what term can be used to describe work done by nonprofessionals?

Collective term for art that is generated digitally with a reckoner

Irrational Geometrics digital art installation 2008 by Pascal Dombis

Joseph Nechvatal nascency Of the viractual 2001 reckoner-robotic assisted acrylic on canvas

Digital art is an artistic piece of work or practice that uses digital technology as role of the creative or presentation process. Since the 1960s, diverse names have been used to draw the process, including figurer fine art and multimedia fine art.[1] Digital art is itself placed under the larger umbrella term new media fine art.[two] [iii]

Later some initial resistance,[4] the touch on of digital engineering has transformed activities such every bit painting, literature, drawing, sculpture and music/audio art, while new forms, such every bit net art, digital installation art, and virtual reality, have go recognized artistic practices.[5] More generally the term digital artist is used to describe an creative person who makes use of digital technologies in the production of fine art. In an expanded sense, "digital art" is contemporary art that uses the methods of mass product or digital media.[6]

The techniques of digital fine art are used extensively by the mainstream media in advertisements, and by film-makers to produce visual effects. Desktop publishing has had a huge impact on the publishing globe, although that is more related to graphic blueprint. Both digital and traditional artists use many sources of electronic information and programs to create their piece of work.[7] Given the parallels between visual and musical arts, it is possible that general acceptance of the value of digital visual art volition progress in much the aforementioned manner as the increased acceptance of electronically produced music over the concluding 3 decades.[8]

Digital art can exist purely computer-generated (such as fractals and algorithmic art) or taken from other sources, such equally a scanned photo or an image drawn using vector graphics software using a mouse or graphics tablet.[9] Though technically the term may exist practical to art washed using other media or processes and merely scanned in (from scanography ), it is usually reserved for art that has been non-trivially modified by a computing process (such as a calculator program, microcontroller or any electronic system capable of interpreting an input to create an output); digitized text data and raw audio and video recordings are not commonly considered digital art in themselves, merely can be part of the larger project of computer art and information art.[10] Artworks are considered digital painting when created in a similar fashion to non-digital paintings simply using software on a estimator platform and digitally outputting the resulting epitome as painted on canvas.[11]

Andy Warhol created digital fine art using a Commodore Amiga where the reckoner was publicly introduced at the Lincoln Center, New York in July 1985. An image of Debbie Harry was captured in monochrome from a video camera and digitized into a graphics programme called ProPaint. Warhol manipulated the image adding color past using flood fills.[12] [thirteen]

Amidst varied opinions on the pros and cons of digital technology on the arts, in that location seems to be a potent consensus within the digital art community that it has created a "vast expansion of the creative sphere", i.e., that it has profoundly broadened the creative opportunities bachelor to professional person and non-professional artists alike.[14]

Whilst 2D and 3D digital fine art is benign as it allows preservation of history that would otherwise have been destroyed by events similar natural disasters and state of war, there is the issue of who should own these 3D scans - i.due east. who should own the digital copyrights.[fifteen]

Figurer-generated visual media [edit]

Digital visual fine art consists of either 2D visual information displayed on an electronic visual display or information mathematically translated into 3D information, viewed through perspective project on an electronic visual display. The simplest is 2d calculator graphics which reflect how you might draw using a pencil and a slice of paper. In this instance, even so, the prototype is on the figurer screen and the instrument you draw with might be a tablet stylus or a mouse. What is generated on your screen might appear to be drawn with a pencil, pen or paintbrush. The second kind is 3D computer graphics, where the screen becomes a window into a virtual environment, where you adapt objects to exist "photographed" past the reckoner. Typically a 2nd calculator graphics utilize raster graphics as their primary ways of source information representations, whereas 3D computer graphics use vector graphics in the creation of immersive virtual reality installations. A possible third epitome is to generate art in 2d or 3D entirely through the execution of algorithms coded into computer programs. This tin can exist considered the native art form of the computer, and an introduction to the history of which is bachelor in an interview with figurer art pioneer Frieder Nake.[16] Fractal art, Datamoshing, algorithmic art and real-time generative art are examples.

