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Electronic Art
Electronic art is a form of art that makes use of electronic media. More broadly, it refers to technology and/or electronic media. It is related to information art, new media art, video art, digital art, interactive art, internet art, and electronic music. It is considered an outgrowth of conceptual art and systems art. Background The term ''electronic art'' is almost synonymous to computer art and digital art. The latter two terms, and especially the term computer-generated art are mostly used for visual artworks generated by computers. However, electronic art has a much broader connotation, referring to artworks that include any type of electronic component, such as works in music, dance, architecture and performance. It is an interdisciplinary field and so artists often collaborate with scientists and engineers when creating their works. The art historian of electronic art Edward A. Shanken works to document current and past experimental art with a focus on the inter ...
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Stelarc ArsElectronica97
Stelarc (born Στέλιος Αρκαδίου ''Stelios Arcadiou'' in Limassol in 1946; legally changed his name in 1972) is a Cyprus-born Australian performance artist raised in the Melbourne suburb of Sunshine, whose works focus heavily on extending the capabilities of the human body. As such, most of his pieces are centered on his concept that "the human body is obsolete". Until 2007 he held the position of principal research fellow in the Performance Arts Digital Research Unit at Nottingham Trent University in Nottingham, England. He is currently furthering his research at Curtin University in Western Australia. Performances Stelarc's idiosyncratic performances often involve robotics or other relatively modern technology integrated with his body. In 26 different performances he has suspended himself in flesh hook suspension, often with one of his robotic inventions integrated. His last suspension performance was held in Melbourne in March 2012. In another performance he ...
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Performance
A performance is an act of staging or presenting a play, concert, or other form of entertainment. It is also defined as the action or process of carrying out or accomplishing an action, task, or function. Management science In the work place, job performance is the hypothesized conception or requirements of a role. There are two types of job performances: contextual and task. Task performance is dependent on cognitive ability, while contextual performance is dependent on personality. Task performance relates to behavioral roles that are recognized in job descriptions and remuneration systems. They are directly related to organizational performance, whereas contextual performances are value-based and add additional behavioral roles that are not recognized in job descriptions and covered by compensation; these are extra roles that are indirectly related to organizational performance. Citizenship performance, like contextual performance, relates to a set of individual activity/co ...
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Digital Painting
Digital painting is an established art medium that typically combines a computer, a graphics tablet, and software of choice. The artist uses painting and drawing with the stylus that comes with the graphics tablet to create 2D paintings within a digital art software. There are multiple techniques and tools that are utilized by digital artists, the first being digital brushes. These come standard with all digital art programs, but users can create their own by altering their shape, texture, size, and transfer. Many of these brushes are created to represent traditional styles like oils, acrylics, pastels, charcoal, and airbrushing, but not all. Other effective tools include layers, lasso tools, shapes, and masks. Digital painting has evolved to not just mimic traditional art styles, but fully become its own technique. Digital painting is used by amateur and professional artists alike. Its use is particularly prevalent in commercial production studios that create games, televi ...
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Wearable Technology
Wearable technology is any technology that is designed to be used while worn. Common types of wearable technology include smartwatches and smartglasses. Wearable electronic devices are often close to or on the surface of the skin, where they detect, analyze, and transmit information such as vital signs, and/or ambient data and which allow in some cases immediate biofeedback to the wearer.Düking P, Hotho A, Holmberg HC, Fuss FK, Sperlich B. Comparison of Non-Invasive Individual Monitoring of the Training and Health of Athletes with Commercially Available Wearable Technologies. Frontiers in physiology. 2016;7:71. . Wearable devices such as activity trackers are an example of the Internet of Things, since "things" such as electronics, software, sensors, and connectivity are effectors that enable objects to exchange data (including data quality) through the internet with a manufacturer, operator, and/or other connected devices, without requiring human intervention. Wearable technol ...
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Robotics
Robotics is an interdisciplinary branch of computer science and engineering. Robotics involves design, construction, operation, and use of robots. The goal of robotics is to design machines that can help and assist humans. Robotics integrates fields of mechanical engineering, electrical engineering, information engineering, mechatronics, electronics, bioengineering, computer engineering, control engineering, software engineering, mathematics, etc. Robotics develops machines that can substitute for humans and replicate human actions. Robots can be used in many situations for many purposes, but today many are used in dangerous environments (including inspection of radioactive materials, bomb detection and deactivation), manufacturing processes, or where humans cannot survive (e.g. in space, underwater, in high heat, and clean up and containment of hazardous materials and radiation). Robots can take any form, but some are made to resemble humans in appearance. This is claimed t ...
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Computer Network
A computer network is a set of computers sharing resources located on or provided by network nodes. The computers use common communication protocols over digital interconnections to communicate with each other. These interconnections are made up of telecommunication network technologies, based on physically wired, optical, and wireless radio-frequency methods that may be arranged in a variety of network topologies. The nodes of a computer network can include personal computers, servers, networking hardware, or other specialised or general-purpose hosts. They are identified by network addresses, and may have hostnames. Hostnames serve as memorable labels for the nodes, rarely changed after initial assignment. Network addresses serve for locating and identifying the nodes by communication protocols such as the Internet Protocol. Computer networks may be classified by many criteria, including the transmission medium used to carry signals, bandwidth, communications pro ...
