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New media art

From Wikipedia, in a visual modern way
Newskool ASCII Screenshot with the words “Closed Society II”
Newskool ASCII Screenshot with the words “Closed Society II”
Eduardo Kac's installation "Genesis" Ars Electronica 1999
Eduardo Kac's installation "Genesis" Ars Electronica 1999
10.000 moving cities, Marc Lee, 2013, National Museum of Modern and Contemporary Art Seoul, Korea
10.000 moving cities, Marc Lee, 2013, National Museum of Modern and Contemporary Art Seoul, Korea

New media art includes artworks designed and produced by means of electronic media technologies, comprising virtual art, computer graphics, computer animation, digital art, interactive art, sound art, Internet art, video games, robotics, 3D printing, and cyborg art. The term defines itself by the thereby created artwork, which differentiates itself from that deriving from conventional visual arts (i.e. architecture, painting, sculpture, etc.). New Media art has origins in the worlds of science, art, and performance. Some common themes found in new media art include databases, political and social activism, Afrofuturism, feminism, and identity, a ubiquitous theme found throughout is the incorporation of new technology into the work. The emphasis on medium is a defining feature of much contemporary art and 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.[1] New media art may involve degrees of interaction between artwork and observer or between the artist and the public, as is the case in performance art. Yet, as several theorists and curators have noted, such forms of interaction, social exchange, participation, and transformation do not distinguish new media art but rather serve as a common ground that has parallels in other strands of contemporary art practice.[2] Such insights emphasize the forms of cultural practice that arise concurrently with emerging technological platforms, and question the focus on technological media per se. New Media art involves complex curation and preservation practices that make collecting, installing, and exhibiting the works harder than most other mediums.[3] Many cultural centers and museums have been established to cater to the advanced needs of new media art.

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New media

New media

New media is described as communication technologies that enable or enhance interaction between users as well as interaction between users and content. In the middle of the 1990s, the phrase "new media" became widely used as part of a sales pitch for the influx of interactive CD-ROMs for entertainment and education. The new media technologies, sometimes known as Web 2.0, include a wide range of web-related communication tools such as blogs, wikis, online social networking, virtual worlds, and other social media platforms.

Computer graphics

Computer graphics

Computer graphics deals with generating images and art with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of computer science research.

Computer animation

Computer animation

Computer animation is the process used for digitally generating animations. The more general term computer-generated imagery (CGI) encompasses both static scenes and dynamic images, while computer animation only refers to moving images. Modern computer animation usually uses 3D computer graphics to generate a three-dimensional picture. The target of the animation is sometimes the computer itself, while other times it is film.

Digital art

Digital art

Digital art refers to any artistic work or practice that uses digital technology as part of the creative or presentation process. It can also refer to computational art that uses and engages with digital media.

Interactive art

Interactive art

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 the observer walk through, over or around them; others ask the artist or the spectators to become part of the artwork in some way.

Internet art

Internet art

Internet art is a form of new media art distributed via the Internet. This form of art circumvents the traditional dominance of the physical gallery and museum system. In many cases, the viewer is drawn into some kind of interaction with the work of art. Artists working in this manner are sometimes referred to as net artists.

Robotics

Robotics

Robotics is an interdisciplinary branch of computer science and engineering. Robotics involves the design, construction, operation, and use of robots. The goal of robotics is to design machines that can help and assist humans. Robotics integrates fields of mechanical engineering, electrical engineering, information engineering, mechatronics engineering, electronics, biomedical engineering, computer engineering, control systems engineering, software engineering, mathematics, etc.

3D printing

3D printing

3D printing or additive manufacturing is the construction of a three-dimensional object from a CAD model or a digital 3D model. It can be done in a variety of processes in which material is deposited, joined or solidified under computer control, with material being added together, typically layer by layer.

Cyborg art

Cyborg art

Cyborg art, also known as cyborgism, is an art movement that began in the mid-2000s in Britain. It is based on the creation and addition of new senses to the body via cybernetic implants and the creation of art works through new senses. Cyborg artworks are created by cyborg artists; artists whose senses have been voluntarily enhanced through cybernetic implants. Among the early artists shaping the cyborg art movement are Neil Harbisson, whose antenna implant allows him to perceive ultraviolet and infrared colours, and Moon Ribas whose implants in her feet allow her to feel earthquakes and moonquakes. Other cyborg artists include:Manel De Aguas, a Catalan photographer who developed fins that allow him to perceive atmospheric pressure, humidity and temperature through a couple of implants at each side of his head. Joe Dekni, an artist who has developed and installed a radar system in his head. The sensory system includes two implants in his cheekbones. Pau Prats, creator of a system that allows him to feel the ultraviolet ray levels that reach his skin. Alex Garcia, whose sensor installed in his chest allows him to feel the air quality levels around him. Kai Landre, a musician developing two implants to hear the sound of the particles affected by the collusion of cosmic rays. Hannah Meltzer, a visual and performance artist who has magnets implanted in her fingers and ears which allow her to feel magnetic fields. Dodo K. Doudová, Czech autism rights advocate who has a sensor that allows them to feel ionizing radiation on their own skin as vibrations and a subdermal chip implant.

Painting

Painting

Painting is the practice of applying paint, pigment, color or other medium to a solid surface. The medium is commonly applied to the base with a brush, but other implements, such as knives, sponges, and airbrushes, can be used.

