This document provides an overview of the history of net art from the 1960s to the early 2000s. It traces the evolution from early computer networks developed for communication and resource sharing to the rise of the internet and web-based art. Key developments discussed include the first online artworks and collaborations in the 1980s, early hypertext systems, browser-based net art in the 1990s, and activist digital art projects. The document presents these topics through images and descriptions of seminal artworks, technologies, and artists that helped establish net art as a new artistic medium.
Cybernetics and the Pioneers of Computer ArtThomas Dreher
Lecture on "Cybernetics and the Pioneers of Computer Art" (Sprengel Museum Hannover, 16th October 2016):
In German: URL: http://dreher.netzliteratur.net/4_Medienkunst_Kybernetik.html
In English: URL: http://dreher.netzliteratur.net/4_Medienkunst_Kybernetike.html
History of Graphic Design lecture on The Bauhaus and The New Typography for History of Graphic Design, First Year, Digital Media Design, Red River College
Marianne Brandt was a German painter, sculptor, photographer and designer born in 1893 who worked at the Bauhaus school in the 1920s. She is famous for her functional modernist designs made of metal and glass, such as her teapot set from 1924. Brandt was influenced by Bauhaus teachers like László Moholy-Nagy and her designs in turn influenced modern furniture like the Wassily chair. She worked in the metal workshop at the Bauhaus and created lamps, cutlery, and other objects. Brandt passed away in 1983, leaving behind an influential body of work that helped shape industrial design in the 20th century.
Wiener Aktionismus und Aktionstheater in MünchenThomas Dreher
The Power Point Presentation of the lecture "Vienna Actionism and Action Theater in Munich", Akademie der Bildenden Künste München, 26th January 2015: URL: http://iasl.uni-muenchen.de/discuss/lisforen/dreheraktion.html
Cybernetics and the Pioneers of Computer ArtThomas Dreher
Lecture on "Cybernetics and the Pioneers of Computer Art" (Sprengel Museum Hannover, 16th October 2016):
In German: URL: http://dreher.netzliteratur.net/4_Medienkunst_Kybernetik.html
In English: URL: http://dreher.netzliteratur.net/4_Medienkunst_Kybernetike.html
History of Graphic Design lecture on The Bauhaus and The New Typography for History of Graphic Design, First Year, Digital Media Design, Red River College
Marianne Brandt was a German painter, sculptor, photographer and designer born in 1893 who worked at the Bauhaus school in the 1920s. She is famous for her functional modernist designs made of metal and glass, such as her teapot set from 1924. Brandt was influenced by Bauhaus teachers like László Moholy-Nagy and her designs in turn influenced modern furniture like the Wassily chair. She worked in the metal workshop at the Bauhaus and created lamps, cutlery, and other objects. Brandt passed away in 1983, leaving behind an influential body of work that helped shape industrial design in the 20th century.
Wiener Aktionismus und Aktionstheater in MünchenThomas Dreher
The Power Point Presentation of the lecture "Vienna Actionism and Action Theater in Munich", Akademie der Bildenden Künste München, 26th January 2015: URL: http://iasl.uni-muenchen.de/discuss/lisforen/dreheraktion.html
History of Computer Art V, Computer AnimationThomas Dreher
This document provides an overview of the history of computer animation from the 1960s through the 1990s. It summarizes key pioneering works from researchers like Sutherland, Csuri, and Fetter who created some of the first computer animated films and drawings. It also highlights how computer animation was used in early movies from Westworld to Star Wars to Tron. The document features screenshots and images from these early computer animated works and films to illustrate the evolution of the field from basic 2D animations to 3D modeling and rendering techniques.
This document discusses the history of recording technology from records to cassette tapes to CDs and how this evolution enabled sampling and remix culture. It then covers U.S. copyright law and the owner's exclusive rights to reproduce, distribute, perform and display copyrighted works, as well as the fair use clause. The document concludes by examining how remix culture and technology have challenged existing copyright law.
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 ...
This document provides links and information related to new media art. It begins with a list of links for the Whitney Biennial, TEDx talks, and a video of sounds recorded on Jupiter. It then provides historical context on early computers and computer art. It discusses tools and precedents of new media art, including influences from Dada, Duchamp, and other artists. It also discusses qualities of digital media and provides examples of new media artworks and artists.
