Art and Technology Research

In this weeks reading titled “Computer Graphics: Effects of Origins”, I believe Beverly Jones main thesis is “It is a premise of this paper that old cultural patterns do not die. They may fade or become more evident; that is, they may be deemphasized or emphasized. Only as part of the general ‘nonexpert’ culture can such patterns contribute significantly to maintenance and/or change” (Jones 21). Interpreting this quote in my own definition, older cultural tendencies may not always be on the front page, but they can be found in newer, changing times.  Art has been around much longer than technology but now the two have evolved together and co-exist. With the relation ship between the two, we have given light to a new medium of art- through technology.  Jones sets out to find the cultural patterns and symbols present in computer graphics from 1945.

During what the author calls the middle period, art and technology made great improvements and continues linking science, technology and art.  “In the mid and late 1070’s further increases in speed and memory led to faster graphics and then to displays of three-dimensional, colored, shaded and textures images on computer screens” (Jones, 24).  With these advancements in technology came advancements in the price as well making it more difficult for all artists to access.  At the University of Utah, Sutherland created a device that when wearing, the visual world around someone becomes computer-generated and gave birth to the concept of virtual environments.  Today this concept can be seen in all kinds of animated movies and video or computer games.

Without an exact timeline, I can’t say exactly when, but I know now that computer graphics can display amazing analysis of the human body.  With the use of sensors placed on the body the signal is transmitted through 3-D motion capture systems and displaying the images in real time on the computer screen.  This is amazing science and is used for hundreds of different things, gait analysis, force and loading rates on various joints etc.  I have seen first hand the fascinating technology work its magic.  This technology is present on our campus as well has several other college campus for research-intensive purposes.

It can be seen though this timeline of computer graphic and technology developments, that the original concept never died, it simply expanded.  Starting back in 1940 with D.P. Henry and his “ modified analogue computer… that produced drawings by a combination of pen movements and table movements” (Jones, 22), to now producing drawings with actual human body movements in real time.  Going even further, these real time human figures translated onto a screen are used in video games such as the Wii and Xbox Connect.

C-Motion | Home. (2013, January 1). CMotion. Retrieved May 26, 2014, from http://www.c-motion.com

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

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