Computer generated 3D all the same imagery [edit]

3D graphics are created via the procedure of designing imagery from geometric shapes, polygons or NURBS curves[17] to create 3-dimensional objects and scenes for use in diverse media such as film, goggle box, print, rapid prototyping, games/simulations and special visual effects.

There are many software programs for doing this. The engineering can enable collaboration, lending itself to sharing and augmenting by a artistic effort like to the open source movement, and the creative eatables in which users can collaborate in a project to create art.[eighteen]

Popular surrealist artist Ray Caesar works in Maya (a 3D modeling software used for digital animation), using it to create his figures besides equally the virtual realms in which they exist.

Reckoner generated blithe imagery [edit]

Calculator-generated animations are animations created with a estimator, from digital models created by the 3D artists or procedurally generated. The term is normally applied to works created entirely with a computer. Movies make heavy employ of computer-generated graphics; they are called computer-generated imagery (CGI) in the film industry. In the 1990s, and early 2000s CGI avant-garde enough and then that for the first time information technology was possible to create realistic 3D computer animation, although films had been using extensive computer images since the mid-70s. A number of mod films have been noted for their heavy use of photo realistic CGI.[nineteen]

Digital installation fine art [edit]

Boundary Functions at the Tokyo Intercommunications Center, 1999.

Digital installation art constitutes a broad field of activity and incorporates many forms. Some resemble video installations, particularly large scale works involving projections and alive video capture. By using projection techniques that enhance an audience's impression of sensory envelopment, many digital installations effort to create immersive environments. Others become even farther and attempt to facilitate a complete immersion in virtual realms. This type of installation is generally site-specific, scalable, and without fixed dimensionality, meaning information technology tin can be reconfigured to accommodate different presentation spaces.[21]

Noah Wardrip-Fruin's "Screen" (2003) is an example of interactive digital installation fine art which makes utilize of a Cavern Automatic Virtual Environment to create an interactive feel.[22] Scott Snibbe'southward "Boundary Functions" is an example of augmented reality digital installation art, which responds to people who enter the installation by drawing lines between people indicating their personal space.[xx]

Digital art and blockchain [edit]

Blockchain, and more specifically NFTs, have been associated with Digital Art since the NFTs craze of 2020 and 2021. While the applied science received many critics and has many flaws related to plagiarism and fraud (due to its almost completely unregulated nature),[23] sale houses like Sotheby's, Christie's and diverse museums and galleries in the world started collaborations and partnerships with digital artists, selling NFTs associated with digital artworks (via NFT platforms) and showcasing those artworks (associated to the respective NFTs) both in virtual galleries and real life screens, monitors and TVs.[24] [25]

Art theorists and historians [edit]

Notable art theorists and historians in this field include Oliver Grau, Jon Ippolito, Christiane Paul, Frank Popper, Jasia Reichardt, Mario Costa, Christine Buci-Glucksmann, Dominique Moulon, Robert C. Morgan, Roy Ascott, Catherine Perret, Margot Lovejoy, Edmond Couchot, Fred Woods and Edward A. Shanken.

Subtypes [edit]

  • Fine art game
  • ASCII art
  • Scrap art
  • Computer fine art scene
  • Computer music
  • Crypto art
  • Cyberarts
  • Digital analogy
  • Digital imaging
  • Digital literature
  • Digital painting
  • Digital photography
  • Digital verse
  • Digital sculpture
  • Digital architecture
  • Dynamic Painting
  • Electronic music
  • Evolutionary fine art
  • Fractal fine art
  • Generative art
  • Generative music
  • GIF art
  • Immersion (virtual reality)
  • Interactive fine art
  • Internet fine art
  • Move graphics
  • Music visualization
  • Photograph manipulation
  • Pixel art
  • Render art
  • Software fine art
  • Systems fine art
  • Textures
  • Tradigital art

Related organizations and conferences [edit]