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.
Interaction 13 - The Dream of the 90s Is Alivejasonbrush
The document discusses the development of digital art and net art in the 1990s. Early experiments explored nonlinear hypertext narratives and ways to incorporate user interaction. Artists began experimenting with new media like CD-ROMs, the web, and technologies that blended digital media with performance and the body. This led to a period of "technological vertigo" as new artistic possibilities rapidly emerged.
The document discusses the history of digital and electronic art from its early experimental stages in the early 20th century to its expansion through new technologies today. It provides examples of pioneering digital artists like Nam June Paik who incorporated new electronic media into their work. It also explores how digital art has expanded to include virtual and networked spaces, interactive installations, locative media, and works that blend real and virtual elements.
This document discusses the history and definitions of cyberculture. It notes that cyberculture originated in the 1950s-1970s with the development of computer networks in the US for communication and business. Cyberculture studies examine online communities, gaming, and issues of identity and gender in internet usage. The document also discusses debates around the impacts of cyberculture, whether it leads to social deterioration or new opportunities for connection.
The document provides a summary of the history of software engineering from the 19th century to present day. It discusses how:
- The first computers were human "computers", mostly women, who performed calculations by hand. The term "software" was coined in the 1940s.
- The origin of the term "software engineering" is debated but it was used in the 1960s to distinguish the work of building software systems from computer science and hardware engineering.
- Early programming involved humans organizing complexity through techniques like flowcharts. Languages like Fortran automated programming and made it possible to write software independent of hardware.
- Large software projects in defense and aerospace in the 1960s highlighted the need for software engineering
Valedictory Lecture
Making Thinking Visible in Complex Times
Prof Simon Buckingham Shum
This event took place on 15th July 2014 at 4:00pm (15:00 GMT)
Berrill Lecture Theatre, The Open University, Walton Hall Campus, Milton Keynes, United Kingdom
In 1968 Doug Engelbart gave “The Mother of All Demos”: a disruptive technology lab had quietly invented the mouse, collaborative on-screen editing, hyperlinks, video conferencing, and much more. This was the start of the paradigm shift, still unfolding: computers were no longer to be low level number crunchers, but might mediate and mould the highest forms of human thinking, both individual and collective. In this talk I review nearly 19 years in KMi chasing this vision with many colleagues, inventing tools for making dialogue, argument and learning processes visible in different ways. How do we harness such tools to tackle, not aggravate, the fundamental challenge facing the educational system, and its graduates: to think broadly and deeply, and to thrive amidst profound uncertainty and complexity? These are the hallmarks of the OU — and indeed, all true education from primary school onwards.
This document provides an overview of the history of computing technology and communications theories. It includes timelines of important developments in computing from ancient times to recent history. It also discusses several influential communications theories, including Shannon-Weaver's transmission model, Lasswell's communication formula, and Osgood and Schramm's circular model of communication. Quotations throughout history are included that show how perspectives on technologies like computers and telephones changed over time.
my talk at reboot11, June 26, 2009
We should be aware of the fact that we are not just creating our tools but that these artifacts are also shaping us. This is true since the invention of language, writing, the printing press, and more than ever in our digital age of computer and web environments. These are the basis of culture as such, and it is our responsibility to design in a way that supports our life on this planet. BTW_ we neither have another life nor another planet.
http://www.mprove.de/script/09/reboot/coevolution.html
This document contains 20 multiple choice questions about topics related to communication technologies and media. The questions cover subjects like the history of the internet and ARPANET, new media concepts such as citizen journalism and open source software, influential theorists like McLuhan and Bruns, and early developments in film, television, and computers.
Multimedia as Art provides a history of multimedia and generative art from the early 20th century to present day. It describes how the Dadaists were early pioneers in multimedia art. It then outlines the development of multimedia from pre-digital era through advances in film, music and computer graphics. Key eras discussed include the 1960s-80s with early computer art, and 1980s-90s with spread of tools like Photoshop and growth of online art. Current trends highlighted are real-time vs pre-rendered art and emerging concepts like symmetry, randomness and complexity.
