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Electronic art

From Wikipedia, the free encyclopedia
Art that uses or refers to electronic media
"Electronic arts" redirects here. For the video game company, seeElectronic Arts.
StelarcParasite: Event for Invaded and Involuntary Body, at the 1997Ars Electronica Festival

Electronic art is a form ofart that makes use ofelectronic media. More broadly, it refers totechnology and/orelectronic media. It is related toinformation art,new media art,video art,digital art,interactive art,internet art, andelectronic music. It is considered an outgrowth ofconceptual art andsystems art.

Background

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The termelectronic art is almost synonymous tocomputer art and digital art.[1] The latter two terms, and especially the termcomputer-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 inmusic,dance,architecture andperformance.[2] It is aninterdisciplinary field in which artists, scientists and engineers often collaborate when creating their works. Theart historian of electronic artEdward A. Shanken works to document current and past experimental art with a focus on the intersection of art, science, and technology. Other writers on the topic of electronic art includeFrank Popper,Dominique Moulon,Sarah Cook, andChristiane Paul.

Electronic art often features components ofinteractivity.[3] Artists make use of technologies like theInternet,computer networks,robotics,wearable technology,digital painting,wireless technology andimmersive virtual reality. As the technologies used to deliver works of electronic art becomeobsolete, electronic art faces serious issues around the challenge topreserve artwork beyond the time of its contemporary production. Currently, research projects are underway to improve the preservation and documentation of the fragile electronic arts heritage (seeDOCAM – Documentation and Conservation of the Media Arts Heritage). Digital graphics software such asPhotoshop allows for the digital manipulation of analog photographs, the creation of wholly electronic images, and application ofAI-enhanced generative fills.[4]

Wearable Tech

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With the advancements in lightweight microchips, wireless capabilities, sensors and motion tracking technology,[5] new mediums in digital art and performance have become possible. Technology has the capability to augment and manipulate reality as well as audience or viewer perception. Motion tracking suits are used in creating 3D renders of animated characters for film and video games.[6] The animation or CGI produced can be edited and adjusted before viewing, but research into real time rendering for live performance art is being streamlined through the use of artificial intelligence, automation, and programing.[6] Live renders are similarly used in the metaverse to create more realistic avatar movement and expression.[7] Further implications of wearable technology include audio and music production. Laurie Anderson is a performance artist who used a suit equipped with amplified tactile sensors. She used her movements to create music, as various body parts were assigned different percussive or instrumental sounds and tones when hit or moved.[5] Similar to this musical tech is the SOMI-1 device as used in the dance performance entitled “My body is an instrument” by: Mike Tyus and Luca Renzi.[8] This piece of technology was designed by the company Instrument of Things; the SOMI-1 is a small proprioceptive disk that tracks movement and translates it into sound.[9]

Art festivals that use the term "electronic art" in their name

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Artists

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Notable artists working in electronic art include:

See also

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References

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  1. ^Paul, Christiane 2006.Digital Art, p. 10. Thames & Hudson.
  2. ^Paul, Christiane (2006.Digital Art, p. 132 Thames & Hudson.
  3. ^Paul, Christiane (2006).Digital Art, pp. 8, 11. Thames & Hudson.
  4. ^Chen, Brian."How to Use A.I. to Edit and Generate Stunning Photos".The New York Times. RetrievedApril 5, 2024.
  5. ^abBirringer, J. & Danjoux, M. (2009). Wearable performance, Digital Creativity, 20:1-2, 95-113, DOI: 10.1080/14626260902868095
  6. ^abCallesen, J. & Nilsen, K. (2004). From lab to stage: practice-based research in performance, Digital Creativity, 15:1, 32-38, DOI: 10.1076/digc.15.1.32.28157
  7. ^Jang D., Yang D., Jang D., Choi B,. Jin T., Lee S. (2023). MOVIN: Real‐time Motion Capture using a Single LiDAR. Computer Graphics Forum. 2023;42(7):1-12. doi:10.1111/cgf.14961
  8. ^Brown, I. (2023, October 10). “My body is an instrument” Somi-1 performance by Mike Tyus and Luca Renzi. YouTube.https://www.youtube.com/watch?v=7MSQLX71mcY
  9. ^Instruments of Things. (2024). SOMI-1: About.https://instrumentsofthings.com/

Bibliography

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External links

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