Visual arts    

 

 

Installation Art

 

Site specific art Video artPlop art Guerilla artInteractive art Performance artNew media art

 

Installation art is art that, through the use of sculptural materials and other media, seeks to modify the way we experience a particular space. Installation art is not necessarily confined to gallery spaces and can refer to any material intervention in everyday public or private spaces.
It is a genre of Western contemporary art and came to prominence in the 1970s. However, early examples of non-Western installation art (which influenced American installation pioneers like Allan Kaprow) are the events staged by the Gutai group in Japan from 1954 onwards. Installation art incorporates almost any media to create a visceral and/or conceptual experience in a particular environment. Installation artists often use the space of the gallery directly. Many trace the roots of this form of art to earlier artists such as Marcel Duchamp and the use of readymade objects rather than more traditional craft based sculpture, and Kurt Schwitters Merz art. The intention of the artist is paramount in much later installation art whose roots lie in the conceptual art of the 1960s. This again is a departure from traditional sculpture which places its focus on form.
Materials used in contemporary installation art range from everyday and natural materials to new media such as video, sound, performance, computers and the internet. Some installations are site-specific in that they are designed to only exist in the space for which they were created.

 

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Site specific art is artwork created to exist in a certain place. Typically, the artist takes the location into account while planning and creating the artwork. Outdoor site-specific artworks often include landscaping combined with permanently sited sculptural elements. Indoor site-specific artworks may be created in conjunction with (or indeed by) the architects of the building. More broadly, the term is sometimes used for any work that is (more or less) permanently attached to a particular location. In this sense, a building with interesting architecture could be considered a piece of site specific art.

 

Video art, as opposed to television and theatrical cinema, is a subset of artistic works which relies on "moving pictures" and is comprised of video and/or audio data. The precise medium of storing this data is variable and at the discretion of the artist; the medium of storage is usually magnetic video tape although the data may also be stored as a computer file (or files) on a hard disk, CD-ROM, DVD, solid state, indeed any electronic storage format. However, despite obvious parallels and relationships, video is not film. One of the key differences between video art and theatrical cinema is that video art does not necessarily rely on many of the conventions that define theatrical cinema. Video art may not employ the use of performers, may contain no dialogue, may have no discernible narrative or plot, or adhere to any of the other conventions that construct cinema as entertainment. This distinction is important because it delineates video art not only from cinema but also from the subcategories where those definitions may become muddy (as in the case of avant garde or short films). Perhaps the simplest, most straightforward defining distinction in this respect would then be to say that (perhaps) cinema's ultimate goal is to entertain, whereas video art's intentions are more varied, be they to simply explore the boundaries of the medium itself (e.g., Peter Campus, Double Vision) or to rigorously attack the viewer's expectations of video as shaped by conventional cinema (e.g., Joan Jonas, Organic Honey's Vertical Roll).
Video art is said to have begun when Nam June Paik used his new Sony Portapak to shoot footage of Pope Paul VI's procession through New York City. That same day, across town in a Greenwich Village cafe, Paik played the tapes and (so legend goes) video art was born. Prior to the introduction of the Sony Portapak, "moving image" technology was only available to the consumer (or the artist for that matter) by way of eight or sixteen millimeter film, but did not provide the instant playback that video tape technologies offered. Consequently, many artists found video more appealing than film, even more so when the greater accessibility was coupled with the technologies with which it could be combined.
The two examples mentioned above both made use of "low tech tricks" to produce seminal video art works. Peter Campus' Double Vision combined the video signals from two Sony Portapaks through an electronic mixer, resulting in a distorted and radically dissonant image. Jonas' Organic Honey's Vertical Roll involved recording previously recorded material as it was played back on a television -- with the vertical hold setting intentionally in error.
Video art saw its heyday during the 1960s and 1970s and it must not be forgotten that important video art simultaneously emerged in Europe with work by Wojciech Bruszewski (Poland), Wolf Kahlen (Germany), Peter Weibel (Austria), David Hall (UK) and others. For key early British work see Video Art: The Early Years. Although it continues to be produced, it is most frequently combined with other media and is subsumed by the greater whole of an installation or performance. Contemporary contributions are being produced at the crossroads of other disciplines such as installation, architecture, design, theory of sculpture, as well as new forms of non-objective narrative and visual abstractions. Contemporary leading artists working this way are Matthew Barney (USA), Javier Marchán (Spain) and Pipilotti Rist (Switzerland).

