Information art

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Information art, which is also known as informatism or data art, is an 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. [1] Realization of information art often take, although not necessarily, interdisciplinary and multidisciplinary approaches incorporating visual, audio, data analysis, performance, and others. [2] 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. [3]

Contents

Background

Kynaston McShine's "Information" Info1970.jpg
Kynaston McShine's "Information"

Information art has a long history as visualization of qualitative and quantitative data forms a foundation in science, technology, and governance. Information design and informational graphics, which has existed before computing and the Internet, are closely connected with this new emergent art movement. [4] [5] An early example of informatism the 1970 exhibition organized called "Information" at the Museum of Modern Art in New York City (curated by Kynaston McShine). This is the time when conceptual art has emerged as a leading tendency in the United States and internationally. [6] At the same time arose the activities of Experiments in Art and Technology known as E.A.T. [7]

Contemporary practices

Information art are manifested using a variety of data sources such as photographs, census data, video clips, search engine results, digital painting, network signals, and others. [8] Often, such data are transformed, analyzed, and interpreted in order to convey concepts and develop aesthetics. When dealing with big data, artists may use statistics and machine learning to seek meaningful patterns that drive audio, visual, and other forms of representations. Recently, informatism is used in interactive and generative installations that are often dynamically linked with data and analytical pipelines.

See also

Examples

Related Research Articles

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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">Conceptual art</span> Art movement

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<span class="mw-page-title-main">Electronic art</span> Art that uses or refers to electronic media

Electronic art is a form of art that makes use of electronic media. More broadly, it refers to technology and/or electronic media. It is related to information art, new media art, video art, digital art, interactive art, internet art, and electronic music. It is considered an outgrowth of conceptual art and systems art.

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<span class="mw-page-title-main">Experiments in Art and Technology</span> Non-profit organization

Experiments in Art and Technology (E.A.T.), a non-profit and tax-exempt organization, was established in 1967 to develop collaborations between artists and engineers. The group operated by facilitating person-to-person contacts between artists and engineers, rather than defining a formal process for cooperation. E.A.T. initiated and carried out projects that expanded the role of the artist in contemporary society and helped explore the separation of the individual from technological change.

Johan Wilhelm Klüver was an American electrical engineer at Bell Telephone Laboratories who founded Experiments in Art and Technology. Klüver lectured extensively on art and technology and social issues to be addressed by the technical community. He published numerous articles on these subjects. Klüver curated for fourteen major museum exhibitions in the United States and Europe. He received the prestigious Ordre des Arts et des Lettres award from the French government.

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<span class="mw-page-title-main">Cybernetic art</span> Contemporary art form

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References

  1. Wilson, Stephen (2003). Information arts : intersections of art, science and technology . The MIT Press. ISBN   9780262731584. OCLC   813857815.
  2. Edward A. Shanken has argued that little scholarship has explored the relationship between technology and conceptual art. He also claimed that there was an art-historical impetus to artificially distinguish information art from conceptual art. Edward A. Shanken, 'Art in the Information Age: Technology and Conceptual Art,' in Michael Corris (ed.), Conceptual Art: Theory, Myth and Practice Cambridge: Cambridge University Press, 2004.
  3. See Charlie Gere 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 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 Kasimir Malevich, among others.
  4. Tufte, Edward R. (January 2001). The visual display of quantitative information. Graphics Press. ISBN   9780961392147. OCLC   957020017.
  5. Tufte, Edward Rolf (1983). Envisioning information . Graphics Press. ISBN   9780961392116. OCLC   1015670579.
  6. See Lucy R. Lippard, Six Years: the Dematerialization of the Art Object From 1966 to 1972 (1973. Berkeley: University of California Press, 1997).
  7. E.A.T. followed from the event Nine Evenings: Theatre and Engineering, organised by Robert Rauschenberg and Billy Klüver at the Armoury Building, New York City, 13–22 October 1966 to promote the collaboration between artists and engineers. They also organised the Pepsi Pavilion at the World's Fair, Osaka, in 1970. For a detailed discussion of the project see Bijvoet, Art as Inquiry, ch. 2.
  8. McKeough, Tim (February 29, 2008). "Frame That Spam! Data-Crunching Artists Transform the World of Information". Wired. Vol. 16, no. 3. CondéNet. Retrieved 2008-03-05.

Further reading