Contemporary art

Contemporary art

Contemporary art is the art of today, produced in the second half of the 20th century or in the 21st century. Contemporary artists work in a globally influenced, culturally diverse, and technologically advancing world. Their art is a dynamic combination of materials, methods, concepts, and subjects that continue the challenging of boundaries that was already well underway in the 20th century. Diverse and eclectic, contemporary art as a whole is distinguished by the very lack of a uniform, organising principle, ideology, or "-ism". Contemporary art is part of a cultural dialogue that concerns larger contextual frameworks such as personal and cultural identity, family, community, and nationality.

Performance art

Performance art

Performance art is an artwork or art exhibition created through actions executed by the artist or other participants. It may be witnessed live or through documentation, spontaneously developed or written, and is traditionally presented to a public in a fine art context in an interdisciplinary mode. Also known as artistic action, it has been developed through the years as a genre of its own in which art is presented live. It had an important and fundamental role in 20th century avant-garde art.

History

The origins of new media art can be traced to the moving image inventions of the 19th century such as the phenakistiscope (1833), the praxinoscope (1877) and Eadweard Muybridge's zoopraxiscope (1879). From the 1900s through the 1960s, various forms of kinetic and light art, from Thomas Wilfred's 'Lumia' (1919) and 'Clavilux' light organs[4] to Jean Tinguely's self-destructing sculpture Homage to New York (1960) can be seen as progenitors of new media art.[5]

Steve Dixon in his book Digital Performance: New Technologies in Theatre, Dance and Performance Art argues that the early twentieth century avant-garde art movement Futurism was the birthplace of the merging of technology and performance art. Some early examples of performance artists who experimented with then state-of-the-art lighting, film, and projection include dancers Loïe Fuller and Valentine de Saint-Point. Cartoonist Winsor McCay performed in sync with an animated Gertie the Dinosaur on tour in 1914. By the 1920s many Cabaret acts began incorporating film projection into performances.[6]

Robert Rauschenberg's piece Broadcast (1959), composed of three interactive re-tunable radios and a painting, is considered one of the first examples of interactive art. German artist Wolf Vostell experimented with television sets in his (1958) installation TV De-collages. Vostell's work influenced Nam June Paik, who created sculptural installations featuring hundreds of television sets that displayed distorted and abstract footage.[6]

Beginning in Chicago during the 1970s, there was a surge of artists experimenting with video art and combining recent computer technology with their traditional mediums, including sculpture, photography, and graphic design. Many of the artists involved were grad students at The School of the Art Institute of Chicago, including Kate Horsfield and Lyn Blumenthal, who co-founded the Video Data Bank in 1976.[7] Another artists involved was Donna Cox, she collaborated with mathematician George Francis and computer scientist Ray Idaszak on the project Venus in Time which depicted mathematical data as 3D digital sculptures named for their similarities to paleolithic Venus statues.[8] In 1982 artist Ellen Sandor and her team called (art)n Laboratory created the medium called PHSCologram, which stands for photography, holography, sculpture, and computer graphics. Her visualization of the AIDS virus was depicted on the cover of IEEE Computer Graphics and Applications in November 1988.[7] At the University of Illinois in 1989, members of the Electronic Visualization Laboratory Carolina Cruz-Neira, Thomas DeFanti, and Daniel J. Sandin collaborated to create what is known as CAVE or Cave Automatic Virtual Environment an early virtual reality immersion using rear projection.[9]

In 1983, Roy Ascott introduced the concept of "distributed authorship" in his worldwide telematic project La Plissure du Texte[10] for Frank Popper's "Electra" at the Musée d'Art Moderne de la Ville de Paris. The development of computer graphics at the end of the 1980s and real time technologies in the 1990s combined with the spreading of the Web and the Internet favored the emergence of new and various forms of interactive art by Ken Feingold, Lynn Hershman Leeson, David Rokeby, Ken Rinaldo, Perry Hoberman, Tamas Waliczky; telematic art by Roy Ascott, Paul Sermon, Michael Bielický; Internet art by Vuk Ćosić, Jodi; virtual and immersive art by Jeffrey Shaw, Maurice Benayoun, Monika Fleischmann, and large scale urban installation by Rafael Lozano-Hemmer. In Geneva, the Centre pour l'Image Contemporaine or CIC coproduced with Centre Georges Pompidou from Paris and the Museum Ludwig in Cologne the first internet video archive of new media art.[11]

Maurizio Bolognini, Sealed Computers (Nice, France, 1992–1998). This installation uses computer codes to create endless flows of random images that nobody would see. (Images are continuously generated but they are prevented from becoming a physical artwork).[12]
Maurizio Bolognini, Sealed Computers (Nice, France, 1992–1998). This installation uses computer codes to create endless flows of random images that nobody would see. (Images are continuously generated but they are prevented from becoming a physical artwork).[12]
World Skin (1997), Maurice Benayoun's Virtual Reality Interactive Installation (Photo Safari in the Land of War)
World Skin (1997), Maurice Benayoun's Virtual Reality Interactive Installation (Photo Safari in the Land of War)

Simultaneously advances in biotechnology have also allowed artists like Eduardo Kac to begin exploring DNA and genetics as a new art medium.[13]

Influences on new media art have been the theories developed around interaction, hypertext, databases, and networks. Important thinkers in this regard have been Vannevar Bush and Theodor Nelson, whereas comparable ideas can be found in the literary works of Jorge Luis Borges, Italo Calvino, and Julio Cortázar.

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Phenakistiscope

Phenakistiscope

The phenakistiscope was the first widespread animation device that created a fluent illusion of motion. Dubbed Fantascope and Stroboscopische Scheiben by its inventors, it has been known under many other names until the French product name Phénakisticope became common. The phenakistiscope is regarded as one of the first forms of moving media entertainment that paved the way for the future motion picture and film industry. Like a GIF animation, it can only show a short continuous loop.

