The document provides an introduction and overview of digital arts. It discusses how digital arts include computer-generated images and combining visual/performing arts with technology to create new forms of art. The document outlines the history and early developments of digital art in the 1950s and types of digital artwork such as computerized animation, video games, electronic installations and synthesized music.
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With digital art starting to dominate the art industry, it’s safe to assume that some artists may have numerous art pieces, complete and incomplete that need to be organised and saved securely, especially in the case of something happening to the artist. His friends and family may not know where all these art pieces are or what the artist in question would like to do with them.
Presentation by
Primary Information Services
www.primaryinfo.com
mailto:primaryinfo@gmail.com
Download PDF Version at
https://www.slideshare.net/thorapadi/presentations
See You tube Channel
https://www.youtube.com/user/ch600091/videos?view_as=subscriber
With digital art starting to dominate the art industry, it’s safe to assume that some artists may have numerous art pieces, complete and incomplete that need to be organised and saved securely, especially in the case of something happening to the artist. His friends and family may not know where all these art pieces are or what the artist in question would like to do with them.
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Presentation given at the 2015 Federal Consortium of Virtual Worlds conference as part of the Public Service Education Panel - Past, Present, and Future of Government Social Education [VW] Programs
Here is the ppt on VFX-Visual effects in which i have included:
-vfx,CGI,some of the categories of vfx,short view of founder ofmarvel comics and ILM-industrial light and magic and examples of same,etc......
This is a model of evaluation of the impact of Social Welfare interventions and particularly vocational training based initiatives. The model proposes the use of Lifetime Value Addition for absolute measurement and Social Return on Investment as a relative measurement.
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Presentation given at the 2015 Federal Consortium of Virtual Worlds conference as part of the Public Service Education Panel - Past, Present, and Future of Government Social Education [VW] Programs
Here is the ppt on VFX-Visual effects in which i have included:
-vfx,CGI,some of the categories of vfx,short view of founder ofmarvel comics and ILM-industrial light and magic and examples of same,etc......
This is a model of evaluation of the impact of Social Welfare interventions and particularly vocational training based initiatives. The model proposes the use of Lifetime Value Addition for absolute measurement and Social Return on Investment as a relative measurement.
Digital/Computer Paintings as a Modern- day Igbo Artists’ vehicle for creatin...ikennaaghanya
Revolutions come in many varieties. Some tear down established notions destructively, while others consist of forging new paradigms through constructive means such as an ideological or technological innovation that fundamentally alters an individual or group’s creative path. But all have their place in history. This paper charts a course of change in art and art styles, as been practiced by some modern-day Igbo artists. It follows the meandering path that has been influenced by technological advances that have in turn influenced art culture and practices in technique. In particular, this paper examines how the modern-day processes of digital art have attempted to broaden the modern-day Igbo artist’s knowledge base, and has influenced new ways of doing old things. Together these ideas have impacted modern-day art by creating a fertile landscape allowing an artist’s inquisitive tendency to take root and uniquely flourish. The aim of this paper is to analyze the various digital paintings produced by three modern-day Igbo artists (Ikenna Aghanya, Okechukwu Johnson and Chidi Onwuekwe) and in turn examine how the use of the computer, as an art tool has affected their creative process. The paper will also look at the functions of this medium as it pertains to each of the decorative paintings done by these artists.
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The topic of this presentation deals with the advent of Entertainment Technology and how entertainment has worked like a catalyst for technological advancement.
DIGITAL ART
WHAT IS DIGITAL ART
Digital art, once called computer art or new media art, refers to art made using software, computers, or other electronic devices. Anything produced or made on digital media, such as animations, photographs, illustrations, videos, digital paintings, and such can be classified as digital art.