Net Art a umělecké prostředí internetu_Katedra výtvarné výchovy UPOLMary Meixner
Prezentace pro Katedru výtvarné výchovy v Olomouci
Net Art a umělecké prostředí internetu
Základní seznámení se specifickou uměleckou formou internetového umění bude probíhat ve třech oblastech: (1) Nastínění historických počátků a základních milníků daných vývojem technologie i zlomovými uměleckými akcemi. (2) Seznámení se se základními poddruhy současného internetového umění v celosvětovém kontextu (youtube-based net art, tumblr-based net art, facebook-based net art, webové stránky jako umělecká díla ad.), stručné přiblížení současného posunu v teoretickém vnímání net artu a jeho definic. (3) Výstavní a prezentační strategie současného net artu. Exkurz do etablovaných výstavních prostor v rámci internetu, představení základních informačních rozcestníků, internetových galerií či výstavních iniciativ. Jako bonus nastínění aktuálních prodejních strategií internetového umění.
Dan Graham/Jeff Wall: Children's Pavilion, 1986-89Thomas Dreher
This chain of illustrations is made for the readers of the article "Dan Graham: Sculptural Models as Bridgeable
Historical Metaphors" (p.19f.). URL: http://dreher.netzliteratur.net/9_KontextKunst_Graham_Modelle.pdf
History of Computer Art V, Computer AnimationThomas Dreher
This document provides an overview of the history of computer animation from the 1960s through the 1990s. It summarizes key pioneering works from researchers like Sutherland, Csuri, and Fetter who created some of the first computer animated films and drawings. It also highlights how computer animation was used in early movies from Westworld to Star Wars to Tron. The document features screenshots and images from these early computer animated works and films to illustrate the evolution of the field from basic 2D animations to 3D modeling and rendering techniques.
This document discusses the history of recording technology from records to cassette tapes to CDs and how this evolution enabled sampling and remix culture. It then covers U.S. copyright law and the owner's exclusive rights to reproduce, distribute, perform and display copyrighted works, as well as the fair use clause. The document concludes by examining how remix culture and technology have challenged existing copyright law.
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 ...
This document provides links and information related to new media art. It begins with a list of links for the Whitney Biennial, TEDx talks, and a video of sounds recorded on Jupiter. It then provides historical context on early computers and computer art. It discusses tools and precedents of new media art, including influences from Dada, Duchamp, and other artists. It also discusses qualities of digital media and provides examples of new media artworks and artists.
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.
Interaction 13 - The Dream of the 90s Is Alivejasonbrush
The document discusses the development of digital art and net art in the 1990s. Early experiments explored nonlinear hypertext narratives and ways to incorporate user interaction. Artists began experimenting with new media like CD-ROMs, the web, and technologies that blended digital media with performance and the body. This led to a period of "technological vertigo" as new artistic possibilities rapidly emerged.
The document discusses the history of digital and electronic art from its early experimental stages in the early 20th century to its expansion through new technologies today. It provides examples of pioneering digital artists like Nam June Paik who incorporated new electronic media into their work. It also explores how digital art has expanded to include virtual and networked spaces, interactive installations, locative media, and works that blend real and virtual elements.
This document discusses the history and definitions of cyberculture. It notes that cyberculture originated in the 1950s-1970s with the development of computer networks in the US for communication and business. Cyberculture studies examine online communities, gaming, and issues of identity and gender in internet usage. The document also discusses debates around the impacts of cyberculture, whether it leads to social deterioration or new opportunities for connection.
The document provides a summary of the history of software engineering from the 19th century to present day. It discusses how:
- The first computers were human "computers", mostly women, who performed calculations by hand. The term "software" was coined in the 1940s.
- The origin of the term "software engineering" is debated but it was used in the 1960s to distinguish the work of building software systems from computer science and hardware engineering.
- Early programming involved humans organizing complexity through techniques like flowcharts. Languages like Fortran automated programming and made it possible to write software independent of hardware.
