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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 the context of signal processing, an image is a distributed amplitude of color(s). [1] In optics, the term "image" (or "optical image") refers specifically to the reproduction of an object formed by light waves coming from the object. [2]
A volatile image exists or is perceived only for a short period. This may be a reflection of an object by a mirror, a projection of a camera obscura, or a scene displayed on a cathode-ray tube. A fixed image, also called a hard copy, is one that has been recorded on a material object, such as paper or textile. [1]
A mental image exists in an individual's mind as something one remembers or imagines. The subject of an image does not need to be real; it may be an abstract concept such as a graph or function or an imaginary entity. For a mental image to be understood outside of an individual's mind, however, there must be a way of conveying that mental image through the words or visual productions of the subject.
The broader sense of the word 'image' also encompasses any two-dimensional figure, such as a map, graph, pie chart, painting, or banner.[ clarification needed ] In this wider sense, images can also be rendered manually, such as by drawing, the art of painting, or the graphic arts (such as lithography or etching). Additionally, images can be rendered automatically through printing, computer graphics technology, or a combination of both methods.
A two-dimensional image does not need to use the entire visual system to be a visual representation. An example of this is a grayscale ("black and white") image, which uses the visual system's sensitivity to brightness across all wavelengths without taking into account different colors. A black-and-white visual representation of something is still an image, even though it does not fully use the visual system's capabilities.
On the other hand, some processes can be used to create visual representations of objects that are otherwise inaccessible to the human visual system. These include microscopy for the magnification of minute objects, telescopes that can observe objects at great distances, X-rays that can visually represent the interior structures of the human body (among other objects), magnetic resonance imaging (MRI), positron emission tomography (PET scans), and others. Such processes often rely on detecting electromagnetic radiation that occurs beyond the light spectrum visible to the human eye and converting such signals into recognizable images.
Aside from sculpture and other physical activities that can create three-dimensional images from solid material, some modern techniques, such as holography, can create three-dimensional images that are reproducible but intangible to human touch. Some photographic processes can now render the illusion of depth in an otherwise "flat" image, but "3-D photography" (stereoscopy) or "3-D film" are optical illusions that require special devices such as eyeglasses to create the illusion of depth.
Copies of 3-dimensional images have traditionally had to be crafted one at a time, usually by an individual or team of artisans. In the modern age, the development of plastics and other technologies made it possible to create multiple copies of a 3-dimensional object with less effort; the advent and development of "3-D printing" has expanded that capability.
"Moving" two-dimensional images are actually illusions of movement perceived when still images are displayed in sequence, each image lasting less, and sometimes much less, than a fraction of a second. The traditional standard for the display of individual frames by a motion picture projector has been 24 frames per second (FPS) since at least the commercial introduction of "talking pictures" in the late 1920s, which necessitated a standard for synchronizing images and sounds.[ citation needed ] Even in electronic formats such as television and digital image displays, the apparent "motion" is actually the result of many individual lines giving the impression of continuous movement.
This phenomenon has often been described as "persistence of vision": a physiological effect of light impressions remaining on the retina of the eye for very brief periods. Even though the term is still sometimes used in popular discussions of movies, it is not a scientifically valid explanation.[ citation needed ] Other terms emphasize the complex cognitive operations of the brain and the human visual system. "Flicker fusion", the "phi phenomenon", and "beta movement" are among the terms that have replaced "persistence of vision", though no one term seems adequate to describe the process.
Image-making seems to have been common to virtually all human cultures since at least the Paleolithic era. Prehistoric examples of rock art—including cave paintings, petroglyphs, rock reliefs, and geoglyphs—have been found on every inhabited continent. Many of these images seem to have served various purposes: as a form of record-keeping; as an element of spiritual, religious, or magical practice; or even as a form of communication. Early writing systems, including hieroglyphics, ideographic writing, and even the Roman alphabet, owe their origins in some respects to pictorial representations.
Images of any type may convey different meanings and sensations for individual viewers, regardless of whether the image's creator intended them. An image may be taken simply as a more or less "accurate" copy of a person, place, thing, or event. It may represent an abstract concept, such as the political power of a ruler or ruling class, a practical or moral lesson, an object for spiritual or religious veneration, or an object—human or otherwise—to be desired. It may also be regarded for its purely aesthetic qualities, rarity, or monetary value. Such reactions can depend on the viewer's context. A religious image in a church may be regarded differently than the same image mounted in a museum. Some might view it simply as an object to be bought or sold. Viewers' reactions will also be guided or shaped by their education, class, race, and other contexts.
