fbpx
Wikipedia

Virtual art

Virtual art is a term for the virtualization of art, made with the technical media developed at the end of the 1980s (or a bit before, in some cases).[2] These include human-machine interfaces such as visualization casks, stereoscopic spectacles and screens, digital painting and sculpture, generators of three-dimensional sound, data gloves, data clothes, position sensors, tactile and power feed-back systems, etc.[3] As virtual art covers such a wide array of mediums it is a catch-all term for specific focuses within it. Much contemporary art has become, in Frank Popper's terms, virtualized.[4]

10.000 Moving Cities, Virtual Art, Marc Lee[1]

Definition Edit

Virtual art can be considered a post-convergent art form based on the bringing together of art and technology, thus containing all previous media as subsets.[5] Sharing this focus on art and technology are the books of Jack Burnham (Beyond Modern Sculpture 1968) and Gene Youngblood (Expanded Cinema 1970). Since virtual art can consist of virtual reality, augmented reality, or mixed reality, it can be seen in other aspects of production such as video games and movies.

In his book, From Technological to Virtual Art, Frank Popper traces the development of immersive, interactive new media art from its historical antecedents through today's digital art, computer art, cybernetic art, multimedia art, and net art. Popper shows that contemporary virtual art is a further refinement of the technological art of the late twentieth century and also a departure from it. What is new about this new media art, he argues, is its humanization of technology, its emphasis on interactivity, its philosophical investigation of the real and the virtual, and its multisensory nature.[6] He argues further that what distinguishes the artists who practice virtual art from traditional artists is their combined commitment to aesthetics and technology. Their "extra-artistic" goals – linked to their aesthetic intentions – concern not only science and society but also basic human needs and drives.[7]

To explain and illustrate the emergence of a techno-aesthetic, Popper stresses the panoramic and multi-generational reach of virtual art. As regards to virtual art, openness is stressed both from the point of view of the artists and their creativity and from that of the follow-up users in their reciprocating thoughts and actions. This commitment to the teeming openness found in virtual art can be traced to the theories of Umberto Eco and other aestheticians.

In virtual worlds and entertainment Edit

Virtual art can be seen in worlds like Second Life, and Inworldz virtual environments in which anything is possible to the user, who is represented by an avatar. In the virtual world, the avatar's abilities ranges from ordinary walking to flying. The environment and scenery of such environments is similar to the real world, except that it can be altered by the avatar. Worlds like Inworldz and Second Life feature an editor which allows the user to build his or her own experience just the way he or she wants it to be. The user is not bounded by physics or improbabilities that he or she faces in the real world.

Virtual art is made with many computer programs and has no boundaries, so it uses animations, movies, computer games and so on. As it becomes more and more popular and important, it results in people being able to live another virtual life. With the advancements in technology, virtual art has transformed and evolved quickly from simple 8-bit representations to 3D models containing millions of polygons.

In popular video games and movies Edit

Notable artists Edit

See also Edit

Notes Edit

  1. ^ "10.000 Moving Cities – Same but Different, VR (Virtual Reality), Interactive Net- and Telepresence-Based Installation, 2015-ongoing". Marc Lee. Retrieved 2018-12-26.
  2. ^ Frank Popper, From Technological to Virtual Art, Leonardo Books, MIT Press, 2007, Introduction
  3. ^ Mobile snaps reveal invisible art
  4. ^ Joseph Nechvatal, "Frank Popper and Virtualised Art", Tema Celeste Magazine: Winter 2004 issue #101, pp. 48–53
  5. ^ Real time art engines 3: Post-convergent creative practice in MUVEs. 3 December 2007. pp. 1–3. ISBN 9781921166877.
  6. ^ Margaret Boden, Mind As Machine, Oxford University Press, 2006, p. 1089
  7. ^ "Origins of Virtualism: An Interview with Frank Popper conducted by Joseph Nechvatal", CAA Art Journal, Spring 2004, pp. 62-77