Digital Art: Exploring the Intersection of Creativity and Technology
Table of Contents
Introduction
A Brief History of Digital Art
Emergence of Computer Graphics
Early Digital Art pioneers
Advancements in Hardware and Software
Techniques and Tools of Digital Art
Digital Painting
Vector Graphics
3D Modeling and Rendering
Digital Photography and Image Manipulation
Animation and Motion Graphics
Virtual Reality (VR) and Augmented Reality (AR) Art
The Impact of Digital Art on Traditional Art Forms
Blurring Boundaries
New Artistic Possibilities
Democratization of Art
Challenges and Criticisms of Digital Art
Authenticity and Reproducibility
Preservation and Obsolescence
Skill versus Technology
The Rise of NFTs and Digital Art Marketplaces
NFTs and Blockchain Technology
Digital Art Marketplaces and Platforms
Controversies and Opportunities
Digital Art in Contemporary Culture
Digital Art Installations and Exhibitions
Digital Art in Advertising and Entertainment
Social Media and Digital Art
Digital Art and Social Change
Digital Art as Activism
Environmental and Social Impact
Future Prospects of Digital Art
Artificial Intelligence and Creative Collaboration
Advancements in Digital Tools and Technologies
Virtual Museums and Galleries
Conclusion
1. Introduction
Digital art represents a dynamic and transformative branch of the art world that converges creativity and technology. Rooted in the use of computers, software, and digital media, it allows artists to explore new dimensions of expression, pushing the boundaries of traditional art forms. Since its inception, digital art has undergone significant evolution, influencing various aspects of contemporary culture, from the way we create and consume art to its impact on society and the art market. This comprehensive note delves into the world of digital art, exploring its history, techniques, impact on traditional art, challenges, the rise of NFTs, its place in contemporary culture, and the possibilities that the future holds.
2. A Brief History of Digital Art
Emergence of Computer Graphics
The roots of digital art can be traced back to the early development of computer graphics in the 1950s and 1960s. Researchers and computer scientists began experimenting with graphical displays and computer-generated visuals. Initially, these efforts were primarily focused on scientific and engineering applications, but artists soon recognized the creative potential of this emerging technology.
Early Digital Art Pioneers
In the 1960s and 1970s, a few visionary artists embraced computers as a medium for artistic expression. One of the earliest pioneers was Ben Laposky, who used an analog computer to generate electronic abstractions, creating what is now considered one of the first examples of digital art. Similarly, Lillian Schwartz employed early computers to produce algorithmic artworks and digital animations.
Advancements in Hardware and Software
The 1980s witnessed significant advancements in computing power and
Building the Social Internet of ThingsBill Harpley
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The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
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LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
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2. INTRODUCTION
The computer has become an essential tool for anyone working in the
fields of design, photography, videography, illustration, architecture,
industrial design, animation, and multimedia and web design. This
Information is an introduction and overview of the digital arts.
3. OBJECTIVE
We can learn how to import images into a digital format
(scanning, digital file from a digital camera, public domain
images), how to use the computer to edit a digital image, and
how to use filters in a program to alter their image.
4. CONTENTS
History
What is Digital Art?
Digital arts include
Facts
Early Digital Art
Characteristic and Types of Digital Art
Video include;
* Tools * Is digital art necessary to be an artist?
* Software
* Pros and Cons
5. HISTORY
The Digital Age has revolutionized
economy, society and our private lives.
For decades now, digitalization has also
touched most branches of the
humanities. With the rising importance
of the so called Digital Humanities, Art
History is at the brink of new ways of
accessing its material and gaining
unprecedented insights.
6.
7. Image by Flickr.com, courtesy of
Gilberto Santa Rosa
Digital arts include computer-
generated images.
• . Combining the visual or performing
arts with technology creates an art
form known as digital arts. Also
known as new media, technology
arts and emergent arts, the form
offers innovative approaches to
creativity while posing at least one
significant problem
8. FACTS
• The Austin Museum of Digital Art broadly defines the phrase as "art
whose final form is digital in nature." This includes those works created
through the use of computers as well as objects created from computers
(for example, sculpture from derelict computer parts).
9. EARLY DIGITAL ARTS
• Max Mathews demonstrated computer-synthesized music in 1957. In
1958, John Whitney pioneered computer-generated animation.
jjJohn Whitney
10. TYPES
• Some digital artwork allows viewers
or listeners to act as co-creators by
moving or changing artistic elements
of artwork or music.
Examples of digital arts products
include computerized animation,
video games, electronic installations,
synthesized music and electronically
manipulated photographs.
CHARACTERISTIC