The study of emotional sensations and their relationship to any given image falls into the categories of aesthetics and the philosophy of art. While such studies inevitably deal with issues of meaning, another approach to signification was suggested by the American philosopher, logician, and semiotician Charles Sanders Peirce.
"Images" are one type of the broad category of "signs" proposed by Peirce. Although his ideas are complex and have changed over time, the three categories of signs that he distinguished stand out:
A single image may exist in all three categories at the same time. The Statue of Liberty provides an example. While there have been countless two-dimensional and three-dimensional "reproductions" of the statue (i.e., "icons" themselves), the statue itself exists as
The nature of images, whether three-dimensional or two-dimensional, created for a specific purpose or only for aesthetic pleasure, has continued to provoke questions and even condemnation at different times and places. In his dialogue, The Republic, the Greek philosopher Plato described our apparent reality as a copy of a higher order of universal forms. As copies of a higher reality, the things we perceive in the world, tangible or abstract, are inevitably imperfect. Book 7 of The Republic offers Plato's "Allegory of the Cave," where ordinary human life is compared to being a prisoner in a darkened cave who believes that shadows projected onto the cave's wall comprise actual reality. [5] Since art is itself an imitation, it is a copy of that copy and all the more imperfect. Artistic images, then, not only misdirect human reason away from understanding the higher forms of true reality, but in imitating the bad behaviors of humans in depictions of the gods, they can corrupt individuals and society.[ according to whom? ]
Echoes of such criticism have persisted across time, accelerating as image-making technologies have developed and expanded immensely since the invention of the daguerreotype and other photographic processes in the mid-19th century. By the late 20th century, works like John Berger's Ways of Seeing and Susan Sontag's On Photography questioned the hidden assumptions of power, race, sex, and class encoded in even realistic images, and how those assumptions and such images may implicate the viewer in the voyeuristic position of a (usually) male viewer. The documentary film scholar Bill Nichols has also studied how apparently "objective" photographs and films still encode assumptions about their subjects.
Images perpetuated in public education, media, and popular culture have a profound impact on the formation of such mental images: [6]
What makes them so powerful is that they circumvent the faculties of the conscious mind but, instead, directly target the subconscious and affective, thus evading direct inquiry through contemplative reasoning. By doing so such axiomatic images let us know what we shall desire (liberalism, in a snapshot: the crunchy honey-flavored cereals and the freshly-pressed orange juice in the back of a suburban one-family home) and from what we shall obstain (communism, in a snapshot: lifeless crowds of men and machinery marching towards certain perdition accompanied by the tunes of Soviet Russian songs). What makes those images so powerful is that it is only of relative minor relevance for the stabilization of such images whether they actually capture and correspond with the multiple layers of reality, or not.
— David Leupold, Image and ideology. Some thoughts on Berger's Another Way of Telling
Despite, or perhaps because of, the widespread use of religious and spiritual imagery worldwide, the making of images and the depiction of gods or religious subjects has been subject to criticism, censorship, and criminal penalties. The Abrahamic religions (Judaism, Christianity, and Islam) all have had admonitions against the making of images, even though the extent of that proscription has varied with time, place, and sect or denomination of a given religion. In Judaism, one of the Ten Commandments given by God to Moses on Mount Sinai forbids the making of "any graven image, or any likeness [of any thing] that [is] in heaven above, or that [is] in the earth beneath, or that [is] in the water under earth." In Christian history, periods of iconoclasm (the destruction of images, especially those with religious meanings or connotations) have broken out from time to time, and some sects and denominations have rejected or severely limited the use of religious imagery. Islam tends to discourage religious depictions, sometimes quite rigorously, and often extends that to other forms of realistic imagery, favoring calligraphy or geometric designs instead. Depending on time and place, photographs and broadcast images in Islamic societies may be less subject to outright prohibition. In any religion, restrictions on image-making are especially targeted to avoid depictions of "false gods" in the form of idols. In recent years, militant extremist groups such as the Taliban and ISIS have destroyed centuries-old artifacts, especially those associated with other religions.