- Large software projects in defense and aerospace in the 1960s highlighted the need for software engineering
Valedictory Lecture
Making Thinking Visible in Complex Times
Prof Simon Buckingham Shum
This event took place on 15th July 2014 at 4:00pm (15:00 GMT)
Berrill Lecture Theatre, The Open University, Walton Hall Campus, Milton Keynes, United Kingdom
In 1968 Doug Engelbart gave “The Mother of All Demos”: a disruptive technology lab had quietly invented the mouse, collaborative on-screen editing, hyperlinks, video conferencing, and much more. This was the start of the paradigm shift, still unfolding: computers were no longer to be low level number crunchers, but might mediate and mould the highest forms of human thinking, both individual and collective. In this talk I review nearly 19 years in KMi chasing this vision with many colleagues, inventing tools for making dialogue, argument and learning processes visible in different ways. How do we harness such tools to tackle, not aggravate, the fundamental challenge facing the educational system, and its graduates: to think broadly and deeply, and to thrive amidst profound uncertainty and complexity? These are the hallmarks of the OU — and indeed, all true education from primary school onwards.
This document provides an overview of the history of computing technology and communications theories. It includes timelines of important developments in computing from ancient times to recent history. It also discusses several influential communications theories, including Shannon-Weaver's transmission model, Lasswell's communication formula, and Osgood and Schramm's circular model of communication. Quotations throughout history are included that show how perspectives on technologies like computers and telephones changed over time.
my talk at reboot11, June 26, 2009
We should be aware of the fact that we are not just creating our tools but that these artifacts are also shaping us. This is true since the invention of language, writing, the printing press, and more than ever in our digital age of computer and web environments. These are the basis of culture as such, and it is our responsibility to design in a way that supports our life on this planet. BTW_ we neither have another life nor another planet.
http://www.mprove.de/script/09/reboot/coevolution.html
This document contains 20 multiple choice questions about topics related to communication technologies and media. The questions cover subjects like the history of the internet and ARPANET, new media concepts such as citizen journalism and open source software, influential theorists like McLuhan and Bruns, and early developments in film, television, and computers.
Multimedia as Art provides a history of multimedia and generative art from the early 20th century to present day. It describes how the Dadaists were early pioneers in multimedia art. It then outlines the development of multimedia from pre-digital era through advances in film, music and computer graphics. Key eras discussed include the 1960s-80s with early computer art, and 1980s-90s with spread of tools like Photoshop and growth of online art. Current trends highlighted are real-time vs pre-rendered art and emerging concepts like symmetry, randomness and complexity.
Net Art a umělecké prostředí internetu_Katedra výtvarné výchovy UPOLMary Meixner
Prezentace pro Katedru výtvarné výchovy v Olomouci
Net Art a umělecké prostředí internetu
Základní seznámení se specifickou uměleckou formou internetového umění bude probíhat ve třech oblastech: (1) Nastínění historických počátků a základních milníků daných vývojem technologie i zlomovými uměleckými akcemi. (2) Seznámení se se základními poddruhy současného internetového umění v celosvětovém kontextu (youtube-based net art, tumblr-based net art, facebook-based net art, webové stránky jako umělecká díla ad.), stručné přiblížení současného posunu v teoretickém vnímání net artu a jeho definic. (3) Výstavní a prezentační strategie současného net artu. Exkurz do etablovaných výstavních prostor v rámci internetu, představení základních informačních rozcestníků, internetových galerií či výstavních iniciativ. Jako bonus nastínění aktuálních prodejních strategií internetového umění.
Similar to History of Computer Art IX, Net Art (20)
Dan Graham/Jeff Wall: Children's Pavilion, 1986-89Thomas Dreher
This chain of illustrations is made for the readers of the article "Dan Graham: Sculptural Models as Bridgeable
Historical Metaphors" (p.19f.). URL: http://dreher.netzliteratur.net/9_KontextKunst_Graham_Modelle.pdf
History of Computer Art VI, Music Videos and DemosceneThomas Dreher
This document provides an overview of the history of computer art in music videos and the demoscene from the 1970s-1980s. It showcases early examples of music videos that utilized computer animation and graphics systems to create visuals for songs. This includes some of the first music videos to incorporate 3D computer animation. It also highlights productions from the demoscene, which created impressive real-time graphics and coding displays for computers like the Commodore 64 and Amiga. A bibliography is included to provide more context for the sources cited in the captions.