 

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Plop art is a derogatory term for public art sculptures made for corporate office plazas, the spaces in front of government buildings, and other public areas, including parks. The term implies that the work is considered unattractive, inappropriate to the location, or both. The term is a pun on pop art. Of similar use is the phrase "the turd on the plaza".
 

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Guerilla art is the surreptitious, and often sudden, creation or installation of unauthorized public art, often with the purpose of making an overt political statement. The term is often used interchangeably with "street art." It has arisen as a small underground movement starting in the 1980s, partially as a response to the perceived takeover of public space by commercial interests, the perceived banality of many authorized public art pieces, and the frequent lack of authorized exhibition opportunities for artists.
One of the most popular forms of guerilla art is the alteration of billboards, often with the intent of creating an absurd or ironic message from the original advertising content. Such installations are often meant to be somewhat subtle. A school of thought exists that much artistically-intended graffiti can be considered as guerilla art as well.
Stickers, stencils and poster art are increasingly influential—Robbie Conal regularly uses Los Angeles as his personal gallery space. Other prominent members of the movement include the billboard liberation front, Adbusters, Bansky and the Guerilla Girls. Although guerilla art is sometimes equated with the use of disposable media, one of the most famous pieces of guerilla art was the installation of the bronze sculpture Charging Bull by Arturo Di Modica in front of the New York Stock Exchange in December 1989. Although unauthorized, the sculpture became an immediate hit with many New Yorkers, leading to its permanent installation a few blocks away in Bowling Green plaza. Guerilla art consists of reclaiming space and changing its dynamics with images or counter images, art that has been created anonymously and left on walls or in places such as public squares. Guerrilla art is not only spray paint and text and images. It can also encompass theater and film projections projected on walls of buildings.
Jason Sprinkle, part of Fabricators of the Attachment (FA), tied a chain to the hammering man in Seattle, WA. Another guerrilla art group, the Provos, during the 60s in Amsterdam acted out happenings where the Provos would give out thousands of white bikes. In another "performance," the Provos dressed up as Santa Claus and handing out presents that did not belong to them to children in the department store, causing the police to respond and publicy arrest a handful of Santas in front of the children.
 

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Interactive art is a piece of art that involves the spectator in some way. Some sculptures achieve this by letting the observer walk in, on, and around the piece. Other works include computers and sensors to respond to motion, heat or other types of input. Many pieces of Internet art and electronic art are highly interactive. Sometimes visitors are able to navigate through a hypertext environment; some works accept textual or visual input from outside; sometimes an audience can influence the course of a performance or can even participate in it. Interactive Art can be distinguished from Reactive Art, Electronic Art, or Immersive Art in that it is a dialog between the piece and the participant; specifically, the participant has "agency" (the ability to act upon) the piece and is furthermore invited to do so in the context of the piece, i.e. the piece has "affordance" or "affords" the interaction. In contrast, Reactive Art tends to be a monologue -- the artwork may change form in the presence of the viewer but the viewer may not be invited to engage in the reaction but "merely" enjoy it. By far the most popular form of Interactive Art is video games. Due to the commercial forces which shape their design and content, however, video games are sometimes denigrated as a "lesser" form of the art. In terms of the creation of agency, however, many video games are at the forefront of the artistic exploration of interactivity.
The Prix Ars Electronica is a major yearly competition that gives awards to outstanding examples of (technology-driven) interactive art. The Association of Computing Machinery's Special Interest Group in Graphics (SIGGRAPH) is another annual conference that highlights many interactive artists in both their Art Gallery and Emerging Technologies venues.
 

