The document summarizes the history and development of digital art from the 1960s to the present. It discusses early pioneers and artworks created with mainframe computers and plotters. Key developments included the emergence of computer graphics in the 1960s, early exhibitions of digital art in the late 1960s, and expanded use of video and color in the early 1970s. The document outlines the evolution of digital art forms and platforms, from mainframes to personal computing and mobile devices. It provides examples of influential digital artworks from different historical periods and their connections to prior art movements.
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.
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
What is visual communication design? keynotePaul Vickers
An introduction to Visual Communications. What is visual communications and its role in global design.
Presentation to students at the Ecole Bleue School of Design in Paris.
(all images are copyright of their rightful owners, creators and companies. They are used in a purely pedagogic context in a teaching environment. No reproduction of this presentation without authorisation).
WHAT IS GRAPHIC DESIGN? (Intro to GD, Wk 1)Shawn Calvert
Week 1, What Is GD
Presentation from Introduction to Graphic Design, Columbia College Chicago. Much of the content taken from readings, including the textbooks: Timothy Samara's "Design Elements" and "Design Evolution." Other references cited in presentation. Please note: many slides are intended for class discussion and might not make sense out of context.
Historically Speaking, Digital Humanities, EWallis July 2012Elycia Wallis
A presentation given at a Professional Historians Association, Historically Speaking session in Melbourne, Australia, July 2012.
The aim of this talk was to describe digital humanities to a group of professional historians who might have heard of the term, but not be active practitioners.
What is visual communication design? keynotePaul Vickers
An introduction to Visual Communications. What is visual communications and its role in global design.
Presentation to students at the Ecole Bleue School of Design in Paris.
(all images are copyright of their rightful owners, creators and companies. They are used in a purely pedagogic context in a teaching environment. No reproduction of this presentation without authorisation).
WHAT IS GRAPHIC DESIGN? (Intro to GD, Wk 1)Shawn Calvert
Week 1, What Is GD
Presentation from Introduction to Graphic Design, Columbia College Chicago. Much of the content taken from readings, including the textbooks: Timothy Samara's "Design Elements" and "Design Evolution." Other references cited in presentation. Please note: many slides are intended for class discussion and might not make sense out of context.
Historically Speaking, Digital Humanities, EWallis July 2012Elycia Wallis
A presentation given at a Professional Historians Association, Historically Speaking session in Melbourne, Australia, July 2012.
The aim of this talk was to describe digital humanities to a group of professional historians who might have heard of the term, but not be active practitioners.
The Great Twentieth-Century Hole Or, what the Digital Humanities MissTU Delft, Netherlands
The Great Twentieth-Century Hole Or, what the Digital Humanities Miss.
Paper looking at lack of representation of 20th Century Digital Humanities
Presentation for Digital Humanities Benelux, June 2014
Opening talk for the Introduction to Digital Humanities Workshop, at the Digital Humanities at Oxford Summer School 2015. Presented 20 July 2015 in St Anne's College.
Digital Humanities, Big Data, and New Research Methodslorna_hughes
Keynote at Digital Music Lab workshop, British Library, March 13th 2015.
The talk sets out to review digital humanities projects that show the use and re-use of data, and to use these examples to frame a debate about how DH approaches to working with data can test new methods and approaches to working in the humanities
What does this mean for humanities research that use Big Data, and in return, what do the humanities have to offer the wider Big Data community through these approaches: what do the humanities, especially the digital humanities, bring to the big data party?
Digital Art History: From Practice to PublicationSusan Edwards
Presentation given at colloquium during Beyond the Digitized Slide Library, a summer institute at UCLA in July 2015. More info: http://www.humanities.ucla.edu/getty/ #doingdah15
Proceedings from International Conference on Data Innovation For Policy MakersUN Global Pulse
The International Conference on Data Innovation For Policy Makers was hosted by Indonesia’s Ministry of National Development Planning and organised in partnership with Pulse Lab Jakarta (PLJ), the Knowledge Sector Initiative (KSI) and UNDP Innovation Facility in November 2014. The focus was on how data can be used to provide better services for the public.
Pulse Lab Jakarta is a joint initiative of the United Nations, through Global Pulse, and the Government of Indonesia, through the Ministry of National Development Planning (Bappenas).