Praxinoscope

Praxinoscope

The praxinoscope was an animation device, the successor to the zoetrope. It was invented in France in 1877 by Charles-Émile Reynaud. Like the zoetrope, it used a strip of pictures placed around the inner surface of a spinning cylinder. The praxinoscope improved on the zoetrope by replacing its narrow viewing slits with an inner circle of mirrors, placed so that the reflections of the pictures appeared more or less stationary in position as the wheel turned. Someone looking in the mirrors would therefore see a rapid succession of images producing the illusion of motion, with a brighter and less distorted picture than the zoetrope offered.

Eadweard Muybridge

Eadweard Muybridge

Eadweard Muybridge was an English photographer known for his pioneering work in photographic studies of motion, and early work in motion-picture projection. He adopted the first name "Eadweard" as the original Anglo-Saxon form of "Edward", and the surname "Muybridge", believing it to be similarly archaic.

Jean Tinguely

Jean Tinguely

Jean Tinguely was a Swiss sculptor best known for his kinetic art sculptural machines that extended the Dada tradition into the later part of the 20th century. Tinguely's art satirized automation and the technological overproduction of material goods.

Homage to New York

Homage to New York

Homage to New York was a 1960 kinetic artwork and performance by Jean Tinguely.

Avant-garde

Avant-garde

In the arts and in literature, the term avant-garde identifies a genre of art, an experimental work of art, and the experimental artist who created the work of art, which usually is aesthetically innovative, whilst initially being ideologically unacceptable to the artistic establishment of the time. The military metaphor of an advance guard identifies the artists and writers whose innovations in style, form, and subject-matter challenge the artistic and aesthetic validity of the established forms of art and the literary traditions of their time; thus how the artists who created the anti-novel and Surrealism were ahead of their times.

Futurism

Futurism

Futurism was an artistic and social movement that originated in Italy, and to a lesser extent in other countries, in the early 20th century. It emphasized dynamism, speed, technology, youth, violence, and objects such as the car, the airplane, and the industrial city. Its key figures included the Italians Filippo Tommaso Marinetti, Umberto Boccioni, Carlo Carrà, Fortunato Depero, Gino Severini, Giacomo Balla, and Luigi Russolo. Italian Futurism glorified modernity and according to its doctrine, aimed to liberate Italy from the weight of its past. Important Futurist works included Marinetti's 1909 Manifesto of Futurism, Boccioni's 1913 sculpture Unique Forms of Continuity in Space, Balla's 1913–1914 painting Abstract Speed + Sound, and Russolo's The Art of Noises (1913).

Loie Fuller

Loie Fuller

Loie Fuller, also known as Louie Fuller and Loïe Fuller, was an American actress and dancer who was a pioneer of both modern dance and theatrical lighting techniques.

Gertie the Dinosaur

Gertie the Dinosaur

Gertie the Dinosaur is a 1914 animated short film by American cartoonist and animator Winsor McCay. It is the earliest animated film to feature a dinosaur. McCay first used the film before live audiences as an interactive part of his vaudeville act; the frisky, childlike Gertie did tricks at the command of her master. McCay's employer William Randolph Hearst curtailed McCay's vaudeville activities, so McCay added a live-action introductory sequence to the film for its theatrical release renamed Winsor McCay, the Famous Cartoonist, and Gertie. McCay abandoned a sequel, Gertie on Tour, after producing about a minute of footage.

Nam June Paik

Nam June Paik

Nam June Paik was a Korean American artist. He worked with a variety of media and is considered to be the founder of video art. He is credited with the first use (1974) of the term "electronic super highway" to describe the future of telecommunications.

Kate Horsfield

Kate Horsfield

Kate Horsfield, is an American artist who focused her work on video art and video documentation. She is also an author and teacher. She is best known for co-founding the Video Data Bank in 1976, an international video art distribution organization with Lyn Blumenthal.

Lyn Blumenthal

Lyn Blumenthal

Lyn Blumenthal (1949-1988) was an American video artist and writer. She and Kate Horsfield founded the Video Data Bank in 1976.

Themes

In the book New Media Art, Mark Tribe and Reena Jana named several themes that contemporary new media art addresses, including computer art, collaboration, identity, appropriation, open sourcing, telepresence, surveillance, corporate parody, as well as intervention and hacktivism.[14] In the book Postdigitale,[15] Maurizio Bolognini suggested that new media artists have one common denominator, which is a self-referential relationship with the new technologies, the result of finding oneself inside an epoch-making transformation determined by technological development.

New media art does not appear as a set of homogeneous practices, but as a complex field converging around three main elements: 1) the art system, 2) scientific and industrial research, and 3) political-cultural media activism.[16] There are significant differences between scientist-artists, activist-artists and technological artists closer to the art system, who not only have different training and technocultures, but have different artistic production.[17] This should be taken into account in examining the several themes addressed by new media art.

Non-linearity can be seen as an important topic to new media art by artists developing interactive, generative, collaborative, immersive artworks like Jeffrey Shaw or Maurice Benayoun who explored the term as an approach to looking at varying forms of digital projects where the content relays on the user's experience. This is a key concept since people acquired the notion that they were conditioned to view everything in a linear and clear-cut fashion. Now, art is stepping out of that form and allowing for people to build their own experiences with the piece. Non-linearity describes a project that escape from the conventional linear narrative coming from novels, theater plays and movies. Non-linear art usually requires audience participation or at least, the fact that the "visitor" is taken into consideration by the representation, altering the displayed content. The participatory aspect of new media art, which for some artists has become integral, emerged from Allan Kaprow's Happenings and became with Internet, a significant component of contemporary art.

