Types and artists
In the previous
section I mentioned a lot of forms of digital art, so now in this one I am
going to explain the different categories. In addition, I am going to present a
few newly appeared artists who are making digital art more popular and known.
Art that uses
digital technologies can be categorised by many aspects and because of this all
of them are aesthetically very different. It is almost impossible to
distinguish the certain types. If one would ask a group of people about their
opinion on the meaning of digital art, the answers would probably differ.
The first point of
view we have to consider is drawing a distinction between work that uses
digital technology as a tool to produce traditional forms, and the other work
that uses it as a medium. The difference however, is very blurred.
Christiane Paul,
author of the book Digital Art (2008),
supports this view. She observed that over the decades digital art has taken
many forms and even today the question of how exactly it can be defined is
still being debated.
According to the
second aspect, we can distinguish new media art by its dimensions: 2D, 3D,
animation and sound.
In case of computer-generated
visual 2D imagery the image is on the screen and the instrument you draw with
can be a tablet stylus or a mouse.
The artefacts are
produced with a stage of manipulation using computer software. The end product
can be a digital painting or a photo manipulation.
This technology is
used by photographers, the advertising industry, web designers, graphic
designers and it is available to fine artists too.
Museum quality
prints are also considered digital art. The prints can be made by the enhanced
Giclée or other processes.
Briggs and Blythe
(2012) defined Giclée as the reproduction process that combines the
convenience, ease and speed of the digital printer with, arguably, some of the
sensory qualities of traditional fine art printmaking. This process uses
pigment-based inks which are less likely to fade and discolour than inkjet
dyes; it enables images to be copied retaining a level of conservational
permanence at modest cost. The two authors agree that it facilitates
instantaneous duplication and widespread sharing of artefacts without degradation;
though it also raises concerns of authenticity, originality, ownership and
value.
2D and 3D imagery
can also be generated through the execution of algorithms coded into computer
programs and could be considered the native art form of the computer.
Algorithmic art,
fractal art (which opened up a whole new world of aesthetics, an unseen world
of mathematical beauty), datamoshing and real-time generative art are good
examples for it.
The reason why I
looked so in-depth into this field is, because my area of specialisation is 2D
design.
The third category
is computer generated animated imagery. According to Miller (2008) contemporary
art is characterized by an increase use of technological media, such as videos,
television and computers. Computer-generated graphics are used by the film
industry as digital video effects (FX) or CGI and by the game industry.
In my opinion, the
fourth category can include digital poetry and music visualisation.
Digital poetry is a
form of electronic literature which displays a wide range of approaches to
poetry. It can be available in different forms, such as CD-ROM, DVD, as
installations in art galleries, in certain cases as digital video or films, as
digital holograms and on the Internet.
Music visualisation
is a feature found in some media player software which generates animated
imagery based on a piece of recorded music.
Apart from the types
I mentioned, Miller (2008) suggests that digital art also includes software
writing, hypermedia, gaming environments, hypertext, novel visualization environments,
interactive fiction, distance learning, product design, net art works,
information arts, telepresence, telerobotics, collaborative work environments,
active learning simulations, medical applications, virtual reality.
There is also a
Web-based art that has become a broad umbrella for multiple forms of artistic
expression. An example for it are the visuals which are created for window
browsers, they are called browser art. Then there are performance and
time-based projects that take place as actions within a specific time frame
during which they can be experienced by Web visitors.
Paul (2008) suggest
that although all of these forms are aesthetically very different, there are
certain prominent themes and narratives within new media, among them data
visualisation and mapping, database aesthetics, gaming paradigms, agent
technology etc.
She believes
currently more and more works are being developed for hand devices, such as
PDAs or mobile phones; and this art will experiment more with network
structures that will go beyond the static set-up of the CPU, monitor and
keyboard.
In their work Briggs
and Blythe (2012) support Paul’s view, they agree that in the field of digital
art many practitioners have experimented with current and emerging digital
devices for artistic production and display.
There is even an
association for the practitioners of iArt, the IAMDA.
Briggs and Blythe
(2012) named British artist David Hockney as an example for this type of art.
David Hockney is one
of Britain's most celebrated artists who embraced most art forms.
He also received
much attention for the drawings he has made using his thumb and the touchscreen
of his iPhone to create mini-masterpieces. Hockney turned his smartphone into a
hi-tech canvas.
(From the presentation by Debs Wilson, 2012)
Briggs and Blythe
(2012) observed that as successive painting apps have appeared, a new genre of
Youtube video has also developed. “These utilise a form of stop-motion to show
speeded up portrait painting or constitute playbacks of apps like Brushes,
which records individual marks as they are made.”
For this, the two
authors named David Kassan as an example. David is a New York artist who paints
his life models using the simple £5 app, Brushes. Although his portraits look
like an oil painting you would see in an art gallery, they are in fact finger
paintings.
(From the presentation by Debs Wilson, 2012)
Daniel Mackie is a
good example for how an artist can set up a successful business selling his
work. He created his own collection of cards and prints and screen prints and
started a company, The DM collection. Daniel currently uses a mixture of hand
drawn elements, watercolour, and Photoshop to create a fresh and original
style.
“The designs are
mostly all animals with their habitat depicted within them, they are
watercolour paintings but a lot of people are surprised that they are because
my unconventional use of the medium.” (Mackie, 2013)
Daniel has worked
with different clients worldwide like Adobe, British Airways, BT, The Financial
Times, The Guardian, The Observer, Random House, Samsung, The Sunday Times, The
Times, and Virgin.
(Example of Daniel Mackie’s work from his
LinkedIn)
In this section I
have demonstrated how digital art, as a contemporary digital practice for artists,
can be used for all sorts of projects. Whether it is 2D, 3D or an animation, there
are countless possibilities to explore.
No comments:
Post a Comment