SCI-ART LAB

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New media art is a process where new technologies are used by artists to create works that explore new modes of artistic expression. These new technologies include computers, information and communications technology, virtual or immersive environments, or sound engineering. They are the brushes and pens of a new generation of artists.

The potential of new media is limitless .

The new media art movement challenges conventional notions of 'what art is' and the role it plays in our society. Audiences are challenged - and confronted - by different art forms, disciplines and media. Examples include nonlinear theatre, multimedia dance and music, hybrid performances, multidimensional installations, site specific performative installations, conceptual and improvisatory performances.

Multimedia is media and content that uses a combination of different content forms. The term can be used as a noun (a medium with multiple content forms) or as an adjective describing a medium as having multiple content forms. The term is used in contrast to media which use only rudimentary computer display such as text-only, or traditional forms of printed or hand-produced material. Multimedia includes a combination of text, audio,still images, animation, video, or interactivity  content forms.

Multimedia is usually recorded and played, displayed or accessed by information content processing devices, such as computerized and electronic devices, but can also be part of a live performance. Multimedia (as an adjective) also describes electronic media devices used to store and experience multimedia content. Multimedia is distinguished from mixed media in fine art ; by including audio, for example, it has a broader scope. The term "rich media" is synonymous for interactive multimedia.  Hypermedia can be considered one particular multimedia application.Hypermedia is a computer-based information retrieval system that enables a user to gain or provide access to texts, audio and video recordings, photographs and computer graphics related to a particular subject.

Interactive media normally refers to products and services on digital computer-based systems which respond to the user’s actions by presenting content such as text, graphics, animation, video, audio, etc.


Though the word media is plural, the term interactive media is often used as a singular noun.

Interactive media is related to the concepts interaction design, new media, interactivity, interaction design,human computer interaction, cyberculture, digital culture, and includes specific cases such as, for example, interactive televisaion, , interactive narrative, interactive advertising, algorithmic art, video games, social media, ambient intelligence, virtual reality, and augmented reality. 

An essential feature of interactivity is that it is mutual: user and machine each take a more or less active role. Most interactive computing systems are for some human purpose and interact with humans in human contexts. Manovich complains that ‘In relation to computer-based media, the concept of interactivity is a tautology. .... Therefore, to call computer media “interactive” is meaningless – it simply means stating the most basic fact about computers.’Nevertheless the term is useful to denote an identifiable body of practices and technologies.

Any form of interface between the end user/audience  and the medium may be considered interactive. Interactive media is not limited to electronic media or digital media. Board games, pop-up books,game books, flip books, and constellation  wheels  are all examples of printed interactive media. Books with a simple table of contents and index may be considered interactive due to the non-linear control mechanism in the medium, but are usually considered non-interactive since the majority of the user experience is non-interactive sequential reading. 


 

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Since the advent of the computer and subsequent advances in the digitalization of modern culture, artists have been increasingly turning to new technology and incorporating it in their work. This assimilation of digital technology has transformed conventional practices like painting, sculpture, and music, while also spawning new categories, including Internet art and virtual-reality installations. The Austin Museum of Digital Art-which, when founded in 1997, was the first museum dedicated to the medium-defines digital art as "art that uses digital technology in any of three ways: as the product, as the process, or as the subject." Various names have been given to these computer- and multimedia-based creative processes over the years, but it is now generally acknowledged by the broad term "new media art," which encompasses subdivisions such as digital art and net art while focusing on forms of artistic practice that appear with emerging technologies. While the origins of new media art can be as nebulous as the term itself, early progenitors of the genre include artists of the late-19th and early-20th centuries like Eadwaerd Muybridge and Thomas Wilfred, who worked with the newly manifested technologies of their time. In 1958, Television Décollage by Wolf Vostell became one of the first artworks to incorporate a television set, setting the stage for other new media artists and collectives to experiment with the use of technology in their art, often embracing ideas of audience participation. Nam June Paik and others began to produce art using video technology, while groups like Fluxus, which included artists such as John Armleder and Jonas Mekus, would go on to stage their own multimedia performances. In 1966, the group Experiments in Art and Technology (E.A.T.)-whose founders included Robert Rauschenberg and Robert Whitman, alongside Bell Labs engineers Billy Kluver and Fred Waldhauer-staged Nine Evenings: Theater & Engineering, which exhibited collaborations between artists and engineers, utilizing emerging technologies, such as Doppler sonar and wireless FM transmitters, in a new artistic context. In subsequent decades, many new media artists have emphasized interactivity in their work, prompted by the development of advanced computer graphics in conjunction with the widespread adoption of the Internet. Due to the steady increase of shared information access and connectivity between users online, common themes of new media art unsurprisingly touch on topics of appropriation, identity, and social activism. While the inherently technological aspect of new media art can inhibit audience participation, pioneering artists in the genre continue to realize new ways to reach viewers on a visceral and emotional level.

Source: http://www.artspace.com/collections/art_101_an_introduction_to_new_...

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