History of Computer Art IV, Video ToolsThomas Dreher
Illustrations of an elder Version of the "History of Computer Art",
chap. IV.1, URL: http://iasl.uni-muenchen.de/links/GCA-IV.1e.html
Updated slide show with more early video tools: URL: http://iasl.uni-muenchen.de/links/GCA%20IV%20Video%20Tools.pdf
Illustrations of the "History of Computer Art",
chap. II.1, URL: http://iasl.uni-muenchen.de/links/GCA-II.1e.html
chap. II.2, URL: http://iasl.uni-muenchen.de/links/GCA-II.2e.html
This is the Power Point Presentation of the lecture "Aktionstheater als Provokation: groteske Körperkonzeption im Wiener Aktionismus", Staatsgalerie Stuttgart 2009, URL: http://dreher.netzliteratur.net/2_Performance_Aktionismus.html
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1. 1
History of Computer Art
Part IX: Net Art
Seminar, 28nd April 2014
Danube University Krems
Department for Arts and Image Science
MediaArtHistories: Masters of Art
Thomas Dreher
URL: http://dreher.netzliteratur.net
URL: http://iasl.uni-muenchen.de/links/GCA_Indexe.html
2. 2
Left: Wilson, Roland B.: Cartoons for
Joseph Carl Robnet Licklider´s and
Robert W. Taylor´s "The Computer as
Communication Device", 1968
(Licklider/Taylor: Computer 1968/1990,
p.26).
Right, top:
Baran, Paul:
The Spectrum
of System
Connectivity,
1964
(Baran:
Communications
V 1964, p.6,
fig.1).
Right, bottom: Brand, Stewart (ed.): Whole Earth Catalog. Fall
1968: Buckminster Fuller (Brand: Earth 1968, p.3).
From Timesharing to the Internet
3. 3
Networks of the Eighties
Left, top: Nodes of the I.P. Sharp Associates Network.
Image source: URL: http://alien.mur.at/rax/ARTEX/ipsamap.html.
Right: User manual for ARTEX in the I.P.
Sharp Associates Network, November 1982.
Image source:
URL:http://alien.mur.at/rax/ARTEX/artxguide82.html
Left, bottom: Adrian X, Robert: The World in 24 Hours. Österreichischer
Rundfunk (ORF), Landesstudio Oberösterreich, Linz 1982: posting up of
telefacsimiles from Tokyo, Frankfurt and Wien. Image source: URL:
http://alien.mur.at/rax/24_HOURS/LINZ/24-linz09.html
4. 4
Roy Ascott: La Plissure du Texte, 1983
Text contribution (detail) from Vancouver for La Princesse.
Source: URL: http://www.normill.ca/Text/plissure.txt
Tom Klinkowstein and Greg McKenna at a terminal for the I.P.
Sharp Associates Network in La Mamelle, San Francisco.
Image source: URL: http://alien.mur.at/rax/ARTEX/PLISSURE/sf1.html
5. 5UR
White, Norman: Hearsay, 1985. Left: the start of the web documentation. Right: the end.
Source: URL: http://www.normill.ca/Text/Hearsay.txt
Norman White: Hearsay, 1985
6. 6
Galloway, Kit/Rabinovitz, Sherrie: Electronic Café, Los Angeles 1984
Left: Diagram of the installation´s functions
as they were installed in each café
(Youngblood: Raum 1986, p.298).
Middle: Videoprints.
Image source: URL: http://www.ecafe.com/prints.html
Right: Telewriter.
Image source: URL: http://www.ecafe.com/1984eq.html
7. 7
Art Com Electronic Network (ACEN)
Left: Art Com Electronic Network: Start Menu, since 1990
(Couey: Art Works 1991, p.128, fig.1).
UR
Right: The Normals: Couey Virtual Museum of
Descriptions of Art, Art Com Electronic Network,
since 1990 (Couey: Art Works 1991, p.129, fig.2).
8. 8
Hypertext (I)
Left, top and bottom: Bush, Vannevar: Memex, 1945,
illustration (Life, 10th September 1945, p.123s.).