Bibliography Edit

  • Grau Oliver, Digital Art through the Looking Glass: New strategies for archiving, collecting and preserving in Digital Humanities. Edition Donau-Universität, Krems an der Donau, 2019
  • Grau Oliver, Museum and Archive on the Move - Changing Cultural Institutions on the Digital Era. DE GRUYTER, Berlin, 2017
  • Jesús Muñoz Morcillo, Florian Faion, Antonio Zea, Uwe D. Hanebeck, Caroline Y. Robertson-von Trotha, "e-Installation – Synesthetic Documentation of Media Art via Telepresence Technologies." In: Maria Boştenaru Dan, Cerasella Crăciun (eds.): Space and Time Visualisation. Springer International Publishing 2016, pp. 173-191.
  • Frank Popper, From Technological to Virtual Art, Leonardo Books, MIT Press, 2007
  • Charlie Gere, Art, Time and Technology: Histories of the Disappearing Body (2005) Berg, p. 146
  • Christiane Paul, Digital Art, Thames & Hudson Ltd. p. 219
  • Joseph Nechvatal, "Frank Popper and Virtualised Art", Tema Celeste Magazine: Winter 2004 issue #101, pp. 48–53
  • Origins of Virtualism: An Interview with Frank Popper conducted by Joseph Nechvatal", CAA Art Journal, Spring 2004, pp. 62-77
  • Lieser, Wolf. Digital Art. Langenscheidt: h.f. ullmann. 2009 p. 283
  • Frank Popper, Art—Action and Participation, New York University Press, 1975
  • Sandrine Baranski, La musique en réseau, une musique de la complexité ?, Éditions universitaires européennes, mai 2010
  • Oliver Grau (2003). Virtual Art: From Illusion to Immersion (MIT Press/Leonardo Books). Cambridge, Massachusetts: The MIT Press. ISBN 0-262-07241-6.
  • Frank Popper, Art of the Electronic Age, Thames & Hudson, 1997

