Category Archives: Computing

Digital morphogenesis

Digital morphogenesis is a type of generative art in which complex shape development, or morphogenesis, enabled by computation. This concept is applicable in many areas of design, art, architecture, and modeling. The concept was originally developed in the field of biology, later in geology, geomorphology, and architecture. In architecture, it describes tools and methods for creating forms and adapting them to a known environment. Stanislav Roudavski describes it as similar to biological morphogenesis: developing gradually, without an explicit definition of the methods of growth or adaptation. Parallels can be seen in emergent properties and self-organization.” Developments in digital morphogenesis have allowed construction and analysis of structures in more detail than could have been put into a blueprint or model by hand, with structure at all levels defined by iterative algorithms. As fabrication techniques advance, it is becoming possible to produce objects with fractal or other elaborate structures. “In this inclusive…

Video game art

Video game art is a specialized form of computer art employing video games as the artistic medium. Video game art often involves the use of patched or modified video games or the repurposing of existing games or game structures, however it relies on a broader range of artistic techniques and outcomes than artistic modification and it may also include painting, sculpture, appropriation, in-game intervention and performance, sampling, etc. It may also include the creation of art games either from scratch or by modifying existing games. Notable examples of video game art include Cory Arcangel’s “Super Mario Clouds” and “I Shot Andy Warhol,” Joseph Delappe’s projects including “Dead in Iraq” and the “Salt Satyagraha Online: Gandhi’s March to Dandi in Second Life,” the 2004-2005 Rhizome Commissions “relating to the theme of games,” Paolo Pedercini’s Molleindustria games such as “Unmanned” and “Every Day the Same Dream”, and Ian Bogost’s “Cowclicker.” Artistic modifications…

Xerox art

Xerox art, also known as copy art, electrostatic art, or xerography is an art form that began in the 1960s. Prints are created by putting objects on the glass, or platen, of a copying machine and by pressing “start” to produce an image. If the object is not flat, or the cover does not totally cover the object, or the object is moved, the resulting image is distorted in some way. The curvature of the object, the amount of light that reaches the image surface, and the distance of the cover from the glass, all affect the final image. Often, with proper manipulation, rather ghostly images can be made. Basic techniques include: Direct Imaging, the copying of items placed on the platen (normal copy); Still Life Collage, a variation of direct imaging with items placed on the platen in a collage format focused on what is in the foreground/background; Overprinting,…

Video games as an art form

The concept of video games as a form of art is a controversial topic within the entertainment industry. Though video games have been afforded legal protection as creative works by the Supreme Court of the United States, the philosophical proposition that video games are works of art remains in question, even when considering the contribution of expressive elements such as graphics, storytelling and music. Even art games, games purposely designed to be a work of creative expression, have been challenged as works of art by some critics. History The earliest institutional consideration of the video game as an art form came in the late 1980s when art museums began retrospective displays of then outdated first and second generation games. In exhibitions such as the Museum of the Moving Image’s 1989 “Hot Circuits: A Video Arcade”, video games were showcased as preformed works whose quality as art came from the intent…

Postdigital

Postdigital is a term which came into use in the discourse of digital artistic practice at the start of the twenty-first century. This term points significantly to our rapidly changed and changing relationships with digital technologies and art forms. It points to an attitude that is more concerned with being human, than with being digital. If one examines the textual paradigm of consensus, one is faced with a choice: either the “postdigital” society has intrinsic meaning, or it is contextualised into a paradigm of consensus that includes art as a totality. Either way, Roy Ascott has clearly demonstrated that the distinction between the digital and the “postdigital” is part of the economy of reality. Theory Giorgio Agamben (2002) describes paradigms as things what we think with, rather than things we think about. Like the computer age, the postdigital is also a paradigm, but as with post-humanism for example, an understanding…

Personal imaging

Personal imaging is the continuous realtime capturing, archiving, recording, and sharing of personal experience through images. Typically the images are accompanied by other media such as audiovisual streams, or with textual narratives such as diaries, and often in an interactive way, i.e. people viewing the images comment on the images in realtime while they are being captured, so as to influence the capture process. Personal Imaging is a camera-based computational framework in which the camera behaves as a true extension of the mind and body, after a period of long-term adaptation. In this framework the computer becomes a device that allows the wearer to augment, diminish, or otherwise alter his or her visual perception of reality. Moreover, it allows the wearer to allow others to alter his or her visual perception of reality, and therefore becomes a communications device. Mediated reality arises, for example, through the eyeglass-based version in which…