The inter-connectivity and interactivity of the internet, as well as the fight between corporate interests, governmental interests, and public interests that gave birth to the web today, inspire a lot of current new media art.

Databases

One of the key themes in new media art is to create visual views of databases. Pioneers in this area include Lisa Strausfeld, Martin Wattenberg[18] and Alberto Frigo.[19] From 2004-2014 George Legrady's piece "Making Visible the Invisible" displayed the normally unseen library metadata of items recently checked out at the Seattle Public Library on six LCD monitors behind the circulation desk.[20] Database aesthetics holds at least two attractions to new media artists: formally, as a new variation on non-linear narratives; and politically as a means to subvert what is fast becoming a form of control and authority.

Political and social activism

Many new media art projects also work with themes like politics and social consciousness, allowing for social activism through the interactive nature of the media. New media art includes "explorations of code and user interface; interrogations of archives, databases, and networks; production via automated scraping, filtering, cloning, and recombinatory techniques; applications of user-generated content (UGC) layers; crowdsourcing ideas on social- media platforms; narrowcasting digital selves on "free" websites that claim copyright; and provocative performances that implicate audiences as participants".[21]

Afrofuturism

Afrofuturism is an interdisciplinary genre that explores the African diaspora experience, predominantly in the United States, by deconstructing the past and imagining the future through the themes of technology, science fiction, and fantasy. Musician Sun Ra, believed to be one of the founders of Afrofuturism, thought a blend of technology and music could help humanity overcome the ills of society.[22] His band, The Sun Ra Arkestra, combined traditional Jazz with sound and performance art and were among the first musicians to perform with a synthesizer.[23] The twenty-first century has seen a resurgence of Afrofuturism aesthetics and themes with artists and cooperation's like Jessi Jumanji and Black Quantum Futurism and art educational centers like Black Space in Durham, North Carolina.[24]

Feminism and the female experience

Japanese artist Mariko Mori's multimedia installation piece Wave UFO (1999-2003) sought to examine the science and perceptions behind the study of consciousness and neuroscience. Exploring the ways that these fields undertake research in a materially reductionist manner. Mori's work emphasized the need for these fields to become more holistic and incorporate incites and understanding of the world from philosophy and the humanities.[25] Swiss artist Pipilotti Rist's (2008) immersive video installation Pour Your Body Out explores the dichotomy of beauty and the grotesque in the natural world and their relation to the female experience. The large-scale 360-degree installation featured breast-shaped projectors and circular pink pillows that invited viewers to relax and immerse themselves in the vibrant colors, psychedelic music, and partake in meditation and yoga.[25] American filmmaker and artist Lynn Hersman Leeson explores in her films the themes of identity, technology and the erasure of women's roles and contributions to technology. Her (1999) film Conceiving Ada depicts a computer scientist and new media artist named Emmy as she attempts and succeeds at creating a way to communicate through cyberspace with Ada Lovelace, an Englishwoman who created the first computer program in the 1840s via a form of artificial intelligence.[26]

Identity

With its roots in outsider art, New Media has been an ideal medium for an artist to explore the topics of identity and representation. In Canada, Indigenous multidisciplinary artists like Cheryl L'Hirondelle and Kent Monkman have incorporated themes about gender, identity, activism, and colonization in their work.[27] Monkman, a Cree artist, performs and appears as their alter ego Miss Chief Eagle Testickle, in film, photography, painting, installation, and performance art. Monkman describes Miss Chief as a representation of a two-spirit or non-binary persona that does not fall under the traditional description of drag.[28]

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Mark Tribe

Mark Tribe

Mark Tribe is an American artist. He is the founder of Rhizome, a not-for-profit arts organization based in New York City.

Computer art

Computer art

Computer art is any art in which computers play a role in production or display of the artwork. Such art can be an image, sound, animation, video, CD-ROM, DVD-ROM, video game, website, algorithm, performance or gallery installation. Many traditional disciplines are now integrating digital technologies and, as a result, the lines between traditional works of art and new media works created using computers has been blurred. For instance, an artist may combine traditional painting with algorithm art and other digital techniques. As a result, defining computer art by its end product can thus be difficult. Computer art is bound to change over time since changes in technology and software directly affect what is possible.

Collaboration

Collaboration

Collaboration is the process of two or more people, entities or organizations working together to complete a task or achieve a goal. Collaboration is similar to cooperation. Most collaboration requires leadership, although the form of leadership can be social within a decentralized and egalitarian group. Teams that work collaboratively often access greater resources, recognition and rewards when facing competition for finite resources.

Appropriation (art)

Appropriation (art)

Appropriation in art is the use of pre-existing objects or images with little or no transformation applied to them. The use of appropriation has played a significant role in the history of the arts. In the visual arts, to appropriate means to properly adopt, borrow, recycle or sample aspects of human-made visual culture. Notable in this respect are the Readymades of Marcel Duchamp.

Hacktivism

Hacktivism

In Internet activism, hacktivism, or hactivism, is the use of computer-based techniques such as hacking as a form of civil disobedience to promote a political agenda or social change. With roots in hacker culture and hacker ethics, its ends are often related to free speech, human rights, or freedom of information movements.

