Media art history is an interdisciplinary field of research that explores the current developments as well as the history and genealogy of new media art, digital art, and electronic art. [1] [2] [3] On the one hand, media art histories addresses the contemporary interplay of art, technology, and science. [4] [5] [6] On the other, it aims to reveal the historical relationships and aspects of the ‘afterlife’ (Aby Warburg) in new media art by means of a historical comparative approach. This strand of research encompasses questions of the history of media and perception, of so-called archetypes, [7] as well as those of iconography and the history of ideas. Moreover, one of the main agendas of media art histories is to point out the role of digital technologies for contemporary, post-industrial societies and to counteract the marginalization of according art practices and art objects: ″Digital technology has fundamentally changed the way art is made. Over the last forty years, media art has become a significant part of our networked information society. Although there are well-attended international festivals, collaborative research projects, exhibitions and database documentation resources, media art research is still marginal in universities, museums and archives. It remains largely under-resourced in our core cultural institutions.″ [8]
The term new media art itself is of great importance to the field. [9] [10] [11] [12] New media art is an umbrella term that encompasses art forms that are produced, modified and transmitted by means of digital technologies or, in a broader sense, make use of ‘new’ and emerging technologies that originate from a scientific, military or industrial context. The majority of authors that try to ‘delineate’ the aesthetic object of new media art emphasize aspects of interactivity, processuality, multimedia, and real time. The focus of new media art lies in the cultural, political, and social implications as well as the aesthetic possibilities – more or less its ‘media-specificity’ – of digital media. Consequently, scholars recognize the function of media technologies in New Media Art not only as a ‘carrier’ of meaning, but instead as a means that fundamentally shapes the very meaning of the artwork itself.
Furthermore, the field of new media art is increasingly influenced by new technologies that surmount a traditional understanding of (art) media. This becomes apparent in regards to technologies that originate from the field of biotechnology and life science and that are employed in artistic practices such as bio art, genetic art, and transgenic art. Consequently, the term new media art does not imply a steady ‘genre’ of art production. Instead, it is a field that emphasizes new technologies (in order to establish an explicit difference with traditional art media and genres). The list of genres that are commonly subsumed under the label of new media art illustrates its broad scope and includes, among others, virtual art. [7] [13] Software Art, [14] [15] [16] [17] Internet Art, [18] [19] Game Art, [20] [21] Glitch Art, [22] [23] Telematic Art, [24] [25] [26] [27] Bio Art / Genetic Art, [28] [29] [30] [31] Interactive Art, [32] computer animation [33] [34] and graphics, and Hacktivism and Tactical Media. These latter two ‘genres’ in particular have a strong focus on the interplay of art and (political) activism. [35] [36]
In the last few years, there was a significant increase of festivals and conferences dedicated to new media art, though the dominant festivals in the field continue to be the Ars Electronica, the Transmediale, the ISEA (Inter-Society for the Electronic Arts), and SIGGRAPH (Special Interest Group on Graphics and Interactive Techniques). To this day, museums and research facilities specializing in New Media Art are the exception. Nevertheless, ZKM (Zentrum für Kunst und Medientechnologie) or specific focuses in collections (including the Whitney Museum, the New York Museum of Modern Art, or the Walker Art Center) serve as important spaces for exchange. Beyond museums that reach a wider audience, there are more and more smaller museums and galleries that focus on new media art (such as the Berlin-based DAM – Digital Art Museum). Additionally, archives in which are exhibited artifacts situated at the intersection of the histories of media, art, and technology are important resources, including collections such as that of Werner Nekes or those cabinets of wonder and curiosity incorporated in art history museums.
Even given this increase in festivals, however, a variety of significant research initiatives have been discontinued. These include the Ludwig Boltzmann Institute for Media.Art.Research, the Daniel Langlois Foundation for Art, Science and Technology, [37] and Media Art Net. This difficulty in establishing sustainable funding structures as well as support for access to shared data for the scientific research of new media art was made public and addressed by the Liverpool Declaration. Scholars and artists based at institutions all over the globe signed the declaration in a call to develop systematic strategies to fulfill the task that digital culture and its research demands in the 21st century. [38]
Several scholars in the field of media art history claim that there is still a considerable lack of knowledge regarding the origins of visual and audio-visual media. [39] Consequently, it is the objective of media art histories to expand the historically informed knowledge of current media cultures with its developments and detours – the field is driven by the idea of a ‘deep time of the media’ (S. Zielinski).
Hence, scholars stress that the technological advances in current media cultures are best understood on the backdrop of an extensive media and art history. Contributions to this field are widespread and include, among others, researchers who have disciplinary focuses such as the history of science (Lorraine Daston, Timothy Lenoir), art history and image science (Oliver Grau, Barbara Stafford, Dieter Daniels, Slavko Kacunko, Edward A. Shanken, Gunalan Nadarajan, Linda Dalrymple Henderson, Andreas Broeckmann, Jonathan Crary, Horst Bredekamp, Peter Weibel, Hans Belting), media studies and media archaeology (Friedrich Kittler, Erkki Huhtamo, Jussi Parikka, Wolfgang Ernst, Siegfried Zielinski, Stephan Oettermann, Lev Manovich), sound studies (Douglas Kahn), film studies (Sean Cubitt, Ryszard Kluszczyński), as well as computer science (Frieder Nake).
