Category Archives: Unit 08

Art and Technology Research

In the reading, “Computer Graphics: Effects of Origins” by Beverly Jones, I identified her thesis as, “…I hope to establish the relation of specific image, object, event or environment to conceptual frames.” (Jones 21). She develops this by comparing the frames that exist within art and technology with the frames present in symbolic and material culture.

A historical example that Jones illustrated in the reading was on page 25, where she discusses how by the late 1970’s, artists were using computers as preparation for their work. To me, this example characterizes her thesis by explaining how artists adapted new technology to their own culture. Artists took computer graphic design and would use this technology to determine what medium would work best for their work.

In today’s culture, technology has advanced immensely, and the art community has used that to their advantage. In a BBC article by Eyal Gever, she explains how artists use technology to not only create their work, but to promote it as well. One example she used was the general use of 3D printers to make sculptures, comparing these to more historical sculptures. A more specific example the author provided was by artist Ollie Palmer, who created a piece called “Ant Ballet”. In this piece, he used synthetic pheromones to direct the way ants moved and created light show from it. In doing so, Palmer created a completely different form of art. The author explains that technology should be used “as a base for bold new directions” (Gever), meaning such improvements in technology should positively reflect on the art world. Another strong example of this would be artist Aaron Kobin, who created art from flight patterns across the United States. He applied various colors to different times, destinations, and other categories to create multiple works of art. In addition, he also used a time lapse of air traffic in North America and created a short video as a work of art. Kobin is a strong example of how advancements in technology lead to various new forms of art and new opportunities.

 

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

 

Gever, E. (2012, October 4). Tech & art: Engineering the future. Retrieved March 2, 2015, from http://www.bbc.com/news/entertainment-arts-19576763

 

Aaron Koblin – Flight Patterns. (n.d.). Retrieved March 2, 2015, from http://www.aaronkoblin.com/work/flightpatterns/

Art, Games, and Technology Discussion

Technology appears to be limitless; constantly improving in new ways that seemed impossible just years ago. The author described such improvements in the medium of computer graphics as “dramatic and rapid” (Jones 21). One of the clearest examples that exemplifies the advancement in computer graphics is the video game, Super Smash Bro’s. This game was originally made for the Nintendo 64, with pixel-characters, but is now made for the newer, more advanced gaming systems and much more detail in the visuals of the game. A question that I arrived at after reading this article refers back to page 27, when the author discusses the idea of screen less theaters, meaning movies would become a virtual reality experience. My question is wouldn’t something like this have potentially dangerous mental effects on a person? Offering someone an escape from their reality to a virtual one that feels just as real poses the risk of attachment to the virtual reality, especially if one is unhappy with their current life.