Jeffrey Shaw

Jeffrey Shaw

Jeffrey Shaw is a visual artist known for being a leading figure in new media art. In a prolific career of widely exhibited and critically acclaimed work, he has pioneered the creative use of digital media technologies in the fields of expanded cinema, interactive art, virtual, augmented and mixed reality, immersive visualization environments, navigable cinematic systems and interactive narrative. Shaw was co-designer of Algie the inflatable pig, which was photographed above Battersea Power Station for the 1977 Pink Floyd album, Animals.

Allan Kaprow

Allan Kaprow

Allan Kaprow was an American painter, assemblagist and a pioneer in establishing the concepts of performance art. He helped to develop the "Environment" and "Happening" in the late 1950s and 1960s, as well as their theory. His Happenings — some 200 of them — evolved over the years. Eventually Kaprow shifted his practice into what he called "Activities", intimately scaled pieces for one or several players, devoted to the study of normal human activity in a way congruent to ordinary life. Fluxus, performance art, and installation art were, in turn, influenced by his work.

Internet

Internet

The Internet is a global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP) to communicate between networks and devices. It is a network of networks that consists of private, public, academic, business, and government networks of local to global scope, linked by a broad array of electronic, wireless, and optical networking technologies. The Internet carries a vast range of information resources and services, such as the interlinked hypertext documents and applications of the World Wide Web (WWW), electronic mail, telephony, and file sharing.

Lisa Strausfeld

Lisa Strausfeld

Lisa Strausfeld is an American design professional and information architect.

George Legrady

George Legrady

George Legrady is a multidisciplinary digital media artist and university professor in photography and computational media arts.

Afrofuturism

Afrofuturism

Afrofuturism is a cultural aesthetic, philosophy of science, and history that explores the intersection of the African diaspora culture with science and technology. It addresses themes and concerns of the African diaspora through technoculture and speculative fiction, encompassing a range of media and artists with a shared interest in envisioning black futures that stem from Afro-diasporic experiences. While Afrofuturism is most commonly associated with science fiction, it can also encompass other speculative genres such as fantasy, alternate history, and magic realism. The term was coined by Mark Dery, an American Cultural critic in 1993 and explored in the late 1990s through conversations led by Alondra Nelson.

African diaspora

African diaspora

The African diaspora is the worldwide collection of communities descended from native Africans or people from Africa, predominantly in the Americas. The term most commonly refers to the descendants of the West and Central Africans who were enslaved and shipped to the Americas via the Atlantic slave trade between the 16th and 19th centuries, with their largest populations in Brazil, the United States, and Haiti. However, the term can also be used to refer to the descendants of North Africans who immigrated to other parts of the world. Some scholars identify "four circulatory phases" of this migration out of Africa. The phrase African diaspora gradually entered common usage at the turn of the 21st century. The term diaspora originates from the Greek διασπορά which gained popularity in English in reference to the Jewish diaspora before being more broadly applied to other populations.

Future of new media art

The emergence of 3D printing has introduced a new bridge to new media art, joining the virtual and the physical worlds. The rise of this technology has allowed artists to blend the computational base of new media art with the traditional physical form of sculpture. A pioneer in this field was artist Jonty Hurwitz who created the first known anamorphosis sculpture using this technique.

Longevity

As the technologies used to deliver works of new media art such as film, tapes, web browsers, software and operating systems become obsolete, New Media art faces serious issues around the challenge to preserve artwork beyond the time of its contemporary production. Currently, research projects into New media art preservation are underway to improve the preservation and documentation of the fragile media arts heritage (see DOCAM - Documentation and Conservation of the Media Arts Heritage).

Methods of preservation exist, including the translation of a work from an obsolete medium into a related new medium,[29] the digital archiving of media (see the Rhizome ArtBase, which holds over 2000 works, and the Internet Archive), and the use of emulators to preserve work dependent on obsolete software or operating system environments.[30][31]

Around the mid-90s, the issue of storing works in digital form became a concern. Digital art such as moving images, multimedia, interactive programs, and computer-generated art has different properties than physical artwork such as oil paintings and sculptures. Unlike analog technologies, a digital file can be recopied onto a new medium without any deterioration of content. One of the problems with preserving digital art is that the formats continuously change over time. Former examples of transitions include that from 8-inch floppy disks to 5.25-inch floppies, 3-inch diskettes to CD-ROMs, and DVDs to flash drives. On the horizon is the obsolescence of flash drives and portable hard drives, as data is increasingly held in online cloud storage.[32]

Museums and galleries thrive off of being able to accommodate the presentation and preservation of physical artwork. New media art challenges the original methods of the art world when it comes to documentation, its approach to collection and preservation. Technology continues to advance, and the nature and structure of art organizations and institutions will remain in jeopardy. The traditional roles of curators and artist are continually changing, and a shift to new collaborative models of production and presentation is needed.[33]

Preservation

see also Conservation and restoration of new media art

New media art encompasses various mediums all which require their own preservation approaches.[3] Due to the vast technical aspects involved no established digital preservation guidelines fully encompass the spectrum of new media art.[34] New media art falls under the category of "complex digital object" in the Digital Curation Centre's digital curation lifecycle model which involves specialized or totally unique preservation techniques.  Complex digital objects preservation has an emphasis on the inherent connection of the components of the piece.[35]

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Photographic film

Photographic film

Photographic film is a strip or sheet of transparent film base coated on one side with a gelatin emulsion containing microscopically small light-sensitive silver halide crystals. The sizes and other characteristics of the crystals determine the sensitivity, contrast, and resolution of the film.

