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Computer Art

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Computer art at first centered on producing computer-generated images by using algorithms. ... That is for gull, gargoyle and telephone pictures. ... – PowerPoint PPT presentation

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Title: Computer Art


1
Computer Art
  • Minor
  • Kunst, Media, Technologie

2
Doel
  • Techniek mediumsoftware
  • Beeldtaal pioniers
  • experiment
  • primitief
  • Historische context
  • Voorbeelden

3
NUMERAL
  • WWW.NUMERAL.COM
  • ICON beeld conventie teken
  • Shakespeare - Aap
  • Generate and Test
  • Complexiteit en toeval
  • Techniek
  • Presentatie

4
Algorithms
  • Computer art at first centered on producing
    computer-generated images by using algorithms.
  • Algorithms instructions for completing a
    specific task
  • In this case drawing programmed lines and shapes
    and varying them systematically.

5
CODE
  • A computer artist still sees a physical image
    drawn on a screen or paper or other medium, but
    that image is generated from textual and
    numerical instructions or code.
  • If the image is stored as a series of color
    values, as in a paint program, the artist can
    change these values to create scenes that never
    really existed.

6
Computer Art
  • Software-Generated Art
  • Computer Graphics, Music, Literature
  • Computer Assisted
  • Computer Medium
  • Material Digital Data Algorithms
  • Kunstenaar Programmeur

7
MAX CS
8
SE METHODE
9
HISTORISCH
10
Context
  • In den Künsten, den freien und den angewandten,
    begann in den zurückliegenden Jahren etwas
    Revolutionierendes, nämlich die Verwending von
    elektronischen Rechern und programmgesteuerten
    Zeichenmaschinen zur Lösung künstlerischen
    Probleme.

11
Context
  • Seltsamerweise wird dies alles heute oft noch als
    eine Art Spielerei belächelt oder aber - mit dem
    aus populären Diskussionen über Technik sattsam
    bekannten Vokabular - verteufelt.

12
That was then
  • Legend has it that in the early 1950s, IBM
    assessed the US market for computers and
    concluded that only five would be needed.

13
Computerkunst
  • Computerkunstwerk jedes ästhetische Gebilde das
    auf Grund von logischen oder numerischen
    Umsetzungen gegebener Daten mit Hilfe
    elektronischer Automaten entstand.
  • Der Zugang zur Computerkunst ist durch eine Hürde
    versperrt,die andere Kunstarten nicht kennen zu
    ihrer Ausuebung bedarf es gewisser elementarer
    mathematischer und technischer Kenntnisse.

14
Periods
  • 1965-1975
  • Excitement of breaking new ground
  • Need to learn programming
  • Difficult access to equipment
  • 1975-1985
  • Increased use of mini-computer
  • Commodification of interactive graphics software
  • Expansion of computer art community
  • 1990-...
  • Standard tool

15
Through the Early 1970s
  • Early 1960s commercialization of computer-driven
    plotters
  • Algorithmically generated pictures variations on
    line-drawings
  • Look dictated in large part by limitations
  • Random number generators to enliven potentially
    boring, predictable compositions.

16
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20
Shows
  • 1965 Howard Wise Gallery NYC (Noll, Julesz, Bell
    Labs)
  • 1967 MoMa NY Brooklyn Museum
  • 1968 Cybernetic Serendipity (Reichardt)
  • Experiments in Art and Technology (Rauschenberg)

21
History
  • 1963 birth of Computer Graphics
  • Ivan E. Sutherland Sketchpad.
  • How a computer could be employed for interactive
    design of line drawings using a simple
    cathode-ray tube display.
  • Slow development
  • high cost of machines
  • involved algorithms had to be developed

22
Technology after 1960
  • Better, faster, cheaper
  • Interactive graphics
  • 1970s Raster Graphics (Xerox)
  • GUI (Xerox)
  • MacPaint (earlier versions late 70s)

23
Computer Art Late 1970s and 1980s
  • Personal Computers
  • Two camps
  • artist-programmers like Ruth Leavitt, Harold
    Cohen, William Latham
  • users of commercial programs (AutoCAD, MacPaint,
    MacDraw)
  • SIGGRAPH, SIGCIVA (Computers in the Visual Arts),
    Ars Electronica

24
Computer Art in the 1990s and beyond
  • Powerful, inexpensive computers
  • Virtual Reality
  • 3D graphics
  • Multimedia
  • Interactivity
  • Internet, WWW

25
Aard en Eigenschappen
  • Wat is de kunst?
  • het resultaat
  • het algoritme
  • het concept de wiskundige abstractie
  • Wat is de rol van de kunstenaar?
  • Autonome algoritmen
  • Anti-auctorieel standpunt
  • Rol van toeval

26
Het Begin
  • Nieuw medium
  • Duur
  • Zeldzaam
  • Specialistisch
  • Grote apparaten
  • Moeilijk te programmeren
  • Geen consumer software

27
Kunst of Techniek
  • Kunstenaars of ingenieurs
  • Simplistisch - Marginaal
  • weinig tentoonstellingen
  • weinig overzichten
  • Onderzoek in Computer Graphics
  • Kunst of Techniek?
  • Vergelijk SIGGRAPH - Special Effects