Right, bottom: Engelbart, Douglas: Lecture, ACM/IEEE-Computer
Society Fall Joint Conference, Brooks Hall, San Francisco 1968.
Screenshot from: URL: https://www.youtube.com/watch?v=61oMy7Tr-bM
Right, top: Augmentation Research Center, Stanford Research In-
stitute, Menlo Park: terminal with monitor, manual, keyset and
mouse, ca. 1964. Image Source: URL:
http://www.dougengelbart.org/firsts/keyset.html
9. 9
Hypertext (II)
Nelson, Theodor Holm: Hypertext links in ELF ("Evolutionary List File"), diagram, 1965 (Nelson:
File 1965/2003, p.142).
10. 10
Judy Malloy: Uncle Roger, 1986/87
Left: File 1: A Party in Woodside, Art Com Electronic Network
Datanet Artwork, 1987 (Malloy: Narrabase 1991, p.196, fig.1).
Right, top: A Party in Woodside, Entry 11 in Art Com Electronic
Network, Topic 14, 1986 (Malloy: Narrabase 1991, S.198, Fig.4).
Right, bottom:
The Blue
Notebook,
Record No.39,
1986, monitor
presentation.
Screenshot from
URL:
https://www.youtu
be.com/watch?v=4
qTT4rLEmCs
11. 11
Hypertext Program Storyspace, since 1987
Landow, George Paul/Lanested, Jon: In Memoriam Web,
1992, disk, Eastgate Systems, Inc.: lexia as windows with
their own menus.
Image source: URL:
http://www.technologysource.org/resource/exhibits/00965-X.jpg
Kahn, Paul/Landow, George Paul/Launhardt,
Julie/Peter, Ronnie: The Dickens Web, Storyspace
Map, 1992, disk, Eastgate Systems, Inc.
Image Source: URL: http://www-
personal.umd.umich.edu/~jonsmith/bdickens.jpg
12. 12
Michael Joyce
afternoon: a story, 1987, programmed with Storypsace,
disk, Eastgate Systems, Inc. (illustration: CD-ROM
version for Intel Mac, 2011).
Zenobia, Queen of Palmyra, 1988, programmed with
HyperCard, disk.
Image source: URL:
http://www.cddc.vt.edu/host/deena/ht04paper/dickey/dickey.jpg
William Dickey
13. 13
Stuart Moulthrop
Moulthrop, Stuart: Victory Garden, 1991, North
Garden, disk, Eastgate Systems, Inc. (illustration: CD-
ROM version for Intel Mac).
Berkenheger, Susanne: Zeit für die Bombe/Time for a Bomb,
1997, hyperfiction on the web.
URL: http://berkenheger.netzliteratur.net/ouargla/wargla/99Dollar.htm.
Susanne Berkenheger
14. 14
Generative Literature on the Web
Biggs, Simon: The Great Wall of China, 1997, web
project.
URL: http://www.littlepig.org.uk/wall/thewall.htm
Cramer, Florian: Here Comes Everybody, permutations, 1996-
98, web project.
URL: http://permutations.pleintekst.nl/n-8/aleph.cgi?&q=river&i=w
15. 15
Collaborative Projects in the Web
Davis, Douglas: The World´s First Collaborative
Sentence, 1994, web project.
URL:
http://artport.whitney.org/collection/davis/Sentence/sentence1.ht
ml
Espenschied, Dragen/Freude, Alvar: Der Assoziations-Blaster,
first contribution: Wurzelgnom, January 1999, web project.
URL: http://www.assoziations-blaster.de/
16. 16
Art & Language: Blurting in A & L, 1973
Left: Art & LanguageNY (Burn, Ian/Corris,
Michael/Heller, Preston/Menard, Andrew/Ramsden,
Mel/Smith, Terry): Blurting in A & L: an index of blurts
and their concatenation (the Handbook)..., New
York/Halifax 1973, p.58s.
Right: Online version, ZKM 2002.
Image source: URL: http://blurting-in.zkm.de/
17. 17
René Bauer/Joachim Maier: nic-las, since 1999
nic-las, Stalker, web project, card (“digitaler
Zettel”/”digital note”) for the term “network”.
nic-las, Stalker, rhizomatic structure, web project.