Cassette tape

Cassette tape

The Compact Cassette, also commonly called a cassette tape, audio cassette, or simply tape or cassette, is an analog magnetic tape recording format for audio recording and playback. Invented by Lou Ottens and his team at the Dutch company Philips in 1963, Compact Cassettes come in two forms, either already containing content as a prerecorded cassette (Musicassette), or as a fully recordable "blank" cassette. Both forms have two sides and are reversible by the user. Although other tape cassette formats have also existed—for example the Microcassette—the generic term cassette tape is normally always used to refer to the Compact Cassette because of its ubiquity.

Web browser

Web browser

A web browser is an application for accessing websites. When a user requests a web page from a particular website, the browser retrieves its files from a web server and then displays the page on the user's screen. Browsers are used on a range of devices, including desktops, laptops, tablets, and smartphones. In 2020, an estimated 4.9 billion people have used a browser. The most used browser is Google Chrome, with a 65% global market share on all devices, followed by Safari with 18%.

Software

Software

Software is a set of computer programs and associated documentation and data. This is in contrast to hardware, from which the system is built and which actually performs the work.

Operating system

Operating system

An operating system (OS) is system software that manages computer hardware, software resources, and provides common services for computer programs.

Rhizome (organization)

Rhizome (organization)

Rhizome is an American not-for-profit arts organization that supports and provides a platform for new media art.

Internet Archive

Internet Archive

The Internet Archive is an American digital library with the stated mission of "universal access to all knowledge." It provides free public access to collections of digitized materials, including websites, software applications/games, music, movies/videos, moving images, and millions of books. In addition to its archiving function, the Archive is an activist organization, advocating a free and open Internet. As of January 1, 2023, the Internet Archive holds over 36 million books and texts, 11.6 million movies, videos and TV shows and clips, 950 thousand software programs, 15 million audio files, 4.5 million images, 251 thousand concerts, and 780 billion web pages in the Wayback Machine.

Cloud storage

Cloud storage

Cloud storage is a model of computer data storage in which the digital data is stored in logical pools, said to be on "the cloud". The physical storage spans multiple servers, and the physical environment is typically owned and managed by a hosting company. These cloud storage providers are responsible for keeping the data available and accessible, and the physical environment secured, protected, and running. People and organizations buy or lease storage capacity from the providers to store user, organization, or application data.

Conservation and restoration of new media art

Conservation and restoration of new media art

The conservation and restoration of new media art is the study and practice of techniques for sustaining new media art created using from materials such as digital, biological, performative, and other variable media.

Digital Curation Centre

Digital Curation Centre

The Digital Curation Centre (DCC) was established to help solve the extensive challenges of digital preservation and digital curation and to lead research, development, advice, and support services for higher education institutions in the United Kingdom.

Education

In New Media programs, students are able to get acquainted with the newest forms of creation and communication. New Media students learn to identify what is or isn't "new" about certain technologies.[36] Science and the market will always present new tools and platforms for artists and designers. Students learn how to sort through new emerging technological platforms and place them in a larger context of sensation, communication, production, and consumption.

When obtaining a bachelor's degree in New Media, students will primarily work through practice of building experiences that utilize new and old technologies and narrative. Through the construction of projects in various media, they acquire technical skills, practice vocabularies of critique and analysis, and gain familiarity with historical and contemporary precedents.[36]

In the United States, many Bachelor's and Master's level programs exist with concentrations on Media Art, New Media, Media Design, Digital Media and Interactive Arts.[37]

Leading art theorists and historians

Leading art theorists and historians in this field include Roy Ascott, Lev Manovich, Maurice Benayoun, Christine Buci-Glucksmann, Jack Burnham, Mario Costa, Edmond Couchot, Fred Forest, Oliver Grau, Margot Lovejoy, Robert C. Morgan, Dominique Moulon, Christiane Paul, Catherine Perret, Frank Popper, and Edward A. Shanken.

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Lev Manovich

Lev Manovich

Lev Manovich is an author of books on digital culture and new media, and professor of Computer Science at the Graduate Center, City University of New York. Manovich's current research and teaching focuses on digital humanities, social computing, new media art and theory, and software studies.

Christine Buci-Glucksmann

Christine Buci-Glucksmann

Christine Buci-Glucksmann is a French philosopher and Professor Emeritus from University of Paris VIII specializing in the aesthetics of the Baroque and Japan, and computer art. Her best-known work in English is Baroque Reason: The Aesthetics of Modernity.

Jack Burnham

Jack Burnham

Jack Wesley Burnham Jr. was an American writer and theorist of art and technology, who taught art history at Northwestern University and the University of Maryland. He is one of the main forces behind the emergence of systems art in the 1960s.

Mario Costa (philosopher)

Mario Costa (philosopher)

Mario Costa is an Italian philosopher. He is known for his studies of the consequences of new technology in art and aesthetics, which introduced a new theoretical perspective through concepts such as the "communication aesthetics", the "technological sublime", the "communication block", and the "aesthetics of flux".

Edmond Couchot

Edmond Couchot

Edmond Couchot was a French digital artist and art theoretician who taught at the University Paris VIII.

Fred Forest

Fred Forest

Fred Forest is a French new media artist making use of video, photography, the printed press, mail, radio, television, telephone, telematics, and the internet in a wide range of installations, performances, and public interventions that explore both the ramifications and potential of media space. He was a cofounder of both the Sociological Art Collective (1974) and the Aesthetics of Communication movement (1983).

