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Timothy Binkley | |
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![]() Timothy Binkley in Greenwich Village, NY (1995). | |
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Timothy Binkley (born Timothy Glenn Binkley on September 14, 1943, in Baltimore, MD), is an American philosopher, artist, and teacher, known for his radical [1] writings about conceptual art and aesthetics, as well as several essays that help define computer art. [2] [3] [4] He is also known for his interactive art installations. [5] [6]
Timothy Binkley studied mathematics at University of Colorado at Boulder, earning a B.A. (1965) and an M.A. (1966). His PhD in philosophy, from University of Texas at Austin (1970), explored Ludwig Wittgenstein's use of language.
Binkley has lectured and taught at several colleges and universities in the United States, most notably at School of Visual Arts where he initiated the MFA Computer Art program, the first of its kind in the country. [7] In 1992, he founded the New York Digital Salon, [8] [9] an international exhibition of computer art.
He has exhibited his interactive art in the United States, Europe, South America, and Asia.
Binkley postulates that 20th-century art is a strongly self-critical discipline, which creates ideas free of traditional piece-specifying conventions including aesthetic parameters and qualities. The artwork is a piece, and a piece isn't necessarily an aesthetic object—or an object at all. Binkley states that anything that can be thought about or referred to can be labeled an artwork by an artist. [10]
Binkley argues that the computer is neither a medium nor a tool, [11] [12] since both media and tools have inherent characteristics that can be explored through an artist's gestures or physical events for mark-making. Instead, the computer is a chameleon-like or even promiscuous assistant, whose services can be applied to any number of tasks and whose capabilities can be defined endlessly from application to application. Binkley refers to the computer as a non-specific technology and an incorporeal metamedium. Yet the computer contains phenomena not found in other media: namely, a conceptual space where symbolic content can be modified using mathematical abstractions. The notion of an “original” and its consequent value are considered irrelevant, obsolete, or inapplicable to computer art. [13]
Binkley's philosophy extends beyond art and aesthetics to culture itself, whose foundations he believes we are overhauling through our involvement with computers. [14]
"Deciding About Art", Culture and Art, edited by Lars Aagaard-Mogensen (Atlantic Highlands, N.J.: Humanities Press, 1976).
Binkley is married to artist and author Sonya Shannon and has a daughter Shelley Binkley, M.D., from a previous marriage to Sue Binkley Tatem.
Victor Burgin is a British artist and writer. Burgin first came to attention as a conceptual artist in the late 1960s and at that time was most noted for being a political photographer of the left, who would fuse photographs and words in the same picture. He has worked with photography and film, calling painting "the anachronistic daubing of woven fabrics with coloured mud". His work is influenced by a variety of theorists and philosophers, most especially thinkers such as Sigmund Freud, Henri Lefebvre, André Breton, Maurice Merleau-Ponty, Michel Foucault and Roland Barthes.
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.
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.
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 emerging 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.
Lillian F. Schwartz is an American artist considered a pioneer of computer-mediated art and one of the first artists notable for basing almost her entire oeuvre on computational media. Many of her ground-breaking projects were done in the 1960s and 1970s, well before the desktop computer revolution made computer hardware and software widely available to artists.
Simon Graeme Penny is an Australian artist, theorist, curator and teacher in the fields of digital cultural practices, embodied interaction and interactive art.
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.
Christine Tamblyn was an American feminist media artist, critic, and educator.
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.
Kathy Smith is an Australian independent animator, painter, new media artist, and Professor with the USC School of Cinematic Arts. Smith chaired the John C. Hench Division of Animation & Digital Arts from 2004 - 2009 & 2010 - 2014.
Sonya Rapoport was an American conceptual, feminist, and New media artist. She began her career as a painter, and later became best known for computer-mediated interactive installations and participatory web-based artworks.
Martin Rieser is Professor of Digital Creativity in the Institute of Creative Technologies, in De Montfort University, Leicester.
Mario Canali began his artistic career in 1975 as a painter. Shortly thereafter he turned his attention to electronic and digital art and is considered one of the pioneers of that art form.
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, comprising virtual art, computer graphics, computer animation, digital art, interactive art, sound art, Internet art, video games, robotics, 3D printing, and cyborg art. The term defines itself by the thereby created artwork, which differentiates itself from that deriving from conventional visual arts. New Media art has origins in the worlds of science, art, and performance. Some common themes found in new media art include databases, political and social activism, Afrofuturism, feminism, and identity, a ubiquitous theme found throughout is the incorporation of new technology into the work. The emphasis on medium is a defining feature of much contemporary art and many art schools and major universities now offer majors in "New Genres" or "New Media" and a growing number of graduate programs have emerged internationally. New media art may involve degrees of interaction between artwork and observer or between the artist and the public, as is the case in performance art. Yet, as several theorists and curators have noted, such forms of interaction, social exchange, participation, and transformation do not distinguish new media art but rather serve as a common ground that has parallels in other strands of contemporary art practice. Such insights emphasize the forms of cultural practice that arise concurrently with emerging technological platforms, and question the focus on technological media per se. New Media art involves complex curation and preservation practices that make collecting, installing, and exhibiting the works harder than most other mediums. Many cultural centers and museums have been established to cater to the advanced needs of new media art.
Victoria Vesna is a professor and digital media artist. She is known for her feminist video, computer and internet art and has been active since the early 1980s. Along with collaborator Jim Gimzewski she is thought to have created one of the first interactive artworks related to nanotechnology and defines her art practice as experimental research.
Tiffany Holmes is an American new media artist and educator. She is based in Chicago, Illinois.
Ernest Edmonds is a British artist, a pioneer in the field of computer art and its variants, algorithmic art, generative art, interactive art, from the late 1960s to the present. His work is represented in the Victoria and Albert Museum, as part of the National Archive of Computer-Based Art and Design.
Nell Tenhaaf is a Canadian artist, teacher, writer and feminist.