For more information, visit: http://www.unglobalpulse.org/blog/data-innovation-policy-makers
Monetising the digital edition - ESTS 2015Aodhán Kelly
Monetising the digital edition:
Remediations and inventions in publishing and disseminating digital scholarly editions
Anna-Maria Sichani & Aodhán Kelly
European Society for Textual Scholarship Annual Meeting, Leicester, November 2015
Abstract:
Digital scholarly editions are now introduced as a new type of scholarly product attempting to remediate the theory and practice of print-based textual scholarship within the Digital Humanities ecosystem. Although a vast amount of scholarly exertion is directed towards the exploration of digital editing as a scholarly enterprise (concepts, standards, technologies), significant discussions of sustainable models for publishing and disseminating the digital edition are rather infrequent. In which ways do digital technologies introduce new roles and methods within the communication and distribution systems of scholarly editing? If we want our digital editions to be sustainable in the long-term, how do we strategically plan and anticipate development and maintenance costs or revenue generation strategies (eg digital subscription models, value-added services, customised formats etc)? And, finally, how does a digital edition fit into the new digital agendas of publishing entities, mainly oriented towards open access strategies and smart - but limited-functional - formats? In this paper we intend to address these issues using empirical evidence gathered from a range of existing digital publications.
Digital Humanities is a term that elicits both excitement and scorn in scholarly circles, and there is still a great deal of discussion as to whether it is a field of inquiry, a set of research methods, or simply a new perspective on arts and humanities research. This workshop will provide a brief survey of how the evolving theory and practice of using contemporary technology and technology-assisted research methods are impacting scholarship in the arts and humanities.
The World of Digital Humanities : Digital Humanities in the WorldEdward Vanhoutte
Keynote lecture on the Cross Country/Faculty Workshop on Digital Humanities: Prospects and Proposals, North-West University Potchefstroomkampus, South-Africa, 13 November 2013
Slides for presentation given at the first Digital Humanities Congress held in Sheffield from 6 – 8 September 2012 with the support of the Network of Expert Centres and Centernet.
URL http://www.shef.ac.uk/hri/dhc2012
A argument for academics to get on board the open-source sea change in digital media creation and teach their students new tools for digital creativity beyond proprietary software applications, but programming skills to make their own along with stunning creations.
A 20-minute introduction to the history of digital art.
Presentation for the symposium ‘Transformation Digital Art’
International symposium on the preservation of born-digital art
Stichting Behoud Moderne Kunst and LIMA, Amsterdam, NL
http://www.sbmk.nl/projects/detail/id/36
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.
Curating new media in a gaming room, Transmediale 2003Isabelle Arvers
This conference was given at Transmediale in 2003 about Playtime, the gaming room of Villette Numerique, it explains why I confrontated video and computer games from the past from the present and created by artists.
MW18 Presentation: The Future Of Media Determines The Future Of Museum. (Some...MuseWeb Foundation
By Harald Kraemer, School of Creative Media, City University of Hong Kong
Since the 1990s, multimedia technology has had a growing impact on communication and education in museums. Museums have spent enormous effort in the production of multimedia applications like CD-i, CD-ROM, websites, kiosk-systems, etc. Nowadays museums are open to any kind of media that the new communication technology has forced them to comply with. Using Multimedia and Social Media-supported technologies, visitors have changed from passive learning customers to active co-authors and consumers.
The Millennial generation in particular, with its narcissistic and event-driven behavior and its expectation of following the latest technology innovations, has led museums into a dependency with unforeseeable consequences. This essay contains aspects of the following questions: Are the multimedia contents, which mostly follow Alfred Barr’s didactic model of the educated consumer and focuses on interpretation, still relevant in view of the changed behavior of the digital born user?
How can museums develop a contemporary education model that strengthens our visitor/user’s ability to critically engage with art and media? In the face of the growing loss of the products of our digital cultural heritage, the question remains how can we ensure that future generations will have access to the hypermedia applications created by museums, and that we will not lose these interactive masterpieces, as it is happening right now with the first generation of multimedia classics? Last not least the inglorious end of the NMC raises the question of who now evaluates and recommends the technologies that will have to be used in museums in the future.
Presentation in the inauguration of the 8K Networked Media Lab at University of Essex.
The topic is the new eInfrastructure for Arts and Culture. Anella Cultural is a Catalan experimental service for a Future Internet of Arts and Culture.
From Bytes to BrushstrokesA Short History of ComputerJeanmarieColbert3
From Bytes to Brushstrokes:
A Short History of Computer Art and Illustration:
By Elio L. Arteaga, graduate student:
Florida Atlantic University:
The computer is the first and only general-purpose machine. Its functionality depends entirely on the software written for it. As new software is written, the computer is able to do more and more. Computers will do things in the future we cannot anticipate today. Human creativity is the driving force behind this technology.
