Digital Art, Aesthetic Creation: The Birth of a Medium
Digital Art, Aesthetic Creation: The Birth of a Medium
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This book explores the creation of visual art with computers, arguing that computers can create visual art with unique aesthetic effects through innovations in technology and a Postmodern naturalization of technology. It examines the historical emergence of digital arts from the 1960s to the present, considering the first steps towards digital graphics, their development in terms of three-dimensional abstraction and figuration, and the complexities of their interactive formats.
Format: Paperback / softback
Length: 208 pages
Publication date: 13 June 2022
Publisher: Taylor & Francis Ltd
The question of whether art created with computers is truly art has been a subject of debate for many years. However, this book provides a resounding answer to that question: yes, computers can indeed create visual art with unique aesthetic effects. This is possible due to advancements in computer technology and a postmodern naturalization of technology, which means that technology has become an integral part of our lives and is no longer seen as a separate entity.
To establish these claims, the present study takes a comprehensive look at the historical emergence of digital arts from the 1960s to the present day. Paul Crowther, a philosopher of art history, delves into the first steps towards digital graphics, their development in terms of three-dimensional abstraction and figuration, and the complexities of their interactive formats.
Crowther's philosophical approach to art history provides a unique perspective on the evolution of digital graphics. He argues that the first steps towards digital graphics were taken in the 1960s with the emergence of computer graphics technology. At that time, artists were exploring new ways to create visual representations that were not possible with traditional art mediums.
One of the key developments in digital graphics was the introduction of three-dimensional abstraction. Artists began to use computers to create abstract shapes and forms that were not constrained by the limitations of traditional art mediums. This allowed for a greater level of creativity and experimentation, as artists could create works that were not bound by the physical world.
Another important development in digital graphics was the introduction of figuration. Artists began to use computers to create realistic images and representations of the world around them. This allowed for a greater level of detail and precision, as artists could create works that were not constrained by the limitations of traditional art mediums.
However, the development of digital graphics also brought with it new challenges. One of the most significant challenges was the complexity of their interactive formats. Digital graphics could be displayed on a variety of devices, including computers, televisions, and mobile phones. This required artists to create works that were not only visually appealing but also interactive and engaging.
To address this challenge, artists began to explore new techniques and technologies, such as interactive multimedia, virtual reality, and augmented reality. These technologies allowed for a greater level of interactivity and engagement with the audience, as artists could create works that were not only visual but also tactile and sensory.
In conclusion, the present study establishes that art created with computers is truly art. Computers can generate visual art with unique aesthetic effects based on advancements in computer technology and a postmodern naturalization of technology. The historical emergence of digital arts from the 1960s to the present day demonstrates the evolution of digital graphics from three-dimensional abstraction and figuration to interactive multimedia and virtual reality. As technology continues to evolve, we can expect to see even more innovative and creative works created with computers.
Dimension: 254 x 178 (mm)
ISBN-13: 9781032338910
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