Digital Arts

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Wikipedia

Digital Arts

Digital art refers to as any artistic work or practice that uses digital technology as part of the creative or presentation process, or more specifically as computational art that uses and engages with digital media.

Since the 1960s, various names have been used to describe digital art, including computer art, multimedia art and new media art.

After some initial resistance, the impact of digital technology has transformed activities such as painting, literature, drawing, sculpture and music/sound art, while new techniques, such as internet art, digital installation art, and virtual reality, have emerged.

Digital art - Wikipedia

Andy Warhol created digital art using a Commodore Amiga where the computer was publicly introduced at the Lincoln Center, New York in July 1985. An image of Debbie Harry was captured in monochrome from a video camera and digitized into a graphics program called ProPaint. Warhol manipulated the image adding colour by using flood fills.

Digital art can be purely computer-generated (such as fractals and algorithmic art) or taken from other sources, such as a scanned photograph or an image drawn using vector graphics software using a mouse or graphics tablet. Artworks are considered digital painting when created in a similar fashion to non-digital paintings but using software on a computer platform and digitally outputting the resulting image as painted on canvas.

Amidst varied opinions on the pros and cons of digital technology on the arts, there seems to be a strong consensus within the digital art community that it has created a “vast expansion of the creative sphere”, i.e., that it has greatly broadened the creative opportunities available to professional and non-professional artists alike.

Whilst 2D and 3D digital art is beneficial as it allows preservation of history that would otherwise have been destroyed by events like natural disasters and war, there is the issue of who should own these 3D scans – i.e. who should own the digital copyrights.

Digital visual art consists of either 2D visual information displayed on an electronic visual display or information mathematically translated into 3D information, viewed through perspective projection on an electronic visual display. The simplest is 2D computer graphics which reflect how you might draw using a pencil and a piece of paper. In this case, however, the image is on the computer screen and the instrument you draw with might be a tablet stylus or a mouse. What is generated on your screen might appear to be drawn with a pencil, pen or paintbrush. The second kind is 3D computer graphics, where the screen becomes a window into a virtual environment, where you arrange objects to be “photographed” by the computer. Typically a 2D computer graphics use raster graphics as their primary means of source data representations, whereas 3D computer graphics use vector graphics in the creation of immersive virtual reality installations. A possible third paradigm is to generate art in 2D or 3D entirely through the execution of algorithms coded into computer programs. This can be considered the native art form of the computer, and an introduction to the history of which is available in an interview with computer art pioneer Frieder Nake. Fractal art, Datamation, algorithmic art and real-time generative art are examples.

3D graphics are created via the process of designing imagery from geometric shapes, polygons or NURBS curves to create three-dimensional objects and scenes for use in various media such as film, television, print, rapid prototyping, games/simulations and special visual effects.

There are many software programs for doing this. The technology can enable collaboration, lending itself to sharing and augmenting by a creative effort similar to the open source movement, and the creative commons in which users can collaborate in a project to create art.

Pop surrealist artist Ray Caesar works in Maya (a 3D modeling software used for digital animation), using it to create his figures as well as the virtual realms in which they exist.

Computer-generated animations are animations created with a computer, from digital models created by the 3D artists or procedurally generated. The term is usually applied to works created entirely with a computer. Movies make heavy use of computer-generated graphics; they are called computer-generated imagery (CGI) in the film industry. In the 1990s, and early 2000s CGI advanced enough so that for the first time it was possible to create realistic 3D computer animation, although films had been using extensive computer images since the mid-70s. A number of modern films have been noted for their heavy use of photo realistic CGI.

Digital painting mainly refers to the process of creating painting on computer software based on computers or graphic tables. Through pixel simulation, digital brushes in digital software (see software in Digital painting) can imitate traditional painting paints and tools, such as oil, acrylic acid, pastel, charcoal and airbrush. Users can also customize the pixel size to achieve the unique visual effect the artist wants.