Fractal Art

Fractal art is a form of algorithmic art created by calculating fractal objects and representing the calculation results as still images, animations, and media. Fractal art developed from the mid-1980s onwards. It is a genre of computer art and digital art which are part of new media art. The mathematical beauty of fractals lies at the intersection of generative art and computer art. They combine to produce a type of abstract art. Fractal art is a form of algorithmic art that consists of producing images, animations and even music from fractal objects. Fractal art developed from the mid-1980s. Fractal art is rarely drawn or painted by hand, but rather created using computers, which are indeed able to calculate fractal functions and generate images from them. It is also the appearance of computers that has allowed the development of this art because it requires a lot of computing power. Fractal art…

Mathematics and fiber arts

Ideas from Mathematics have been used as inspiration for fiber arts including quilt making, knitting, cross-stitch, crochet, embroidery and weaving. A wide range of mathematical concepts have been used as inspiration including topology, graph theory, number theory and algebra. Some techniques such as counted-thread embroidery are naturally geometrical; other kinds of textile provide a ready means for the colorful physical expression of mathematical concepts. Counted-thread embroidery is any embroidery in which the fabric threads are counted by the embroiderer before inserting the needle into the fabric. Evenweave fabric is usually used; it produces a symmetrical image as both warp and weft fabric threads are evenly spaced. The opposite of counted-thread embroidery is free embroidery. Stranded mathematical objects include Platonic solids, Klein bottles and the child’s face. Lorenz was created using manifold and hyperbolic plane claws. The work of hyperbolic plane crochet was embroidered by the decoration institute of the designs…

Vaporwave

Vaporwave is a microgenre of electronic music, a visual art style, and an Internet meme that emerged in the early 2010s. It is defined by its mimetic embrace of Internet culture and its sampling of smooth jazz, elevator music, R&B, and lounge music from the 1980s and 1990s, with the tracks typically manipulated by chopped and screwed techniques and other effects. The surrounding subculture is sometimes associated with an ambiguous or satirical take on consumer capitalism and pop culture, and tends to be characterized by a nostalgic or surrealist engagement with the popular entertainment, technology and advertising of previous decades. Visually, it incorporates early Internet imagery, late 1990s web design, glitch art, anime, 3D-rendered objects, and cyberpunk tropes in its cover artwork and music videos. Originating as an ironic variant of chillwave, vaporwave was loosely derived from the experimental tendencies of the mid-2000s hypnagogic pop scene. The style was pioneered…

Nouvelle tendance

Nouvelle Tendance is a nonaligned modernist art movement, emerged in the early 1960s in the former Yugoslavia, a nonaligned country. It represented a new sensibility, rejecting both Abstract Expressionism and socialist realism in an attempt to formulate an art adequate to the age of advanced mass production. the development of New Tendencies as a major international art movement in the context of social, political, and technological history. Doing so, he traces concurrent paradigm shifts: the change from Fordism (the political economy of mass production and consumption) to the information society, and the change from postwar modernism to dematerialized postmodern art practices. New Tendencies, rather than opposing the forces of technology as most artists and intellectuals of the time did, imagined the rapid advance of technology to be a springboard into a future beyond alienation and oppression. Works by New Tendencies cast the viewer as coproducer, abolishing the idea of artist…

New media art

New media art is a form of art, which refers to the works created or that incorporates the use of new technologies. New media art refers to artworks created with new media technologies, including digital art, computer graphics, computer animation, virtual art, Internet art, interactive art, video games, computer robotics, 3D printing, cyborg art and art as biotechnology. The term differentiates itself by its resulting cultural objects and social events, which can be seen in opposition to those deriving from old visual arts (i.e. traditional painting, sculpture, etc.). This concern with medium is a key feature of much contemporary art and indeed many art schools and major universities now offer majors in “New Genres” or “New Media” and a growing number of graduate programs have emerged internationally. New media art often involves interaction between artist and observer or between observers and the artwork, which responds to them. New Media concerns…

New Aesthetic

The New Aesthetic is a term refer to the increasing appearance of the visual language of digital technology and the Internet in the physical world, and the blending of virtual and physical. The New Aesthetic is an art movement obsessed with the otherness of computer vision and information processing. New Aesthetic can be understand as those possibility dreamliner to contemplate objectively refreshingly humble with the new digital technology. The phenomenon has been around for a long time but James Bridle articulated the notion through a series of talks and observations. The New Aesthetic is an artistic movement. It is sometimes described as physical versus virtual, or the tension between humans and machines. Its major visual emblems include pixelated images, Photoshop glitches, gradients, render ghosts, and, yes, animated GIFs. Data visualization, like an elaborate Venn diagram, can fall under the New Aesthetic umbrella, as can graphic information, like a Google Maps…