Margot Lovejoy

Margot Lovejoy

Margot Lovejoy was a digital artist and historian of art and technology. She was Professor Emerita of Visual Arts at the State University of New York at Purchase. She was the author of Digital Currents: Art in the Electronic Age. Lovejoy was recipient of a 1987 Guggenheim Fellowship and a 1994 Arts International Grant in India.

Dominique Moulon

Dominique Moulon

Dominique Moulon is a historian of art and technology, art critic and curator, specializing in French digital art. He is the author of the books Art contemporain nouveaux médias and Art Beyond Digital.

Christiane Paul

Christiane Paul

Christiane Paul is a German film, television and stage actress.

Catherine Perret

Catherine Perret

Catherine Perret is associate professor of modern and contemporary aesthetics and theory at Nanterre University. She obtained her Ph.D. in philosophy and is known for her work on Walter Benjamin, most notably by her book Walter Benjamin ou la critique en effet. Dr. Perret was the director of the Art of Exhibition Department at Paris X. She served as a program director at the Collège International de Philosophie from 1995 to 2001. She is a recipient of the prestigious title Chevalier des Palmes académiques. She collaborated with Bernard Stiegler in Ars Industrialis. Dr. Perret is currently responsible for the Centre de recherche sur l'art, philosophie, esthétique at Paris X.

Frank Popper

Frank Popper

Frank Popper was a Czech-born French-British historian of art and technology and Professor Emeritus of Aesthetics and the Science of Art at the University of Paris VIII. He was decorated with the medal of the Légion d'honneur by the French Government. He is author of the books Origins and Development of Kinetic Art, Art, Action, and Participation, Art of the Electronic Age and From Technological to Virtual Art.

Edward A. Shanken

Edward A. Shanken

Edward A. Shanken is an American art historian, whose work focuses on the entwinement of art, science and technology, with a focus on experimental new media art and visual culture. Shanken is Professor, Arts Division, at UC Santa Cruz. His scholarship has appeared in numerous journals and anthologies and has been translated into many languages. Shanken is the author of Art and Electronic Media, among other titles.

Types

The term New Media Art is generally applied to disciplines such as:

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ASCII art

ASCII art

ASCII art is a graphic design technique that uses computers for presentation and consists of pictures pieced together from the 95 printable characters defined by the ASCII Standard from 1963 and ASCII compliant character sets with proprietary extended characters. The term is also loosely used to refer to text-based visual art in general. ASCII art can be created with any text editor, and is often used with free-form languages. Most examples of ASCII art require a fixed-width font such as Courier for presentation.

BioArt

BioArt

BioArt is an art practice where artists work with biology, live tissues, bacteria, living organisms, and life processes. Using scientific processes and practices such as biology and life science practices, microscopy, and biotechnology the artworks are produced in laboratories, galleries, or artists' studios. The scope of BioArt is a range considered by some artists to be strictly limited to "living forms", while other artists include art that uses the imagery of contemporary medicine and biological research, or require that it address a controversy or blind spot posed by the very character of the life sciences.

Cyberformance

Cyberformance

Cyberformance refers to live theatrical performances in which remote participants are enabled to work together in real time through the medium of the internet, employing technologies such as chat applications or purpose-built, multiuser, real-time collaborative software. Cyberformance is also known as online performance, networked performance, telematic performance, and digital theatre; there is as yet no consensus on which term should be preferred, but cyberformance has the advantage of compactness. For example, it is commonly employed by users of the UpStage platform to designate a special type of Performance art activity taking place in a cyber-artistic environment.

Computer art

Computer art

Computer art is any art in which computers play a role in production or display of the artwork. Such art can be an image, sound, animation, video, CD-ROM, DVD-ROM, video game, website, algorithm, performance or gallery installation. Many traditional disciplines are now integrating digital technologies and, as a result, the lines between traditional works of art and new media works created using computers has been blurred. For instance, an artist may combine traditional painting with algorithm art and other digital techniques. As a result, defining computer art by its end product can thus be difficult. Computer art is bound to change over time since changes in technology and software directly affect what is possible.

Critical making

Critical making

Critical making refers to the hands-on productive activities that link digital technologies to society. It was invented to bridge the gap between creative, physical, and conceptual exploration. The purpose of critical making resides in the learning extracted from the process of making rather than the experience derived from the finished output. The term "critical making" was popularized by Matt Ratto, an associate professor at the University of Toronto. Ratto describes one of the main goals of critical making as a way "to use material forms of engagement with technologies to supplement and extend critical reflection and, in doing so, to reconnect our lived experiences with technologies to social and conceptual critique." "Critical making", as defined by practitioners like Matt Ratto and Stephen Hockema, "is an elision of two typically disconnected modes of engagement in the world — "critical thinking," often considered as abstract, explicit, linguistically based, internal and cognitively individualistic; and "making," typically understood as tacit, embodied, external, and community-oriented."

Digital art

Digital art

Digital art refers to any artistic work or practice that uses digital technology as part of the creative or presentation process. It can also refer to computational art that uses and engages with digital media.

Demoscene

Demoscene

The demoscene is an international computer art subculture focused on producing demos: self-contained, sometimes extremely small, computer programs that produce audiovisual presentations. The purpose of a demo is to show off programming, visual art, and musical skills. Demos and other demoscene productions are shared at festivals known as demoparties, voted on by those who attend and released online.

Digital poetry

Digital poetry

Digital poetry is a form of electronic literature, displaying a wide range of approaches to poetry, with a prominent and crucial use of computers. Digital poetry can be available in form of CD-ROM, DVD, as installations in art galleries, in certain cases also recorded as digital video or films, as digital holograms, on the World Wide Web or Internet, and as mobile phone apps.

