unit 08 — art + tech (research)

In the article for this week’s reading, we take an in depth look at the interaction between technology and art, how the two inform one another, and how through this interaction they challenge “the limits of the possible based on previous experience, knowledge and conceptual frames” (Jones, p21). We explore the evolution of art and technology from origins in alphanumeric hardcopy, static and dynamic screen images, through objects and events that are not screen based, to dynamic, interactive, multi-sensory output (Jones, p21). It is Jones contention that “old cultural patterns do not die. They may fade or become more evident; that is, they may be de-mphasized or emphasized. Only as part of the general ‘non-expert’ culture can such patterns contribute significantly to maintenance and/or change” (Jones, p21).

Most notably Jones follows the evolution of the combination of art and geometry to represent informational data and to describe the world around us (originating from the Computer Technique Group of Japan, who combined photographic and geometric data to represent political commentary [Jones, p23]) through the development of early three-dimensional screen imagery displayed as wired-frames to modern virtual environments (Jones, p24).

Jones assertion that only through non-expert use of art and technology can enculturation of such events occur (Jones, p22). This very much speaks to the points made in this weeks video lecture by Jane McGonigal.

Mcgonigal suggests that there are practical and important implications to the number of hours devoted to gaming (McGonigal, TED2010). She discussed the relevance of harnessing this energy and applying the embedded attitudes and sensibilities (optimism) towards the world around us. In this way the two are very much on the same page regarding how a current use of art and technology (video gaming) can have future implications that weren’t previously understood or intended. It requires a dialogue between science and art, and the acceptance and widespread use by non-experts to propel things to the next evolutionary level.

 

 

 

Jones, B. J. (1990). Computer Graphics: Effects of Origins. LEONARDO: Digital Image – Digital Cinema Supplemental Issue, pp. 21-30.

 

Mcgonigal, Jane. Web. (Recorded at TED2010, February 2010 in Long Beach, CA. Duration: 20:04)

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