Inter-dimensional art

Inter-dimensional Art is a form of Visionary Art, which seeks to represent or explore transcendent experience. It highlights the nexus between the sublime and the existential and contains elements of the metaphysical, and often qualities associated with altered states of consciousness. Inter-dimensional art is an essentially pictorial or graphic art that claims to transcend the physical world and to describe an enlarged vision of consciousness including spiritual, mystical or based on such experiences. Inter-dimensional Art is primarily created on, but not limited to, the flat surfaces of a canvas. Through creative freedom, the artist uses a two dimensional surface to [visually] convey an unusual perception of depth, which consists of bold geometric structures and colors to explore spatial boundaries and higher dimensions of vibrancies along with spiritual, and planetary transformation through personal growth. Inter-dimensional art is art that purports to transcend the physical world and portray a wider vision of…

Interactive art

Interactive art is a dynamic form of art that responds to its audience and / or environment. Unlike traditional art forms where the interaction of the viewer is mostly a mental event – of the order of reception – interactive art allows different types of navigation, assembly, or participation in the work of art. Interactive art which goes well beyond purely psychological activity. Interactive artistic installations are generally computerized and use sensors, which measure events such as temperature, movement, proximity, meteorological phenomena that the author has programmed in order to obtain particular responses or reactions. In interactive artworks, the audience and the machine work or play together in a dialogue that produces a unique work of art in real time. Interactive art is a form of art that involves the spectator in a way that allows the art to achieve its purpose. Some interactive art installations achieve this by letting…

Information art

Information art (also data art or informatism) is a type of electronic art that combines computer science with a wealth of information processing technology. Information art is an emerging field of electronic art that synthesizes computer science, information technology, and more classical forms of art, including performance art, visual art, new media art and conceptual art. Information Art often includes interaction with computers that generate artistic content based on the processing of large amounts of data. The manifestation of information art often adopts the classic performance of modern art, such as performing arts (the way of the stage), visual arts, media and so on. Information art often has the characteristics of human-computer interaction. Such as allowing viewers to act, causing the reaction of the computer, began to deal with a large amount of information, and according to the designers to choose how to present and so on. Understanding is more…

Immersion in virtual reality

Immersion into virtual reality is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment. Immersion or immersive state is a psychological state where the subject ceases to be aware of his own physical state. It is frequently accompanied by an intense concentration, a disturbed notion of time and reality. The term is widely used in computing, virtual reality, and video games (such as MMORPGs), but may be misused as a buzzword. In the field of virtual reality, immersive systems are also used to immerse the user in a familiar environment, either for distraction or for training purposes – to instill reflexes that will then be used in a real case, or to reconstitute remotely a real system on which one can thus operate by remote…

Hybrid arts

Hybrid arts is a contemporary art movement in which artists work with frontier areas of science and emerging technologies. Artists work with fields such as biology, robotics, physical sciences, experimental interface technologies (such as speech, gesture, face recognition), artificial intelligence, and information visualization. They address the research in many ways such as undertaking new research agendas, visualizing results in new ways, or critiquing the social implications of the research. The worldwide community has developed new kinds of art festivals, information sources, organizations, and university programs to explore these new arts. The “Hybrid Art” category is dedicated specifically to today’s hybrid and transdisciplinary projects and approaches to media art. Primary emphasis is on the process of fusing different media and genres into new forms of artistic expression as well as the act of transcending the boundaries between art and research, art and social/political activism, art and pop culture. Hybrid Art also…

GPS drawing

GPS drawing is a method of drawing that uses Global Positioning System technology (GPS) to create large-scale artwork. It combines art, movement, and technology. GPS drawing is a relatively new discipline, whose boom is related to the development of technology and its availability. GPS receivers determine one’s position on the surface of the Earth by trilateration of microwave signals from satellites orbiting at an altitude of 20,200 km. Tracks of a journey can automatically be recorded into the GPS receiver’s memory and can subsequently be downloaded onto a computer as a basis for drawing, sculpture or animation. This journey may be on the surface (e.g. walking) or taken in 3D (e.g. while flying). GPS drawing is a relatively new type of activity at the interface of entertainment, sports and art. The principle is to record your current location using a GPS device, usually when walking, running or cycling. Typically, a…

