content.

<span class="mw-page-title-main">Chalda Maloff</span>

Chalda Maloff is an author and contemporary artist raised in the United States. Her artwork has been exhibited throughout North and South America and in Europe. She has received awards from the Butler Institute of American Art, the Visual Arts Society of Texas, and other arts institutions. She has authored two books, including Business and Social Etiquette with Disabled People (1988). She received the Barbara Jordan Media Award, sponsored by the Texas Governor's Office in 1988.

<span class="mw-page-title-main">Ars Electronica</span> Austrian cultural, educational and scientific institute

Ars Electronica Linz GmbH is an Austrian cultural, educational and scientific institute active in the field of new media art, founded in Linz in 1979. It is based at the Ars Electronica Center (AEC), which houses the Museum of the Future, in the city of Linz. Ars Electronica's activities focus on the interlinkages between art, technology and society. It runs an annual festival, and manages a multidisciplinary media arts R&D facility known as the Futurelab. It also confers the Prix Ars Electronica awards.

Annette DiMeo Carlozzi is an American curator of contemporary art based in Austin, Texas. Raised in suburban Boston, she graduated from Brandeis University in 1975 with a BA degree in Art History, magna cum laude, studying with Professors Carl Belz, Gerald Bernstein, and Stephen Whitfield. A first-generation college student, she received a full scholarship to and attended the MA program in Museum Studies at the University of Minnesota. From 1976 to 1978, Carlozzi began her professional training as a Curatorial/Education Fellow at Walker Art Center in Minneapolis under the mentorship of Director Martin Friedman.