The image generator is based on the generation adversarial network (GAN). It can use to generate pictures that has visual effects similar to traditional fine art. Its essence is to use text description to limit the database, so that users can use AI convert their text description into visual picture content. Anyone can turn their language into a painting through a picture generator. And some artists can use image generators to generate their paintings instead of painting them from scratch, and use it as a base to improve on it and finally create a new digital painting, which is greatly reduces the threshold of painting and question the traditional definition of painting art.

Generally, users could to set up the input, concluding specified image content (i.e. Scenes, characters, weather, character relationships, and specific items, etc…) , artist style, screen style, image pixel size, brightness, etc. Then AI will return several similar pictures generated under the same input (generally, 4 pictures are given now), user can select one of the results confirmed as the user’s desired result or let the AI redraw to give new options.

This whole process: also is a part of the “generator” and “discriminator” module in GANs.

In 2018, the artificial intelligence art auction was held at Christie’s auction house in New York. The auction price of an artificial intelligence work “Edmond de Bellamy” created by a collective in Paris named “Obvious” was $432500, far exceeding its original estimate.

At the end of August 2022, a person named Allen Jason won the first prize in the Colorado State Fair’s fine art competition through the digital art work “Théâtre D’opéra Spatial” made from a AI picture generator Mid journey.

In contemporary art, the term digital art is used primarily to describe visual art that is not just made with digital tools, but that is highly computational and explicitly engages with digital technologies. Art historian Christiane Paul writes that it “is highly problematic to classify all art that makes use of digital technologies somewhere in its production and dissemination process as digital art, since it makes it almost impossible to arrive at any unifying statement about the art form”.

Digital installation art constitutes a broad field of activity and incorporates many forms. Some resemble video installations, particularly large scale works involving projections and live video capture. By using projection techniques that enhance an audience’s impression of sensory envelopment, many digital installations attempt to create immersive environments. Others go even further and attempt to facilitate a complete immersion in virtual realms. This type of installation is generally site-specific, scalable, and without fixed dimensionality, meaning it can be reconfigured to accommodate different presentation spaces.

Noah Wardrip-Fruin’s “Screen” (2003) is an example of interactive digital installation art which makes use of a Cave Automatic Virtual Environment to create an interactive experience. Scott Snibbe’s “Boundary Functions” is an example of augmented reality digital installation art, which responds to people who enter the installation by drawing lines between people indicating their personal space.

Blockchain, and more specifically NFTs, have been associated with digital art since the NFTs craze of 2020 and 2021. While the technology received many critics and has many flaws related to plagiarism and fraud (due to its almost completely unregulated nature), auction houses like Sotheby’s, Christie’s and various museums and galleries in the world started collaborations and partnerships with digital artists, selling NFTs associated with digital artworks (via NFT platforms) and showcasing those artworks (associated to the respective NFTs) both in virtual galleries and real life screens, monitors and TVs.

Notable art theorists and historians in this field include Oliver Grau, Jon Ippolito, Christiane Paul, Frank Popper, Jasia Reichardt, Mario Costa, Christine Buci-Glucksmann, Dominique Moulon, Robert C. Morgan, Roy Ascott, Catherine Perret, Margot Lovejoy, Edmond Couchot, Fred Forest and Edward A. Shanken.

In addition to the creation of original art, research methods that utilize AI have been generated to quantitatively analyze digital art collections. This has been made possible due to large-scale digitization of artwork in the past few decades. Although the main goal of digitization was to allow for accessibility and exploration of these collections, the use of AI in analyzing them has brought about new research perspectives.

Two computational methods, close reading and distant viewing, are the typical approaches used to analyze digitized art. Close reading focuses on specific visual aspects of one piece. Some tasks performed by machines in close reading methods include computational artist authentication and analysis of brushstrokes or texture properties. In contrast, through distant viewing methods, the similarity across an entire collection for a specific feature can be statistically visualized. Common tasks relating to this method include automatic classification, object detection, multimodal tasks, knowledge discovery in art history, and computational aesthetics. Whereas distant viewing includes the analysis of large collections, close reading involves one piece of artwork.