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Internet
The Internet (or internet) is the global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP) to communicate between networks and devices. It is a '' network of networks'' that consists of private, public, academic, business, and government networks of local to global scope, linked by a broad array of electronic, wireless, and optical networking technologies. The Internet carries a vast range of information resources and services, such as the inter-linked hypertext documents and applications of the World Wide Web (WWW), electronic mail, telephony, and file sharing. The origins of the Internet date back to the development of packet switching and research commissioned by the United States Department of Defense in the 1960s to enable time-sharing of computers. The primary precursor network, the ARPANET, initially served as a backbone for interconnection of regional academic and military networks in the 1970s to enable resource shari ...
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Interactivity
Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity", but most definitions are related to interaction between users and computers and other machines through a user interface. Interactivity can however also refer to interaction between people. It nevertheless usually refers to interaction between people and computers – and sometimes to interaction between computers – through software, hardware, and networks. Multiple views on interactivity exist. In the "contingency view" of interactivity, there are three levels: #Not interactive, when a message is not related to previous messages. #Reactive, when a message is related only to one immediately previous message. #Interactive, when a message is related to a number of previous messages and to the relationship between them. One body of research has ...
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Christiane Paul (curator)
Christiane Paul is chief curator/director of the Sheila C. Johnson Design Center at Parsons School of Design and an associate professor in the School of Media Studies at The New School, and Adjunct Curator of New media art, New Media Arts at the Whitney Museum of American Art in New York City. She is widely known as the author of the book ''Digital Art'', part of the 'World of Art' series published by Thames & Hudson. Education Paul received both her Master of Arts, MA and PhD from the University of Düsseldorf in North Rhine-Westphalia, Germany. Career Paul has written extensively on digital art and lectured internationally on art and technology. Paul has previously taught in the MFA computer arts department at the School of Visual Arts in New York (1999–2008); the Digital+Media Department of the Rhode Island School of Design (2005–08); the San Francisco Art Institute and the Center of New Media at the University of California at Berkeley (2008). In 2016, Paul was the ...
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Sarah Cook (curator)
Sarah Cook is a Scotland-based Canadian scholar. She is well known as a historian and curator in the field of New Media art. Cook was a Research Fellow at the University of Sunderland, where she worked with the research institute CRUMB – Curatorial Resource for Upstart Media Bliss, that she co-founded with Beryl Graham in 2000, and taught on the MA Curating course. In 2013 she was appointed as a Reader and Dundee Research Fellow at Duncan of Jordanstone College of Art, University of Dundee. As part of her role as Dundee Fellow she founded and curated LifeSpace Science Art Research Gallery in the School of Life Sciences, University of Dundee (2014-2018). She is a trustee of folly in Lancaster. In 2018 she joined the Department of Information Studies at University of Glasgow as Professor in Museum Studies. For many years, she has curated exhibitions of New Media art and was instrumental in establishing New media as an academic subject and an accepted art form. Biography Cook ...
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Dominique Moulon
Dominique Moulon (born 1962) is a historian of art and technology, art critic and curator, specializing in French digital art. He is the author of the books ''Art contemporain nouveaux médias'' and ''Art Beyond Digital''. Background Dominique Moulon began his activities as an art historian of new media art and computer art by obtaining a Diplôme National Supérieur d’Expression Plastique in 1987 from the Ecole Nationale Supérieure d’Art in Bourges France. In 1993 he obtained a Diplôme d’Etudes Approfondies en esthétique, sciences et technologies des arts from the University of Paris VIII. He obtained a PhD in Arts and sciences of the art from the University of Paris 1 Pantheon-Sorbonne in 2017. In 2002 he completed an extensive research project called ''Outils et Création Numérique'', which in detail conveyed the techniques computer artists were using in France. He paid close attention to interactivity and developed a philosophical investigation of the real and t ...
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Frank Popper
Frank Popper (17 April 1918 – 12 July 2020) was a Czech-born French-British historian of art and technology and Professor Emeritus of Aesthetics and the Science of Art at the University of Paris VIII. He was decorated with the medal of the Légion d'honneur by the French Government. He is author of the books ''Origins and Development of Kinetic Art'', ''Art, Action, and Participation'', ''Art of the Electronic Age'' and ''From Technological to Virtual Art''. Popper documented the historical record of the relationship between technology and participatory forms of art, especially between the late 1960s and the early 1990s. Kinetic Art and Op Art In his books ''Origins and Development of Kinetic Art'' and ''Art, Action and Participation'', Popper showed how Kinetic Art played an important part in pioneering the unambiguous use of optical movement and in fashioning links between science, technology, art and the environment. Popper was a champion of the humanizing effects of su ...
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