Virtually all cultures have produced images and applied different meanings or applications to them. The loss of knowledge about the context and connection of an image to its object is likely to result in different perceptions and interpretations of the image and even of the original object itself.
Through human history, one dominant form of imagery has been in relation to religion and spirituality.[ weasel words ] Such images, whether in the form of idols that are objects of worship or that represent some other spiritual state or quality, have a different status as artifacts when copies of such images sever links to the spiritual or supernatural. The German philosopher and essayist Walter Benjamin brought particular attention to this point in his 1935 essay "The Work of Art in the Age of Mechanical Reproduction." [7]
Benjamin argues that the mechanical reproduction of images, which had accelerated through photographic processes in the previous one hundred years or so, inevitably degrades the "authenticity" or quasi-religious "aura" of the original object. One example is Leonardo da Vinci's Mona Lisa , originally painted as a portrait, but much later, with its display as an art object, it developed a "cult" value as an example of artistic beauty. Following years of various reproductions of the painting, the portrait's "cult" status has little to do with its original subject or the artistry. It has become famous for being famous, while at the same time, its recognizability has made it a subject to be copied, manipulated, satirized, or otherwise altered in forms ranging from Marcel Duchamp's L.H.O.O.Q. to Andy Warhol's multiple silk-screened reproductions of the image. [8] [ better source needed ]
In modern times, the development of "non-fungible tokens" (NFTs) has been touted as an attempt to create "authentic" or "unique" images that have a monetary value, existing only in digital format. This assumption has been widely debated.[ citation needed ]
The development of synthetic acoustic technologies and the creation of sound art have led to considering the possibilities of a sound-image made up of irreducible phonic substance beyond linguistic or musicological analysis.
A still image is a single static image. [9] This phrase is used in photography, visual media, and the computer industry to emphasize that one is not talking about movies, or in very precise or pedantic technical writing such as a standard.
A moving image is typically a movie (film) or video, including digital video. It could also be an animated display, such as a zoetrope.
A still frame is a still image derived from one frame of a moving one. In contrast, a film still is a photograph taken on the set of a movie or television program during production, used for promotional purposes.
In image processing, a picture function is a mathematical representation of a two-dimensional image as a function of two spatial variables. [10] The function f(x,y) describes the intensity of the point at coordinates (x,y). [11]
In literature, a "mental image" may be developed through words and phrases to which the senses respond. [12] It involves picturing an image mentally, also called imagining, hence imagery. It can both be figurative and literal. [12]
The history of painting reaches back in time to artifacts and artwork created by pre-historic artists, and spans all cultures. It represents a continuous, though periodically disrupted, tradition from Antiquity. Across cultures, continents, and millennia, the history of painting consists of an ongoing river of creativity that continues into the 21st century. Until the early 20th century it relied primarily on representational, religious and classical motifs, after which time more purely abstract and conceptual approaches gained favor.
Photography is the art, application, and practice of creating images by recording light, either electronically by means of an image sensor, or chemically by means of a light-sensitive material such as photographic film. It is employed in many fields of science, manufacturing, and business, as well as its more direct uses for art, film and video production, recreational purposes, hobby, and mass communication. A person who captures or takes photographs is called a photographer.
Imaging is the representation or reproduction of an object's form; especially a visual representation.
Visual effects is the process by which imagery is created or manipulated outside the context of a live-action shot in filmmaking and video production. The integration of live-action footage and other live-action footage or CGI elements to create realistic imagery is called VFX.
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.
In the philosophy of mind, neuroscience, and cognitive science, a mental image is an experience that, on most occasions, significantly resembles the experience of "perceiving" some object, event, or scene but occurs when the relevant object, event, or scene is not actually present to the senses. There are sometimes episodes, particularly on falling asleep and waking up, when the mental imagery may be dynamic, phantasmagoric, and involuntary in character, repeatedly presenting identifiable objects or actions, spilling over from waking events, or defying perception, presenting a kaleidoscopic field, in which no distinct object can be discerned. Mental imagery can sometimes produce the same effects as would be produced by the behavior or experience imagined.