By Professor Elio Arteaga
From Bytes to Brushstrokes: A Short History of Computer Art and Illustration
By Elio L. Arteaga, graduate student/FAU
The computer is the first and only general-purpose machine. Its functionality depends entirely on the software written for it. As new software is written, the computer is able to do more and more. Computers will do things in the future we cannot anticipate today. Human creativity is the driving force behind this technology.
The first machine for storing and “printing” graphics was invented over 200 years ago! In 1804, Frenchman Joseph-Marie Jacquard invented the Jacquard Loom, the first automatic machine for weaving intricate patterns in fabrics.
In 1804, Frenchman Joseph-Marie Jacquard invented the Jacquard Loom, the first automatic machine for weaving intricate patterns in fabrics.
The Jacquard Loom. Lost Artist—The Discovery of Lost Works of Art [Web Site].
http://www.orat.ilstu.edu/~cmkukla/jacquard_loom/JacJacuard.htm
An artist translated images into grids of discrete pixels (analogous to the way scanners translate images into pixels today), and stored sequences of instructions onto punched cards (analogous to saving your work on a disk).
An artist translated images into grids of discrete pixels (analogous to the way scanners translate images into pixels today), and stored sequences of instructions onto punched cards (analogous to saving your work on a disk).
http://www.columbia.edu/acis/history/jacquard.html
Basket of Plenty, tapestry woven on Jacquard Loom.
Following are examples of Jaquard tapestries that can be mass-produced by storing their patterns in a system of punched cards.
Basket of Plenty, tapestry woven on Jacquard Loom.
http://www.accentonrugs.com/catalogue/worl/tmt-Thumb.00005.html
Indiscretion, tapestry woven on Jacquard Loom.
Indiscretion, tapestry woven on Jacquard Loom.
http://www.accentonrugs.com/catalogue/worl/tmt-Thumb.00005.html
Peacock, tapestry woven on Jacquard Loom.
Peacock, tapestry woven on Jacquard Loom.
http://www.accentonrugs.com/catalogue/worl/tmt-Thumb.00005.html
In 1822, Charles Babbage invented the difference engine, for calculating mathematical problems. The difference engine’s capabilities of input, storage, processing and output were carried out mechanically, before electric circuits or electronic tubes were even invented.
In 1822, Charles Babbage invented the difference engine, for calculating mathematical problems. The difference engine’s capabilities o ...
Lecture slides for MA Contemporary Art Theory and for MFA Visual Culture students at Edinburgh College of Art.
http://www.eca.ac.uk/pdf/getCourse.php?id=88
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Normal Labour/ Stages of Labour/ Mechanism of LabourWasim Ak
Normal labor is also termed spontaneous labor, defined as the natural physiological process through which the fetus, placenta, and membranes are expelled from the uterus through the birth canal at term (37 to 42 weeks
Delivering Micro-Credentials in Technical and Vocational Education and TrainingAG2 Design
Explore how micro-credentials are transforming Technical and Vocational Education and Training (TVET) with this comprehensive slide deck. Discover what micro-credentials are, their importance in TVET, the advantages they offer, and the insights from industry experts. Additionally, learn about the top software applications available for creating and managing micro-credentials. This presentation also includes valuable resources and a discussion on the future of these specialised certifications.
For more detailed information on delivering micro-credentials in TVET, visit this https://tvettrainer.com/delivering-micro-credentials-in-tvet/
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
MATATAG CURRICULUM: ASSESSING THE READINESS OF ELEM. PUBLIC SCHOOL TEACHERS I...NelTorrente
In this research, it concludes that while the readiness of teachers in Caloocan City to implement the MATATAG Curriculum is generally positive, targeted efforts in professional development, resource distribution, support networks, and comprehensive preparation can address the existing gaps and ensure successful curriculum implementation.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
2. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
What is digital art exactly?
How is it currently defined?
How has it been defined?
Where did it come from?
How has its focus and output changed over time?
How is it positioned in contemporary culture?
3. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
Digital art is a general term for a range of artistic works
and practices that use digital technology as an essential
part of the creative and/or presentation process. Since
the 1970s, various names have been used to describe
the process including computer art and multimedia art,
and digital art is itself placed under the larger umbrella
term new media art.