28
Kunstenaars
  • William Fetting (Boeing)
  • Allen Bernholz (Laboratory for computer graphics
    and Spatial Analysis, Harvard)
  • Ronald Resch (University of Illinois)
  • Leon Harmon, Kenneth Knowlton (Bell Labs)
  • A. Michael Noll (Bell)
  • M.R. Schroeder (Bell)
  • Bela Julesz (Bell)
  • Charles Csuri (Art department, Ohio State)

29
Artists
  • Vera Molnar
  • Manfred Mohr
  • Lillian Schwartz

30
Artists
  • Controversy about the artistic status of
    early computer images stemmed in part from the
    fact that only people associated with
    institutions having suitable computers could even
    use digital image-making technology. Many of
    these people were scientists who were also
    artists or simply had an interest in art.
    Traditional artists and designers who did manage
    to get access to the equipment either had to work
    closely with someone who could program or, more
    frequently, had to learn how to program -- no art
    applications could be purchased off the shelf.
    Because the field was so new, experimentation was
    essential and often combined artistic and
    scientific goals.

31
Appreciation
  • Part of the combination of often intense
    criticism and total lack of interest in computer
    art by the mainstream art world undoubtedly arose
    because the scientist creating the tools and the
    artists and critics spoke different languages
    (and still do). Critics frequently attacked the
    use of automated image creation and randomness,
    when expressed in terms of algorithms and
    performed on computers, either as a meaningless
    exercise or as a self-reflexive approach to
    art that ignored the issues arising in the
    Postmodern art world.
  • But early computer art can be viewed as a direct
    descendant of modernist concerns with form and as
    a continuation of Dada and Surrealist work that
    grows out of both choice among materials, such as
    Dadaist assemblages, and chance.

32
Beginnings
  • With the commercialization of computer-driven pen
    plotters in the early 1960s, the computer became
    capable of drawing as well as typing, but artists
    frequently worked blind, unable to see their
    work until it was printed.

33
Remediation
  • Im-mediacy versus Hyper-mediacy
  • Media transparant or opaque
  • Re-use or reference to other media
  • Digital versions of older media
  • homepage
  • typewriter-art and ASCII-art
  • simulating/referencing other artists

34
Beeldtaal 1
  • Selection
  • Compositing
  • Tele-Action
  • Sampling
  • Morphing
  • Copy-Cut-Paste
  • Search-Filter
  • Filter-Transform
  • Modularity
  • Variability
  • Menu-based Interactivity
  • Customize
  • Hypermediacy
  • Scalability
  • Transcode
  • Programmability

35
Variation/Abstraction/Parameters
  • It would make little sense to develop a computer
    program to produce a single graphic. But they are
    at least written to allow one to change a range
    of parameters, and in many cases the palette of
    options is so great that individual realizations
    for the same program are ofen scarcely
    recognizable as such.

36
Beeldtaal 2
  • Visualisatie mathematische functies
  • Plotters voor industrieel ontwerpen
  • Algoritmische eigenaardigheden
  • loops
  • recursie
  • Digitalisering
  • ASCII en Typewriter

37
Beeldtaal 3
  • Grafische algoritmen
  • als zodanig
  • niet als onderdeel van tekenprogramma
  • Programma Vast verloop
  • RANDOM()
  • Interact()

38
Harmon-Knowlton
  • Leon D. Harmon and Kenneth C. Knowlton produced
    their first computer graphics at Bell Labs in
    1967, after Harmon was asked to make a modern
    art mural to decorate an office.
  • The complete idea, according to Harmon, emerged
    within minutes, and two months later the office
    was emblazoned with a 12-foot long, and by now
    famous, nude made up of alphanumeric characters
    and produced with the aid of a computer. The
    nude, and various other images generated in the
    same way, Knowlton and Harmon referred to as
    computer processed pictures.
  • They described their method as follows

39
Method
  • A 35mm transparency is made from a photo of some
    real-world object and is scanned by a machine
    similar to a television camera. The resultant
    electrical signals are converted into numerical
    representations on magnetic tape. This provides a
    digitized version of the picture for computer
    processing.
  • The first step taken by the computer is to
    fragment the picture into 88 rows of 132
    fragments per row. The average brightness level
    of each fragment is computed thus 11,616 (88??
    132) numbers are generated. That is for gull,
    gargoyle and telephone pictures. The nude has
    only 50 rows with 100 fragments per row thus
    only 5000 numbers are generated for that picture.
  • The brightness levels are encoded into numbers 0
    through 15 which stand for white, black, and 14
    intermediate shades of grey. The original picture
    is now represented by 11,616 numbers each one of
    which represents a small area having one of 15
    possible density (brightness) values. The nude is
    represented by only 8 brightness levels.

40
Method
  • A density is reproduced by the number of black
    dots occupying an 11 ? 11 square. A light gray
    requires about 42 black dots. Approximately this
    number of dots is structured to form a figure
    (house, cat).
  • When a particular brightness level is called for,
    the computer makes a random choice among the set
    which fits that level.
  • This dot array is produced on microfilm by a
    microfilm printer.
  • The microfilm frames are enlarged
    photographically
  • ...
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