18. 18
Early Web Browsers
Berners-Lee, Tim: Browser WorldWideWeb, 1990.
Screenshot of a NeXT Computer, CERN.
Image source: URL: http://info.cern.ch/NextBrowser.html
Andreessen, Marc/Bina, Eric: Browser NCSA Mosaic 1.0, 1993.
Screenshot of an Apple Computer with the operating system
Mac OS 7.1.
Image source: URL:
http://en.wikipedia.org/wiki/File:NCSAMosaic1.0Mac.png
21. 21
Jodi (I)
wwwwwwwww.jodi.org, 1995, web project (screenshots
2012). URL: http://wwwwwwwww.jodi.org/
Right: Text becoming visible after being marked by mouse-
over.
22. 22
Jodi (II)
Left: Browser presentation of the source code written
in ASCII
Right: web project: a detail of the first page´s source code
(browser presentation, Screenshot 2012).
wwwwwwwww.jodi.org, 1995, web project (screenshots
2012). URL: http://wwwwwwwww.jodi.org/
23. 23
Olia Lialina
My boyfriend came back from the war, 1996, web project
(screenshots 2012).
URL: http://www.teleportacia.org/war/wara.htm
24. 24
Alexei Shulgin
Form Art, 1997, web project (screenshot 2012).
URL: http://www.c3.hu/collection/form/index1.html
Link X, 1996, web project (screenshot 2012).
URL: http://www.desk.nl/~you/linkx/
25. 25
HTML Art
Buntin, Heath: _readme – own, be owned, or remain
invisible, 1998, web project (screenshot 2012).
URL: http://www.irational.org/heath/_readme.html
Blank, Joachim/Jeron,
Karl-Heinz: without
addresses, 1997, web
project (illustrations of the
project documentation by
Blank & Jeron. URL:
http://blankjeron.com/sero/with
out_addresses/).
Browser Art (I)
26. 26
Browser Art (II)
Napier, Mark: The Shredder, 1998, web project
(screenshot 2012).
URL: http://potatoland.org/shredder/shredder.html
I/O/D: Web Stalker, 1997, browser (photo from the monitor,
August 2000).
URL: http://bak.spc.org/iod/iod4.html
27. 27
Browser Art (III)
Wisniewski, Maciej: Netomat, 1999, browser (photo
from the monitor, October 2000).
Jevbratt, Lisa: 1:1, every IP, 1999, 2001-2002, web
project (screenshot 2009).
URL: http://128.111.69.4/~jevbratt/1_to_1/interface_ii/index.html
28. 28
Carlos Katastrofsky
Katastrofsky, Carlos: Area Research, 2004, web
project (screenshot 2007).
URL:
http://www.moz.ac.at/user/carlos/alien/projects/arearesearch/
Medosch. Armin (Hg.): DIVE: An Introduction into the World
of Free Software and Copyleft Culture, FACT in Liverpool,
2003, web plattform (screenshot 2012).
URL: http://kop.kein.org/DIVE/index.html
DIVE
29. 29
Activism
Left: The Yes Men/Detritus/Doll, Cue P.: Reamweaver
Version 2.0, tool, 2002. Screenshot of the creation of a
pseudo-mirror site of the World Trade Organization´s
website. URL:
http://netescopio.meiac.es/proyecto/0220/reamweaver_samples/wt
ocompare.jpg
Right, top: First page of a two-page invitation of the Media
Tank to "Illegal Art Extravaganza", the special events to the
travel exhibition "Illegal Art: Freedom of Expression in the
Corporate Age", Old City´s Nexus Gallery, Philadelphia 2003.
Image source: URL:
http://meltzerdesign.net/portfolio/PDFs/brochures/IllegalArtGuide.pdf
Right, bottom:
Negativland/Maloney, Tim:
Gimme the Mermaid, film,
2000/2002 (An exhibit of “Illegal
Art”).
Screenshot from URL:
https://archive.org/details/dom-24649-
30. Literatur
8
Bibliography with informations about the abbreviations used in the captions:
Dreher, Thomas: History of Computer Art. Chap. Bibliography. In: URL: http://iasl.uni-muenchen.de/links/GCA-
IXe.html