The Innovation of Technology

Beverly Jones, the author of “Computer Graphics: Effects of Origins” writes a very compelling article on the innovation of art and technology. Her primary thesis,

Those who originate and use new forms of art and technology embed their assumptions in the new symbolic and material forms. As time passes the users develop familiarity and facility. New users bring additional assumptions and considerations of form, content, material, technique, meaning and purpose. However, some traces of the origins and practices remain in these forms, which consequently contribute to both cultural maintenance and change. Cultural patterns are affected in proportion to the spread in the use of these forms.” (Jones 51).

In other words, she means that technology has advanced from the past, thus creating technological innovations to the present and future. As a historic example, Jones refers to Duane Palyka’s works. Ever since computer graphics were made, inventors found large complements to the images; since then, “images were done by engineers and technicians employed by the government” (Jones 53). Palyka was a normal user who began to make ‘computer painting’ popular and used computers to express the new art form, where “alphanumeric printer output for designing two-dimensional artworks was based on variables in the programming” (Jones 53). Computers not only are an advancement from the evolution of technology, but it’s art as well.

One of the current examples of Jones’ thesis is brought by video games that require motion and an active body to play. These exercising games, such as Just Dance, is a revolution that is both entertaining and is a great workout to do. This innovation is helping people burn calories while having fun at home, without having to go the gym. Video game systems like the Wii or the Xbox kinect is one of the most innovative technologies of all time because they include motion control remotes that require people to move and get active. The new innovation to technologies is that it has now all evolved to a combination of gaming, technology and fitness into games which support a very healthy lifestyle.

Sources:

DUANE M. PALYKA.” Artist and Computer –. N.p., n.d. Web. 27 May 2013.

Lewis, H. (1990). A Question of Values: Six Ways We Make the Personal Choices That Shape Our Lives. Axios Press.

Technology and gaming

Technology has taken over so many of people’s lives, especially from gaming. McGonigal says that our population’s “gamers are super-powerful hopeful individuals”. In the online world, gamers get so determined to win and to work hard to achieve their goal. Most online games have to do with strategy and survival. Do you think gamers can come out of the virtual world and make real-life contributions to the good of the real world such as survival or situations that happen in the daily life?