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Performance art is art where the actions of an individual or a group at a particular place and in a particular time, constitute the work. It can happen anywhere, at any time, or for any length of time. Performance art can be any situation that involves four basic elements: time, space, the performer's body and a relationship between performer and audience. It is opposed to painting or sculpture, for example, where an object constitutes the work.
Although performance art could be said to include relatively mainstream activities such as theater, dance, music, and circus-related things like fire breathing, juggling, and gymnastics, these are normally instead known as the performing arts. Performance art is a term usually reserved to refer to a kind of usually avant-garde or conceptual art which grew out of the visual arts. Performance art, as the term is usually understood, began to be identified in the 1960s with the work of artists such as Allan Kaprow, who coined the term happenings, Vito Acconci, Hermann Nitsch and Joseph Beuys. Western cultural theorists often trace performance art activity back to the beginning of the 20th century. Dada for example, provided a significant progenitor with the unconventional performances of poetry, often at the Cabaret Voltaire, by the likes of Richard Huelsenbeck and Tristan Tzara. However, there are accounts of Renaissance artists putting on public performances that could be said to be early ancestors to modern performance art. Some performance artists point to other traditions, ranging from tribal ritual to sporting events. Performance art activity is not confined to European art traditions; many notable practitioners can be found among Asian, Latin American, Third World and First Nations artists.
According to Performance Art: From Futurism to the Present by RoseLee Goldberg:
“Performance has been a way of appealing directly to a large public, as well as shocking audiences into reassessing their own notions of art and its relation to culture. Conversely, public interest in the medium, especially in the 1980s, stems from an apparent desire of that public to gain access to the art world, to be a spectator of its ritual and its distinct community, and to be surprised by the unexpected, always unorthodox presentations that the artists devise. The work may be presented solo or with a group, with lighting, music or visuals made by the performance artist him or herself, or in collaboration, and performed in places ranging from an art gallery or museum to an “alternative space”, a theatre, café, bar or street corner. Unlike theatre, the performer is the artist, seldom a character like an actor, and the content rarely follows a traditional plot or narrative. The performance might be a series of intimate gestures or large-scale visual theatre, lasting from a few minutes to many hours; it might be performed only once or repeated several times, with or without a prepared script, spontaneously improvised, or rehearsed over many months.”
Performance art genres include body art, fluxus, action poetry, and intermedia. Some artists, e.g. the Viennese Actionists and neo-Dadaists, prefer to use the terms live art, action art, intervention or manoeuvre to describe their activities.
 

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New media art (also known as media art) is a generic term used to describe art related to, or created with, a technology invented or made widely available since the mid-20th Century. The term differentiates itself by its resulting cultural objects, which can be seen in opposition to those deriving from old media arts (i.e. traditional painting, sculpture, etc.) New Media concerns are often derived from the telecommunications, mass media and digital modes of delivery the artworks involve, with practises ranging from conceptual to virtual art, performance to installation. The term is generally applied to disciplines such as:
• Audio Art
• Computer Art
• Digital Art
• Electronic Art
• Generative Art
• Hacktivism
• Interactive Art
• Internet Art
• MediaTechnologyArt
• Performance Art
• Robotic Art
• Software Art
• Video Art
• Video Game Art
The origins of new media art can be traced to the moving photographic inventions of the late 19th Century such as the zoetrope (1834), the praxinoscope (1877) and Eadweard Muybridge's zoopraxiscope (1879). During the 1960s the divergence with the history of cinema came with the video art experiments of Nam June Paik, and multimedia performances of Fluxus. More recently, the term "new media" has become closely associated with the term Digital Art, and has converged with the history and theory of computer-based practises.
Some important influences on new media art have been the theories developed around hypertext, databases, and networks. Important thinkers in this regard have been Vannevar Bush and Theodor Nelson with important contributions from the literary works of Luis Borges and Italo Calvino. These elements have been especially revolutionary for the field of narrative and anti-narrative studies, leading explorations into areas such as non-linear and interactive narratives.
 

Computer art

It is any art in which computers played a role in production or display of the artwork. Computer art is by nature evolutionary, it relies on rapid changes in technology and software for the substance of its creative work. With so many traditional disciplines integrating digital technologies, the lines between traditional works of art and new media works created by computers continue to blur. Defining computer art by its end product proves to be quite difficult, the finished work can exist as an image, sound, animation, video, CD-ROM, DVD-ROM, Web site, algorithm, performance or gallery installation. The only true definition of computer generated art can be found with the creator, a person who in fact uses the computer as his or her primary tool.
The most recent evolution of computer art is allowing the computers to create the art themselves. This is though the use of evolutionary computing and Swarm principles.
 