-- Wikipedia Entry
4. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
Art game
Computer art scene
Computer music
Cyberarts
Digital illustration
Digital imaging
Digital painting
Digital photography
Digital poetry
Dynamic Painting
Electronic music
Evolutionary art
Fractal art
Generative art
Generative music
Generative art
Generative music
Immersion (virtual reality)
Interactive art
Motion graphics
Music visualization
Photo manipulation
Pixel art
Render art
Software art
Systems art
Textures
Tradigital art
Via Art
Types of Digital Art
5. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
mainframe personal computing mobile devices
PLATFORMS
WWW
ARPANET to INTERNET
6. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
PREHISTORY
(The Swingin’ Sixties)
(AND A HALF THE SEVENTIES)
8. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
INVENTIONS
1963
MOUSE
(Englebart)
BEFLIX (Knowlton)
VIDEO DISK
1962
SKETCHPAD (Sutherland)
SPACEWAR. First Computer Game
LED
1972
WORDPROCESSOER (WordStar)
ODYSSEY GAME CONSULE (Magnavox)
1964
RAND TABLET
MOOG SYNTHESIZER
1969
UNIX
BARCODE SCANNER
1968
DYNABOOK
RAM (Robert Dennard)
FIRST COMPUTER WITH INTEGRATED CIRCUITS
ARPANET
1960
LASER
1965
COMPACT DISK
1970
FLOPPY DISK
1971
DOT-MATRIX PRINTER
LCD
VIDEO CASSETTE
MICROPROCESSOR
1973
ETHERNET
XEROX ALTO (PC)
1975
LASER PRINTER
9. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
EXHIBITIONS
1971
MANFRED MOHR. Musee d'Art Moderne, Paris.
1965
GENERATIVE COMPUTERGRAFIK. Stuttgart.
COMPUTER-GENERATED PICTURES. New York
COMPUTERGRAFIK. Stuttgart.
1968
CYBERNETIC SERENDIPITY. London.
SOME MORE BEGINNINGS. New York.
10. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
ARTISTS
1965
FRIEDER NAKE
1963
MICHAEL NOLL
LILLIAN SCHWARTZ
1969
MANFRED MOHR
1965
JOHN WHITNEY
1968
CHARLES CSURI
GEORGE NEES
TONY PRITCHETT
1975
HERBERT FRANKE
1971
EDWARD ZAJEC
1973
MARK WILSON
1974
VERA MOLNAR
11. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
PREHISTORY
GRAPHICS & MOTION GRAPHICS
12. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
1962: SKETCHPAD (Ivan Sutherland)
DEMO
COMUTER GRAPHICS
(Hardware/Software)
Features:
pop-up menus
constraint-based drawing
hierarchical modeling
lightpen utilized for interaction
13. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
1962: SKETCHPAD (Ivan Sutherland)
CAD
WACOM
TOUCHSCREENS
COMUTER GRAPHICS
(Hardware/Software)
Features:
pop-up menus
constraint-based drawing
hierarchical modeling
lightpen utilized for interaction
14. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
1962: SKETCHPAD (Ivan Sutherland)
CAD
WACOM
TOUCHSCREENS
TELEAUTOGRAPH
1883
15. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
1963: BEFLIX (Kenneth Knowlton)
DEMO
COMPUTER ANIMATION
(Programming Language)
Features:
Draw straight lines from dots
Draw curves
Copy region
Move region
Solid fill area
Zoom area
16. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
1963: BEFLIX (Kenneth Knowlton)
VIDEO
PIXILLATION
1963
Lillian Schwartz / Kenneth Knowlton
17. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
AREAS OF DEVELOPMENT
ARTIST + ENGINEER
BELL LABORATORIES
USA
MOTION GRAPHICS,
SOFTWARE/HARDWARE DEVELOPMENT
MATHEMATICIANS
ACADEMIC
COMPUTER SCIENCE
UNIVERSITY OF ERLANGEN
STUTTGART
GERMANY
PLOTTER AND GENERATIVE WORK
18. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
ECHOES
Plotter Art and Previous Art Movements
19. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
Ninety Parallel Sinusoids With Linearly Increasing Period
Michael Noll
1963
20. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
Ninety Parallel Sinusoids With Linearly Increasing Period
Michael Noll
1963
CURRENT
Bridget Riley
1963
(OP-ART)
21. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
Vertical-Horizontal No. 3
Michael Noll
1964
NUDE
DESCENDING
A STAIRCASE
Marcel Duchamp
1913
(Cubism)
22. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
Computer-Generated Random Patterns Based on the Composition Criteria
Of Mondrian's Composition With Lines
Michael Noll
1964
COMPOSITION WITH LINES
Piet Mondrian
1917
(De Stijl)
23. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
Nr. 7
Frieder Nake
1965
Nr. 2
Frieder Nake
1965
24. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
Nr. 2
Frieder Nake
1965
The Rose Garden
Paul Klee
1920
25. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
Nr. 2
Frieder Nake
1965
The Rose Garden
Paul Klee
1920
26. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
Random War
Charles Csuri
1968
27. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
Random War
Charles Csuri
1968
Andy Warhol
1962, 1965
28. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
Cubic Disarray
Georg Nees
1968
29. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
Cubic Disarray
Georg Nees
1968
Still Life with Harp and Violin
George Braque
1911
30. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
MAKING IT MOVE
Computation and Early Motion Graphics
31. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
Flexipede
Tony Pritchett
1968
32. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
Flexipede
Tony Pritchett
1968
33. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
Permutations
John Whitney
1966
PROCESS
34. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
GOING INTERNATIONAL
First High Profile Exhibition
or
The (Late) Summer of (Cyber)Love
35. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
Cybernetic Serendipity
ICA, London
1968
• computer generated work
• cybernetic devices-robots and painting machines
• machines demonstrating the use of computers and the history
of cybernetics.
36. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
Cybernetic Serendipity
ICA, London
1968
• computer generated work
• cybernetic devices-robots and painting machines
• machines demonstrating the use of computers and the history
of cybernetics.
37. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
Cybernetic Serendipity
ICA, London
1968
38. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
POST-SERENDIPITY
Algorithms, Color, and Access to Video
39. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
Scratch Codes
Manfred Mohr
1969-1970
40. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
Scratch Codes
Manfred Mohr
1969-1970
41. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
Scratch Codes
Manfred Mohr
1969-1970
53. TALAN MEMMOTT PhD
Blekinge Tekniska Högskola, Sweden
DIGITAL ART HISTORIES.1
The Artist and the Computer
Lillian Schwartz (interview)
1976
Editor's Notes
To form any history, we need to know what the object, the subject is… For this talk I have tried to tie creative practices to computation… or computational outcomes to the art world. If we are going to consider the roots of digital art…. We should at least have some idea what art is to begin with… that proposition is problematic, in so far as art has meant different things at different historical moments, to different critics, movements and practitioners…. So, lets use a source to simplify…
Though this may seem clear enough… let’s see what happens when we consider movements and practices… Digital Art has been called all of the following…
Each of these having a specific for of development and output. So, despite an attempt a t simplifying… we end up with various complex models of practice… Perhaps then…
We can address platforms. How could this help???
Active time period in terms of the invention of technologies that are still in use, or were intitated… the mouse, ethernet, the internet… RAM, gaming consules, the word processor…
PREDICTS: CAD, TUCHSCREENS, THE WACOM PAD…. BUT….. IF WE CONSIDER THE NOTION OF COLLECTIONING HAND GESTURES…. THE CONCEPT IS NOT NEW… AND CAN BE TRACED BACK TO…
ELISHA GRAY’S TELEAUTOGRAPH, WHICH WAS INVENTED IN 1883… THE THE TECHNOLOGY IS ELECTRO-MECHANICAL, THE INTENT IS SOMEWHAT THE SAME…WITH, THE ADDED FEATURE OF BEING ABLE TO TRANSFER THE GESTURE ACROSS A NETWORK…
Taking advantages of how the plotter operates… In that it actually draws… unlike a printer, which scans… so, in plotter works the lines are in fact lines.
Replication.
Replication. And variation… the same cubic shape, slightly altered through computation and then reapplied. Redundant and decaying form…. And since these shapes have something to do with cubic space, with space… and that the process is analytical we could connect this work, aesthetically and proceduarally with…
Analytical cubism … Braque and Picasson…
Essentially, a loop…. The flexipede pulls in new units, extending itself, until the drop off the edge…
Not so much computer animation so much as computer assisted. The process is still rather mechanical
Though there had been smaller shows in Germany and Czechoslovakia, this was the first international show to draw major attention.
Despite the cutting edge and high brow intentions of the curators… the show itself was somewhat goofy… Norman Toynton---- playing with the idea of computerized spirituality, and sort of dystopic dehumanization or loss of soul. Timeliness! And the untimely…
Robots, installation work, film and animation, and music….
Artists such as John Cage, Nam June Paik, Gordon Pask…. To name a few… SAM …. Sound Activated Mobile… early example of truly responsive, interactive art.
Attracted over 60,000 people…
Lagorithmically determined graphemes… that mimic handwriting… the algorithms are based on onbservation of handwriting patterns, paying attention to individual characters and the transition from one to the next.
Much more sophisticated system than the early plotter works, though still technically produced in the same manner…The intent here is not only graphic…
But also linguistic… To a certain extent mirrors some work in visual poetry or concrete poetry… these TEXTS, if we want to call them that, could potentially be read.
In TVC, the main subject of invention is no longer the design of visual modules, but of procedural ones.
The focus is no longer on the geometry of projection,
but on the grammatical rules that delimit the possible combinations of the constituent elements.