Electronic art

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Stelarc Parasite: Event for Invaded and Involuntary Body, at the 1997 Ars Electronica Festival Stelarc ArsElectronica97.jpg
Stelarc Parasite: Event for Invaded and Involuntary Body, at the 1997 Ars Electronica Festival

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.

Contents

Background

The term electronic art is almost synonymous to computer art and digital art. [1] The latter two terms, and especially the term computer-generated art are mostly used for visual artworks generated by computers. However, electronic art has a much broader connotation, referring to artworks that include any type of electronic component, such as works in music, dance, architecture and performance. [2] It is an interdisciplinary field in which artists, scientists and engineers often collaborate when creating their works. The art historian of electronic art Edward A. Shanken works to document current and past experimental art with a focus on the intersection of art, science, and technology. Other writers on the topic of electronic art include Frank Popper, Dominique Moulon, Sarah Cook, and Christiane Paul.

Electronic art often features components of interactivity. [3] Artists make use of technologies like the Internet, computer networks, robotics, wearable technology, digital painting, wireless technology and immersive virtual reality. As the technologies used to deliver works of electronic art become obsolete, electronic art faces serious issues around the challenge to preserve artwork beyond the time of its contemporary production. Currently, research projects are underway to improve the preservation and documentation of the fragile electronic arts heritage (see DOCAM – Documentation and Conservation of the Media Arts Heritage). Digital graphics software such as Photoshop allows for the digital manipulation of analog photographs, the creation of wholly electronic images, and application of AI-enhanced generative fills. [4]

Wearable Tech

With the advancements in lightweight microchips, wireless capabilities, sensors and motion tracking technology, [5] new mediums in digital art and performance have become possible. Technology has the capability to augment and manipulate reality as well as audience or viewer perception. Motion tracking suits are used in creating 3D renders of animated characters for film and video games. [6] The animation or CGI produced can be edited and adjusted before viewing, but research into real time rendering for live performance art is being streamlined through the use of artificial intelligence, automation, and programing. [6] Live renders are similarly used in the metaverse to create more realistic avatar movement and expression. [7] Further implications of wearable technology include audio and music production. Laurie Anderson is a performance artist who used a suit equipped with amplified tactile sensors. She used her movements to create music, as various body parts were assigned different percussive or instrumental sounds and tones when hit or moved. [5] Similar to this musical tech is the SOMI-1 device as used in the dance performance entitled “My body is an instrument” by: Mike Tyus and Luca Renzi. [8] This piece of technology was designed by the company Instrument of Things; the SOMI-1 is a small proprioceptive disk that tracks movement and translates it into sound. [9]

Art festivals that use the term "electronic art" in their name

Artists

Notable artists working in electronic art include:

See also

Related Research Articles

<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 involve viewer input

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.

Computer art is art in which computers play a role in the 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.

In music, montage or sound collage is a technique where newly branded sound objects or compositions, including songs, are created from collage, also known as Musique concrète. This is often done through the use of sampling, while some sound collages are produced by gluing together sectors of different vinyl records. Like its visual cousin, sound collage works may have a completely different effect than that of the component parts, even if the original parts are recognizable or from a single source. Audio collage was a feature of the audio art of John Cage, Fluxus, postmodern hip-hop and postconceptual digital 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.

<span class="mw-page-title-main">Digital painting</span> Type of art created using computers

Digital painting is an art medium created with computer technologies. It employs pixels which are assigned a color to create imagery. It is also known as raster graphics. It is called digital painting because it initially distinguished itself from vector graphics in its ability to render gradiated or blended colors in imagery which mimicked traditional drawing and painting media.

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.

<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.

<span class="mw-page-title-main">Joseph Nechvatal</span> American artist (born 1951)

Joseph Nechvatal is an American post-conceptual digital artist and art theoretician who creates computer-assisted paintings and computer animations, often using custom-created computer viruses.

<span class="mw-page-title-main">Frank Popper</span> French art historian (1918–2020)

Frank Popper was a Czech-born French-British historian of art and technology and Professor Emeritus of Aesthetics and the Science of Art at the University of Paris VIII. He was decorated with the medal of the Légion d'honneur by the French Government. He is author of the books Origins and Development of Kinetic Art, Art, Action, and Participation, Art of the Electronic Age and From Technological to Virtual Art.

<span class="mw-page-title-main">Virtual art</span>

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.

Telematic art is a descriptive of art projects using computer-mediated telecommunications networks as their medium. Telematic art challenges the traditional relationship between active viewing subjects and passive art objects by creating interactive, behavioural contexts for remote aesthetic encounters. Telematics was first coined by Simon Nora and Alain Minc in The Computerization of Society. Roy Ascott sees the telematic art form as the transformation of the viewer into an active participator of creating the artwork which remains in process throughout its duration. Ascott has been at the forefront of the theory and practice of telematic art since 1978 when he went online for the first time, organizing different collaborative online projects.

<span class="mw-page-title-main">Edward A. Shanken</span> American art historian (born 1964)

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.

Michael Rees is an American artist practicing sculpture making, installation, animation, and interactive computing. He has exhibited his works widely, including at the Whitney Museum of American Art, New York, NY ; Bitforms gallery, Universal Concepts Unlimited, The Aldrich Museum of Contemporary Art, Ridgefield, CT, The MARTa Museum, Herford, Germany, and The Kemper Museum of Contemporary Art, Kansas City, MO. He has experimented with a broad practice that includes performance, interactive computer programs, digital modeling and fabrication, animation, and video. Rees' work with digital media has been written about and illustrated in books, articles, and catalogues for exhibitions. His talk at the Rothko Chapel, Houston, Texas is also published.

<span class="mw-page-title-main">Hybrid art</span> Art that works with science and technology

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.

<span class="mw-page-title-main">New media art</span> Artworks designed and produced by means of electronic media technologies

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.

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. On the one hand, media art histories addresses the contemporary interplay of art, technology, and science. On the other, it aims to reveal the historical relationships and aspects of the ‘afterlife’ 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, 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.″

References

  1. Paul, Christiane 2006. Digital Art, p. 10. Thames & Hudson.
  2. Paul, Christiane (2006. Digital Art, p. 132 Thames & Hudson.
  3. Paul, Christiane (2006). Digital Art, pp. 8, 11. Thames & Hudson.
  4. Chen, Brian. "How to Use A.I. to Edit and Generate Stunning Photos". The New York Times. Retrieved April 5, 2024.
  5. 1 2 Birringer, J. & Danjoux, M. (2009). Wearable performance, Digital Creativity, 20:1-2, 95-113, DOI: 10.1080/14626260902868095
  6. 1 2 Callesen, J. & Nilsen, K. (2004). From lab to stage: practice-based research in performance, Digital Creativity, 15:1, 32-38, DOI: 10.1076/digc.15.1.32.28157
  7. Jang D., Yang D., Jang D., Choi B,. Jin T., Lee S. (2023). MOVIN: Real‐time Motion Capture using a Single LiDAR. Computer Graphics Forum. 2023;42(7):1-12. doi:10.1111/cgf.14961
  8. Brown, I. (2023, October 10). “My body is an instrument” Somi-1 performance by Mike Tyus and Luca Renzi. YouTube. https://www.youtube.com/watch?v=7MSQLX71mcY
  9. Instruments of Things. (2024). SOMI-1: About. https://instrumentsofthings.com/

Bibliography