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. Since the 1960s, various names have been used to describe digital art, including computer art, electronic art, multimedia art, and new media art.
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.
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.
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.
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. 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.
Knowbotic Research is a German-Swiss electronic art group, established in 1991. Its members are Yvonne Wilhelm, Christian Hübler and Alexander Tuchacek. They hold a professorship for Art and Media at the University of the Arts in Zürich.
Kenneth E. Rinaldo is an American neo-conceptual artist and arts educator, known for his interactive robotics, 3D animation, and BioArt installations. His works include Autopoiesis (2000), and Augmented Fish Reality (2004), a fish-driven robot.
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.
Maurice Benayoun is a French new-media artist, curator, and theorist based in Paris and Hong Kong.
BioArt is an art practice where artists work with biology, live tissues, bacteria, living organisms, and life processes. Using scientific processes and practices such as biology and life science practices, microscopy, and biotechnology the artworks are produced in laboratories, galleries, or artists' studios. The scope of BioArt is a range considered by some artists to be strictly limited to "living forms", while other artists include art that uses the imagery of contemporary medicine and biological research, or require that it address a controversy or blind spot posed by the very character of the life sciences.
Virtual art is a term for the virtualization of art, made with the technical media developed at the end of the 1980s. These include human-machine interfaces such as visualization casks, stereoscopic spectacles and screens, digital painting and sculpture, generators of three-dimensional sound, data gloves, data clothes, position sensors, tactile and power feed-back systems, etc. As virtual art covers such a wide array of mediums it is a catch-all term for specific focuses within it. Much contemporary art has become, in Frank Popper's terms, virtualized.
Jack Wesley Burnham Jr. was an American writer and theorist of art and technology, who taught art history at Northwestern University and the University of Maryland. He is one of the main forces behind the emergence of systems art in the 1960s.
Oliver Grau is a German art historian and media theoretician with a focus on image science, modernity and media art as well as culture of the 19th century and Italian art of the Renaissance. Main Areas of Research are: Digital Art, Media Art History, immersion, digital humanities, documentation and conservation strategies of born-digital media art. He is founder and director of the Archive for Digital Art (1998) and founder and head of the Society for MediaArtHistories and its biennial conference series. His monograph "Virtual Art: From Illusion to Immersion" is highly cited and with translations of his texts in 15 languages to date and over 300 invited lectures in 44 countries, he is one of the most internationally renowned contemporary art and media scholars.
Edward A. Shanken is an American art historian, whose work focuses on the entwinement of art, science and technology, with a focus on experimental new media art and visual culture. Shanken is Professor, Arts Division, at UC Santa Cruz. His scholarship has appeared in numerous journals and anthologies and has been translated into many languages. Shanken is the author of Art and Electronic Media, among other titles.
Hybrid art is a contemporary art movement in which artists work with frontier areas of science and emerging technologies. Artists work with fields such as biology, robotics, physical sciences, experimental interface technologies, artificial intelligence, and information visualization. They address the research in many ways such as undertaking new research agendas, visualizing results in new ways, or critiquing the social implications of the research. The worldwide community has developed new kinds of art festivals, information sources, organizations, and university programs to explore these new arts.
Christiane Paul is Curator of Digital Art at the Whitney Museum of American Art and professor emerita in the School of Media Studies at The New School. She is the author of the book Digital Art, which is part of the 'World of Art' series published by Thames & Hudson.
Tom Corby and Gavin Baily (1970) are two London based artists who work collaboratively using public domain data, climate models, satellite imagery and the Internet. Recent work has focused on climate change and its relationship to technology and has involved collaborations with scientists working at the British Antarctic Survey. Corby and Baily are founder members of the Atmospheric Research Collective, an experimental artist group which works in collaboration with climate scientists. For an overview of recent works see "An interview with artist and writer Tom Corb y".
Maurizio Bolognini is a post-conceptual media artist. His installations are mainly concerned with the aesthetics of machines, and are based on the minimal and abstract activation of technological processes that are beyond the artist's control, at the intersection of generative art, public art and e-democracy.
New media art includes artworks designed and produced by means of electronic media technologies. It comprises virtual art, computer graphics, computer animation, digital art, interactive art, sound art, Internet art, video games, robotics, 3D printing, immersive installation and cyborg art. The term defines itself by the thereby created artwork, which differentiates itself from that deriving from conventional visual arts such as architecture, painting or sculpture.
Cybernetic art is contemporary art that builds upon the legacy of cybernetics, where feedback involved in the work takes precedence over traditional aesthetic and material concerns. The relationship between cybernetics and art can be summarised in three ways: cybernetics can be used to study art, to create works of art or may itself be regarded as an art form in its own right.