  • Artfutura
  • Artmedia
  • Austin Museum of Digital Fine art
  • Estimator Arts Guild
  • EVA Conferences
  • Los Angeles Center for Digital Fine art
  • Lumen Prize
  • onedotzero
  • Five&A Digital Futures

Come across likewise [edit]

  • Algorithmic fine art
  • Computer art
  • Reckoner graphics
  • Electronic art
  • Generative fine art
  • New media fine art
  • Virtual art
  • Graphic arts

References [edit]

  1. ^ Reichardt, Jasia (1974). "Twenty years of symbiosis between fine art and science". Fine art and Scientific discipline. XXIV, (i): 41–53.
  2. ^ Christiane Paul (2006). Digital Fine art, pp. vii–viii. Thames & Hudson.
  3. ^ Lieser, Wolf. Digital Art. Langenscheidt: h.f. ullmann. 2009, pp. 13–15
  4. ^ Taylor, G. D. (2012). The soulless usurper: Reception and criticism of early computer art. In H. Higgins, & D. Kahn (Eds.), Mainframe experimentalism: Early on digital computing in the experimental arts. Berkeley, CA: University of California Press
  5. ^ Donald Kuspit The Matrix of Sensations VI: Digital Artists and the New Creative Renaissance
  6. ^ Charlie Gere Art, Time and Engineering science: Histories of the Disappearing Body (Berg, 2005). ISBN 978-one-84520-135-7 This text concerns artistic and theoretical responses to the increasing speed of technological development and operation, specially in terms of so-called 'real-time' digital technologies. It 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 Malevich, among others.
  7. ^ Frank Popper, Fine art of the Electronic Age, Thames & Hudson, 1997.
  8. ^ Charlie Gere, (2002) Digital Culture, Reaktion.
  9. ^ Christiane Paul (2006). Digital Art, pp. 27–67. Thames & Hudson.
  10. ^ Wands, Bruce (2006). Art of the Digital Age, pp. ten–xi. Thames & Hudson.
  11. ^ Paul, Christiane (2006). Digital Art, pp. 54–60. Thames & Hudson.
  12. ^ 'Reimer, Jeremy (October 21, 2007). "A history of the Amiga, part 4: Enter Commodore". Arstechnica.com . Retrieved June 10, 2011.
  13. ^ YouTube. Archived from the original on 2009-05-07.
  14. ^ Bessette, Juliette, Frederic Fol Leymarie, and Glenn W. Smith (16 September 2019). "Trends and Anti-Trends in Techno-Fine art Scholarship: The Legacy of the Arts "Automobile" Special Issues". Arts. 8 (3): 120. doi:10.3390/arts8030120. {{cite journal}}: CS1 maint: uses authors parameter (link)
  15. ^ Sydell, Laura (21 May 2018). "3D Scans Assistance Preserve History, But Who Should Own Them? 2018". NPR. Archived from the original on 2022-01-18. Retrieved seven February 2021.
  16. ^ Smith, Glenn (31 May 2019). "An Interview with Frieder Nake". Arts. eight (2): 69. doi:x.3390/arts8020069.
  17. ^ Wands, Bruce (2006). Art of the Digital Age, pp. 15–16. Thames & Hudson.
  18. ^ Foundation, Blender. "Near". blender.org . Retrieved 2021-02-25 .
  19. ^ Lev Manovich (2001) The Language of New Media Cambridge, Massachusetts: The MIT Press.
  20. ^ a b "Purlieus Functions"
  21. ^ Paul, Christiane (2006). Digital Art, pp 71. Thames & Hudson.
  22. ^ "screen - noah wardrip-fruin".
  23. ^ "Does NFT Fine art Have A Place In The Museum In 2022?". jingculturecommerce.com.
  24. ^ "Natively Digital: A Curated NFT Auction". sothebys.com.
  25. ^ "Beeple sold an NFT for $69 meg". theverge.com.

External links [edit]

  • Media related to Digital art at Wikimedia Commons
  • Dreher, Thomas. "History of Computer Art"
  • Zorich, Diane Thou. "Transitioning to a Digital World"

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Source: https://en.wikipedia.org/wiki/Digital_art

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