Electronic art

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.

Experimental musical instrument

Experimental musical instrument

An experimental musical instrument is a musical instrument that modifies or extends an existing instrument or class of instruments, or defines or creates a new class of instrument. Some are created through simple modifications, such as cracked drum cymbals or metal objects inserted between piano strings in a prepared piano. Some experimental instruments are created from household items like a homemade mute for brass instruments such as bathtub plugs. Other experimental instruments are created from electronic spare parts, or by mixing acoustic instruments with electric components.

Evolutionary art

Evolutionary art

Evolutionary art is a branch of generative art, in which the artist does not do the work of constructing the artwork, but rather lets a system do the construction. In evolutionary art, initially generated art is put through an iterated process of selection and modification to arrive at a final product, where it is the artist who is the selective agent.

Fax art

Fax art

Fax art is art specifically designed to be sent or transmitted by a facsimile machine, where the "fax art" is the received "fax". It is also called telecommunications art or telematic art. According to art historians Annmarie Chandler and Norie Neumark, "Fax art was another means of mediating distances",

Artists

Cultural centres

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Australian Network for Art and Technology

Australian Network for Art and Technology

The Australian Network for Art and Technology (ANAT), was founded by the Australian Experimental Art Foundation in 1988. ANAT is a nonprofit organization that provides tools to assist Australian artists, particularly those in media arts. Its programming includes workshops, publications, and immersive residencies.

Centre pour l'Image Contemporaine

Centre pour l'Image Contemporaine

The Centre pour l'Image Contemporaine or CIC was a contemporary art exhibition centre in Geneva, Switzerland. CIC was established in 1985 to organize events and exhibitions of images using new technologies such as video, multimedia, and the Internet, as well as more traditional photography and film. It was also named Saint-Gervais Genève between 1985 and 2008 when including several departments: Electronic media, Exhibitions, Theatre. Its existence goes from 1985 to 2008.

Gray Area Foundation for the Arts

Gray Area Foundation for the Arts

Gray Area Foundation for the Arts, Inc. is a 501(c)3 non-profit organization supporting art and technology for social good in San Francisco, California. Gray Area hosts exhibitions and music events, software and electronics classes, a media lab, and resident-artist program. Gray Area Foundation for the Arts’ stated purpose is to bring “together the best creative coders, data artists, designers, and makers to create experiments that build social consciousness through digital culture.”

Harvestworks

Harvestworks

Harvestworks is a not-for-profit arts organization located in New York City. It was founded in 1977 by artists supporting the creation and presentation of art works achieved through the use of new technologies. The Harvestworks TEAM Lab supports the creation of art works achieved through the use of new and evolving technologies.

InterAccess

InterAccess

InterAccess is a Canadian artist-run centre and electronic media production facility in Toronto. Founded in 1982 as Toronto Community Videotex, InterAccess is Ontario's only exhibition space devoted exclusively to technological media arts. The Centre for Contemporary Canadian Art places the founding of InterAccess as a key moment in both the history of Canadian electronic art but also within a timeline of developments in international art, science, technology and culture.

Los Angeles Center for Digital Art

Los Angeles Center for Digital Art

The Los Angeles Center for Digital Art (LACDA), established in April 2004, acts a gallery for the display digital artworks in Los Angeles, California, United States.

Netherlands Media Art Institute

Netherlands Media Art Institute

The Netherlands Media Art Institute (NIMk) was an international institution based in Amsterdam focusing on the presentation, research and collection of Media Art.

NTT InterCommunication Center

NTT InterCommunication Center

NTT InterCommunication Center (ICC) is a media art gallery in Tokyo Opera City Tower in Shinjuku, Tokyo, Japan. It was established by NTT to commemorate the 100th anniversary of telephone service in Japan and opened in 1997. In addition to permanent and temporary exhibitions featuring international and Japanese artists, ICC holds workshops, performances, symposia, and produces publications with the goal of advancing communication between artists and scientists.

Rhizome (organization)

Rhizome (organization)

Rhizome is an American not-for-profit arts organization that supports and provides a platform for new media art.

RIXC

RIXC

The Centre for new media culture in Riga (RIXC) is the joint effort of a number of independent local Latvian cultural groups working in the fields of new media, art, film, music, youth culture and the social projects. The founders of RIXC are E-LAB, Locomotive Baltic Centre.

School for Poetic Computation

School for Poetic Computation

The School for Poetic Computation (SFPC) is a hybrid of a school, residency and research group that was founded in 2013 in New York. A small group of students and faculty work closely to explore the intersections of code, art, hardware and theory—focusing especially on artistic intervention, including code poetry. Rather than formal classes, the students at the school focus on creative projects. The school's motto is "more poems, less demos."

School of the Art Institute of Chicago

School of the Art Institute of Chicago

The School of the Art Institute of Chicago (SAIC) is a private art school associated with the Art Institute of Chicago (AIC) in Chicago, Illinois. Tracing its history to an art students' cooperative founded in 1866, which grew into the museum and school, SAIC has been accredited since 1936 by the Higher Learning Commission, by the National Association of Schools of Art and Design since 1944, and by the Association of Independent Colleges of Art and Design (AICAD) since the associations founding in 1991. Additionally it is accredited by the National Architectural Accrediting Board. In a 2002 survey conducted by Columbia University's National Arts Journalism Program, SAIC was named the “most influential art school” in the United States.

Source: "New media art", Wikipedia, Wikimedia Foundation, (2023, January 8th), https://en.wikipedia.org/wiki/New_media_art.

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See also
References
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