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Digital Arts

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Digital Arts
Digital Arts
Scott Snibbe · GFDL · source
NameDigital Arts
FocusArt created or presented using ENIAC, Apple Inc., Microsoft Corporation, Adobe Inc.
TechniquesRay tracing, Generative adversarial network, 3D printing, Motion capture
Notable worksThe Garden of Earthly Delights (digital reinterpretation), As We May Think (interactive adaptation)
InstitutionsMuseum of Modern Art, Tate Modern, Smithsonian Institution, ZKM Center for Art and Media
RelatedVideo game, Computer graphics, Net art, Interactive art

Digital Arts Digital Arts encompasses artistic practices that employ computational systems, electronic devices, and networked infrastructures to create, distribute, or experience works. It intersects with Computer graphics, Video game, Film industry, Music industry, and Architecture while engaging with institutions such as Museum of Modern Art, Tate Modern, ZKM Center for Art and Media, and Smithsonian Institution. Practitioners range from individual coders and studios like Blizzard Entertainment to academic labs at Massachusetts Institute of Technology, Royal College of Art, and Goldsmiths, University of London.

Definition and Scope

Digital Arts covers works produced through tools originating with projects like ENIAC and firms such as Apple Inc. and Microsoft Corporation. It includes outcomes exhibited at venues like Venice Biennale and Documenta and distributed via platforms including YouTube, Steam, and SoundCloud. The scope addresses intersections with technologies such as Artificial intelligence, Virtual reality, Augmented reality, and Blockchain (technology) while connecting to audiences at festivals like SXSW and Ars Electronica.

History and Development

Early experiments by inventors linked to ENIAC and artists connected to Bauhaus informed later work shown at Museum of Modern Art and Tate Modern. Milestones include demonstrations at Expo 67, the rise of personal computing through Apple Inc. and Commodore International, and the establishment of digital art centers like ZKM Center for Art and Media. The emergence of networked art coincided with the expansion of ARPANET and the commercialization led by Netscape Communications Corporation and Microsoft Corporation. Festivals such as Ars Electronica and residencies at institutions like Bell Labs and MIT Media Lab catalyzed practices that led to mainstream recognition at events like Venice Biennale.

Media and Techniques

Digital Arts employs image-making from Ray tracing and Raster graphics to motion approaches such as Motion capture and compositing used by studios including Industrial Light & Magic. Audio practices draw on sampling methods popularized by labels like Warp Records and tools from Ableton AG. Generative techniques use models related to Generative adversarial network research originating from teams at University of Montreal and laboratories at Google DeepMind. Fabrication techniques incorporate 3D printing innovations from firms such as Stratasys and MakerBot Industries to produce physical artworks displayed at Tate Modern and Museum of Modern Art.

Tools and Technology

Core software ecosystems include products by Adobe Inc. and development environments supported by GitHub and foundations like Linux Foundation. Real-time engines developed by Epic Games and Unity Technologies power interactive installations at institutions like ZKM Center for Art and Media and exhibitions at Venice Biennale. Hardware platforms from Apple Inc., NVIDIA, Intel Corporation, and Raspberry Pi Foundation underpin visualization and computation. Networked distribution leverages services from Amazon Web Services, Google Cloud Platform, and content delivery networks used by YouTube and Spotify.

Genres and Practices

Practices span Net art exhibited on platforms associated with Rhizome to cinematic works created by studios like Pixar Animation Studios and Weta Digital. Game-based art appears in showcases on Steam and IndieCade, while interactive performance links to venues such as Royal Opera House and festivals like SXSW. Data-driven approaches manifest in projects associated with organizations like The New York Times and labs at University College London, whereas blockchain-based art markets evolved around platforms like OpenSea and discourse at conferences like Consensus (conference). Collaborative practices emerge from labs such as MIT Media Lab and cultural institutions including Museum of Modern Art.

Institutions, Education, and Industry

Academic programs at Massachusetts Institute of Technology, Royal College of Art, Goldsmiths, University of London, and Pratt Institute train practitioners; research groups at MIT Media Lab and Stanford University advance the field. Galleries and museums such as Tate Modern, Museum of Modern Art, ZKM Center for Art and Media, and Centre Pompidou curate works; festivals like Ars Electronica and SIGGRAPH provide industry convenings. Commercial studios such as Industrial Light & Magic, Weta Digital, and companies like Epic Games and Unity Technologies drive market applications and employment.

Cultural Impact and Criticism

Digital Arts has influenced public discourse through projects highlighted by The New York Times, exhibitions at Venice Biennale, and programming at Ars Electronica. Critics reference concerns tied to platforms like Facebook and Twitter about distributional power, and debates invoke regulatory frameworks exemplified by cases heard in courts associated with European Union institutions and proceedings involving United States Copyright Office. Ethical scrutiny arises from deployments by corporations such as Google LLC and OpenAI and discussions held at conferences like NeurIPS and SXSW. Scholars at Harvard University and University of California, Berkeley examine issues including authorship, access, and the environmental footprint linked to computation by firms like NVIDIA.

Category:Contemporary art