Visualization, also known as Graphics Visualization, is any technique for creating images, diagrams, or animations to communicate a message. Visualization through visual imagery has been an effective way to communicate both abstract and concrete ideas since the dawn of humanity. from history include cave paintings, Egyptian hieroglyphs, Greek geometry, and Leonardo da Vinci's revolutionary methods of technical drawing for engineering purposes that actively involve scientific requirements.
Figurative art, sometimes written as figurativism, describes artwork that is clearly derived from real object sources and so is, by definition, representational. The term is often in contrast to abstract art:
Since the arrival of abstract art the term figurative has been used to refer to any form of modern art that retains strong references to the real world.
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 mental representation, in philosophy of mind, cognitive psychology, neuroscience, and cognitive science, is a hypothetical internal cognitive symbol that represents external reality or its abstractions.
Algorithmic art or algorithm art is art, mostly visual art, in which the design is generated by an algorithm. Algorithmic artists are sometimes called algorists.
In archaeology, the term entoptic phenomena relates to visual experiences derived from within the eye or brain. In this respect they differ slightly from the medical definition, which defines entoptic phenomena as only applying to sources within the eye, not the brain. To avoid this confusion, the term subjective visual phenomena is sometimes used. Entoptic was chosen by author David Lewis-Williams due to its origin from Greek meaning "coming from within".
Catholic art is art produced by or for members of the Catholic Church. This includes visual art (iconography), sculpture, decorative arts, applied arts, and architecture. In a broader sense, Catholic music and other art may be included as well. Expressions of art may or may not attempt to illustrate, supplement and portray in tangible form Catholic teaching. Catholic art has played a leading role in the history and development of Western art since at least the 4th century. The principal subject matter of Catholic art has been the life and times of Jesus Christ, along with people associated with him, including his disciples, the saints, and motifs from the Catholic Bible.
Painting is a visual art, which is characterized by the practice of applying paint, pigment, color or other medium to a solid surface. The medium is commonly applied to the base with a brush, but other implements, such as knives, sponges, and airbrushes, may be used. One who produces paintings is called a painter.
Bridgeman Art Library v. Corel Corp., 36 F. Supp. 2d 191, was a decision by the United States District Court for the Southern District of New York, which ruled that exact photographic copies of public domain images could not be protected by copyright in the United States because the copies lack originality. Even though accurate reproductions might require a great deal of skill, experience, and effort, the key element to determine whether a work is copyrightable under US law is originality.
Eidetic memory, also known as photographic memory and total recall, is the ability to recall an image from memory with high precision—at least for a brief period of time—after seeing it only once and without using a mnemonic device.
Computer-generated imagery (CGI) is a specific-technology or application of computer graphics for creating or improving images in art, printed media, simulators, videos and video games. These images are either static or dynamic. CGI both refers to 2D computer graphics and 3D computer graphics with the purpose of designing characters, virtual worlds, or scenes and special effects. The application of CGI for creating/improving animations is called computer animation, or CGI animation.
Visual arts in Israel or Israeli art refers to visual art or plastic art created by Israeli artists or Jewish painters in the Yishuv. Visual art in Israel encompasses a wide spectrum of techniques, styles and themes reflecting a dialogue with Jewish art throughout the ages and attempts to formulate a national identity.
The visual arts are art forms such as painting, drawing, printmaking, sculpture, ceramics, photography, video, filmmaking, comics, design, crafts, and architecture. Many artistic disciplines, such as performing arts, conceptual art, and textile arts, also involve aspects of the visual arts, as well as arts of other types. Also included within the visual arts are the applied arts, such as industrial design, graphic design, fashion design, interior design, and decorative art.
Abstract photography, sometimes called non-objective, experimental or conceptual photography, is a means of depicting a visual image that does not have an immediate association with the object world and that has been created through the use of photographic equipment, processes or materials. An abstract photograph may isolate a fragment of a natural scene to remove its inherent context from the viewer, it may be purposely staged to create a seemingly unreal appearance from real objects, or it may involve the use of color, light, shadow, texture, shape and/or form to convey a feeling, sensation or impression. The image may be produced using traditional photographic equipment like a camera, darkroom or computer, or it may be created without using a camera by directly manipulating film, paper or other photographic media, including digital presentations.