External links Edit

  • Virtual Art and Artists Bibliography

virtual, term, virtualization, made, with, technical, media, developed, 1980s, before, some, cases, these, include, human, machine, interfaces, such, visualization, casks, stereoscopic, spectacles, screens, digital, painting, sculpture, generators, three, dime. Virtual art is a term for the virtualization of art made with the technical media developed at the end of the 1980s or a bit before in some cases 2 These include human machine interfaces such as visualization casks stereoscopic spectacles and screens digital painting and sculpture generators of three dimensional sound data gloves data clothes position sensors tactile and power feed back systems etc 3 As virtual art covers such a wide array of mediums it is a catch all term for specific focuses within it Much contemporary art has become in Frank Popper s terms virtualized 4 10 000 Moving Cities Virtual Art Marc Lee 1 Contents 1 Definition 2 In virtual worlds and entertainment 3 In popular video games and movies 4 Notable artists 5 See also 6 Notes 7 Bibliography 8 External linksDefinition EditVirtual art can be considered a post convergent art form based on the bringing together of art and technology thus containing all previous media as subsets 5 Sharing this focus on art and technology are the books of Jack Burnham Beyond Modern Sculpture 1968 and Gene Youngblood Expanded Cinema 1970 Since virtual art can consist of virtual reality augmented reality or mixed reality it can be seen in other aspects of production such as video games and movies In his book From Technological to Virtual Art Frank Popper traces the development of immersive interactive new media art from its historical antecedents through today s digital art computer art cybernetic art multimedia art and net art Popper shows that contemporary virtual art is a further refinement of the technological art of the late twentieth century and also a departure from it What is new about this new media art he argues is its humanization of technology its emphasis on interactivity its philosophical investigation of the real and the virtual and its multisensory nature 6 He argues further that what distinguishes the artists who practice virtual art from traditional artists is their combined commitment to aesthetics and technology Their extra artistic goals linked to their aesthetic intentions concern not only science and society but also basic human needs and drives 7 To explain and illustrate the emergence of a techno aesthetic Popper stresses the panoramic and multi generational reach of virtual art As regards to virtual art openness is stressed both from the point of view of the artists and their creativity and from that of the follow up users in their reciprocating thoughts and actions This commitment to the teeming openness found in virtual art can be traced to the theories of Umberto Eco and other aestheticians In virtual worlds and entertainment EditVirtual art can be seen in worlds like Second Life and Inworldz virtual environments in which anything is possible to the user who is represented by an avatar In the virtual world the avatar s abilities ranges from ordinary walking to flying The environment and scenery of such environments is similar to the real world except that it can be altered by the avatar Worlds like Inworldz and Second Life feature an editor which allows the user to build his or her own experience just the way he or she wants it to be The user is not bounded by physics or improbabilities that he or she faces in the real world Virtual art is made with many computer programs and has no boundaries so it uses animations movies computer games and so on As it becomes more and more popular and important it results in people being able to live another virtual life With the advancements in technology virtual art has transformed and evolved quickly from simple 8 bit representations to 3D models containing millions of polygons In popular video games and movies EditFinal Fantasy The Sims Heavy Rain Metal Gear Solid The Matrix Terminator Avatar The Elder Scrolls Ready Player OneNotable artists EditRebecca Allen Mark Amerika Maurice Benayoun Shawn Brixey Miguel Chevalier Harold Cohen Susan Collins Brody Condon Edmond Couchot Char Davies Elizabeth Diller and Ricardo Scofidio Pascal Dombis Ken Feingold Ebon Fisher Scott Fisher Alexander R Galloway Ken Goldberg Valery Grancher Genco Gulan Lynn Hershman Hugo Heyrman Perry Hoberman Jenny Holzer G H Hovagimyan Jodi Eduardo Kac Scott Kildall John Klima Knowbotic Research Myron Krueger Brenda Laurel George Legrady Marc Lee Patrick Lichty Takahiko Iimura Margot Lovejoy Rafael Lozano Hemmer John Maeda Eric Millikin Michael Naimark Joseph Nechvatal Orlan Chiara Passa Mark Pauline Simon Penny Michael Rees Miroslaw Rogala David Rokeby Stefan Roloff Joachim Sauter Julia Scher Mark Sedgwick Paul Sermon Jeffrey Shaw Karl Sims Wolfgang Staehle Stelarc Stahl Stenslie Nathaniel Stern Nicole Stenger Igor Stromajer Mark Tribe Roman Verostko Tamas Waliczky Peter WeibelSee also EditVirtualization Visual artsNotes Edit 10 000 Moving Cities Same but Different VR Virtual Reality Interactive Net and Telepresence Based Installation 2015 ongoing Marc Lee Retrieved 2018 12 26 Frank Popper From Technological to Virtual Art Leonardo Books MIT Press 2007 Introduction Mobile snaps reveal invisible art Joseph Nechvatal Frank Popper and Virtualised Art Tema Celeste Magazine Winter 2004 issue 101 pp 48 53 Real time art engines 3 Post convergent creative practice in MUVEs 3 December 2007 pp 1 3 ISBN 9781921166877 Margaret Boden Mind As Machine Oxford University Press 2006 p 1089 Origins of Virtualism An Interview with Frank Popper conducted by Joseph Nechvatal CAA Art Journal Spring 2004 pp 62 77Bibliography EditGrau Oliver Digital Art through the Looking Glass New strategies for archiving collecting and preserving in Digital Humanities Edition Donau Universitat Krems an der Donau 2019 Grau Oliver Museum and Archive on the Move Changing Cultural Institutions on the Digital Era DE GRUYTER Berlin 2017 Jesus Munoz Morcillo Florian Faion Antonio Zea Uwe D Hanebeck Caroline Y Robertson von Trotha e Installation Synesthetic Documentation of Media Art via Telepresence Technologies In Maria Bostenaru Dan Cerasella Crăciun eds Space and Time Visualisation Springer International Publishing 2016 pp 173 191 Frank Popper From Technological to Virtual Art Leonardo Books MIT Press 2007 Charlie Gere Art Time and Technology Histories of the Disappearing Body 2005 Berg p 146 Christiane Paul Digital Art Thames amp Hudson Ltd p 219 Joseph Nechvatal Frank Popper and Virtualised Art Tema Celeste Magazine Winter 2004 issue 101 pp 48 53 Origins of Virtualism An Interview with Frank Popper conducted by Joseph Nechvatal CAA Art Journal Spring 2004 pp 62 77 Lieser Wolf Digital Art Langenscheidt h f ullmann 2009 p 283 Frank Popper Art Action and Participation New York University Press 1975 Sandrine Baranski La musique en reseau une musique de la complexite Editions universitaires europeennes mai 2010 Oliver Grau 2003 Virtual Art From Illusion to Immersion MIT Press Leonardo Books Cambridge Massachusetts The MIT Press ISBN 0 262 07241 6 Frank Popper Art of the Electronic Age Thames amp Hudson 1997External links EditVirtual Art and Artists Bibliography Retrieved from https en wikipedia org w index php title Virtual art amp oldid 1156565847, wikipedia, wiki, book, books, library,

article

, read, download, free, free download, mp3, video, mp4, 3gp, jpg, jpeg, gif, png, picture, music, song, movie, book, game, games.