Glitch art

Glitch art is the practice of using digital or analog errors for aesthetic purposes by either corrupting digital data or physically manipulating electronic devices. In a technical sense, a glitch is the unexpected result of a malfunction, especially occurring in software, video games, images, videos, audio, and other digital artefacts. History: Glitches appear in visual art such as the film A Colour Box (1935) by Len Lye, the video sculpture TV Magnet (1965) by Nam June Paik and more comtemporary work such as Panasonic TH-42PWD8UK Plasma Screen Burn (2007) by Cory Arcangel. For the first time the concept of “glitch” was used in 1962 by the first US astronaut John Glenn to describe problems in connection during an orbital space flight. Glenn said: “In a literal sense,” glitch “is a jump or a change in voltage in an electric current” . Early examples of glitches used in media art include…

Generative art

Generative art refers to art that in whole or in part has been created with the use of an autonomous system. An autonomous system in this context is generally one that is non-human and can independently determine features of an artwork that would otherwise require decisions made directly by the artist. In some cases the human creator may claim that the generative system represents their own artistic idea, and in others that the system takes on the role of the creator. The Generative Art is a contemporary form of artistic creation, whereby not necessarily the artwork or end product is in the center, but the creation process and the underlying ideas. The work or product is created by processing a processual invention, that is, a set of rules created by the artist or a program that is recorded in the form of, for example, natural language, musical language, a binary…

Electronic art

Electronic art is a form of art that makes use of electronic media. More broadly, it refers to technology and/or electronic media. It is related to information art, new media art, video art, digital art, interactive art, internet art, and electronic music. It is considered an outgrowth of conceptual art and systems art. The term electronic art is almost synonymous to computer art and digital art. The latter two terms, and especially the term computer-generated art are mostly used for visual artworks generated by computers. However, electronic art has a much broader connotation, referring to artworks that include any type of electronic component, such as works in music, dance, architecture and performance. It is an interdisciplinary field and so artists often collaborate with scientists and engineers when creating their works. The art historian of experimental new media art Edward A. Shanken, is documenting current and past experimental art with a…

Review of Immersive Van Gogh Los Angeles, California, United States

Van Gogh immersive experience are real-life or virtual reality (VR) exhibits of Vincent van Gogh’s paintings. The events, held in cities around the world, are typically set up in large gallery spaces. Images or videos of the artist’s works are projected onto walls, ceilings, and floors, sometimes accompanied by animations, narrations, music, or fragrances. Opened since May 2021, located at Lighthouse Immersive and Impact Museums, the catalysts of the mesmerizing digital art space, brings its sensation at Los Angeles. The Immersive Van Gogh Exhibit makes its mark. Astonishing in scale and breathtakingly imaginative, experience Van Gogh’s art in a completely new and unforgettable way. The visually-striking exhibition encourages guests to experience the awe-inspiring works of post-Impressionist artist Vincent van Gogh through 500,000 cubic feet of immersive projections, 60,600 frames of video and 90,000,000 pixels. Wander through entrancing, moving images that highlight brushstrokes, detail, and color, truly illuminating the mind of…

High-tech and Innovative industry of Stockholm, Sweden

When talking about technologies or startups, Stockholm might not be the first place that comes to your mind. However, Sweden, especially its capital, Stockholm, have outpaced other European nations with a mix of unique cultural traditions, visionary tech leaders, globally oriented startups and smart government policies. The Nordic tech scene has continued to grow stronger. Looking back from 2013 to 2017, Finland and Sweden have taken the first and second place in European venture capital (VC) investments. The new tech hubs like Stockholm has emerged as the international centre for technologies and innovations. With Sweden’s eastern neighbor Finland is struggling to kickstart its startup industry, the Nordic region, representing only 0.3 percent of the world’s population, makes up for 33 percent of the planet’s billion dollar exits. With companies like IKEA, Spotify, Skype, Ericsson, H&M, Electrolux and Volvo, and tech leaders like Niklas Zennström (Skype), Martin Lorentzon (Spotify) and Daniel…

Sustainable and Environmentally Friendly City of Stockholm, Sweden

Stockholm is one of Europe’s most environmentally friendly cities, and an international role model of global environmental and climate action. Stockholm has a long history of ambitious environmental and climate plans. The first environment programme was adopted as early as 1976, and a number of policies have followed ever since. With each policy, the ambitions have become increasingly higher and more demanding. Thanks to many years of dedicated and successful environmental efforts, Stockholm was awarded Europe’s first European Green Capital in 2010. Stockholm has been recognised for its innovative take on urban sustainability, combining grand visions and goals (such as becoming 100% fossil fuel-free by 2040) with practical interventions and measures (such as congestion charging and eco-profiled major redevelopment areas). It has therefore often been suggested that Stockholm can be a role model or ‘best practice’ for other cities around the world. Sustainable cities or eco-city is a city designed…