Digital art

It is art created on a computer in digital form. Digital art can be purely computer-generated, such as fractals, or taken from another source, such as a scanned photograph, or an image drawn using vector graphics software using a mouse or graphics tablet. The term is usually reserved for art that has been non-trivially modifed by a computing process (such a computer program, microcontroler or any electronic system capable of interpreting an input to create an output); digitized text data and raw audio and video recordings are not usually considered digital art in themselves, but can be part of a larger project. The availability and popularity of photograph manipulation software has spawned a vast and creative library of highly modified images, many bearing little or no hint of the original image. Using electronic versions of brushes, filters and enlargers, these "Neographers" produce images unattainable through conventional photographic tools. In addition, digital artists may manipulate scanned drawings, paintings, collages or lithographs, as well as using any of the above-mentioned techniques in combination. Artists also use many other sources of information and programs to create their work.
3D graphics are created via the process of designing complex imagery from geometric shapes, polygons or NURBS curves to create realistic 3 dimensional shapes, objects and scenes for use in various media such as film, television, print and special visual effects. There are many software programs for doing this. The technology can enable collaboration, lending itself to sharing and augumenting by a creative effort similar to the open source movement, and the creative commons in which users can collaborate in a project to create unique pieces of art. The mainstream media uses a lot of digital art in advertisements, and computers are used extensively in film to produce special effects. Desktop publishing has had a huge impact on the publishing world, although that is more related to graphic design. Nonetheless, digital art is yet to gain the acceptance and regard reserved for "serious" artforms such as sculpture, painting and drawing, perhaps due to the erroneous impression of many that "the computer does it for you" and the suggestion that the image created could be infinitly repeatable. Computers are also commonly used to make music, especially electronic music, since they present an easy and powerful way to arrange and create sound samples. It is possible that general acceptance of the value of digital art will progress in much the same way as the increased acceptance of electronically produced music over the last three decades. Some say we are now in a postdigital era, where digital technologies are no longer a novelty in the art world, and "the medium is no longer the message."
Digital Photography and digital printing is now an acceptable medium of creation and presentation by major museums and galleries, and the work of digital artists is gaining ground, through net art and software art. But the work of digital painters and printmakers is still not widely accepted by the established art community. It is not represented or collected by any major institution. Only the Victoria and Albert Museum print department has a reasonable but small collection of digital art.
 

Generative art

It is art or design generated, composed, or constructed through computer software algorithms, or similar mathematical or mechanical autonomous processes. The most common forms of generative art are graphics that visually represent complex processes, music, or language-based compositions like poetry. Other applications include architectural design, models for understanding sciences such as evolution, and artificial intelligence systems.
"Generative art refers to any art practice where the artist uses a system, such as a set of natural language rules, a computer program, a machine, or other procedural invention, which is set into motion with some degree of autonomy contributing to or resulting in a completed work of art."


Hacktivism

It is the writing of code, or otherwise manipulating bits, to promote political ideology. Taking Lessig's message to heart, hacktivism believes that proper use of code will have leveraged effects similar to regular activism (or civil disobedience). Fewer people can write code, but code affects more people. Freenet is a prime example of translating political thought (anyone should be able to speak) into code. Hacktivismo is an offshoot of the CULT OF THE DEAD COW, whose beliefs include access to information as a basic human right. Oxblood Ruffin, the self appointed "foreign affairs" minister of Hacktivismo, has argued forcefully against definitions of hacktivism that include web defacements or denial-of-service attacks.
 

Software art

It refers to works of art where software, or concepts from software, play an important role; for example software applications which were created by artists and which were intended as artworks. Software art as an artistic discipline has attained growing attention since the late 1990s. It is closely related to Internet art since it heavily relies on the Internet, most notably the World Wide Web, for dissemination and critical discussion of the works. Browser art is an important subset of software art. Since 2000, software art has become a genre worthy of critical speculation and merit. Art festivals such as Transmediale (Berlin), Prix Ars Electronica (Linz) and readme (Helsinki) have devoted considerable attention to the medium and through this have helped to bring software art to a wider audience of theorists and academics. However, there is some concern over whether software art as a specific genre is merely a passing trend.
 

Artistic computer game modification

It involves the use of a computer game for the creation of a digital artwork. Also referred to as art modding, and game modding. Art mods are not quite the same as art games, although they do share some similarities. Various genres and styles of art modding exist. Genres or categories are rarely clear cut in this multi-media format, however than can be roughly described based on either techniques or outcomes.

 

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(source of the article is Wikipedia, the free Encyclopedia on-line)

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