Monday, May 7, 2007

Digital Arts by Christiane Paul - Ch. 3

Digital arts presented the artists not only the new mediums to work with, but also more themes for them to work on. These new themes deal with artificial life and intelligence; telepresence and telerobotics; database aesthetics, mapping, and data visualization; net activism and tactical media; and gaming and narrative hypermedia environments.

Artificial life and intelligence has been an area of research and developments of scientists. To artists, the theme is used to depict their view on human evolution. In Karl Sim’s installations of Genetic images and Galapagos, he established an explicit link between aesthetics and evolution. Also, Christa Sommerer touched on the idea, survival of the fittest with his work, A-Volve.

The concept of telepresence in connected to any form of telecommunication. Telecommunication art existed even before the digital arts have formed. The artists used devices such as fax, phone, and satellite TV. However, the new digital media have replaced the whole theme of telecommunication. The advance in the technology allowed people to be present in multiple locations at the same time, and the artists bring this possibility to their arts.

The arts the deal with gaming is what I am really interested in. The video game has been a big part of development in digital technologies and its industry is even bigger than the movie industry. The artists use the factors of Video game’s success to convey their messages: navigation of simulation to linked narratives, the creation of 3D worlds, and multi-user environments. Some games are known for its plot, some for its visuals and graphics, and some for its gameplays. The artists create whole new game or distort already-existing games to accomplish their goals.

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