The Impact of Technology in the ARts: Challenges and Opportunities

By Melanie Lenz (Curator, V&A)

m.lenz@vam.ac.uk

Micro and Macro impact (collector, exhibitor, Audience, artists etc. )

Collection policy (computer generated art) in V&A: history of 50 years old

  • Cybernetic Serendipity: ICA, Long 1968
  • Manfred Mohr (Early collection): digital art work, language and code: Strong reaction to the question of “What do you think research that has the help of computer.”
  • Computer Arts Society:
  • Patric Prince & Siggraph donated his work to V&A

Context, Collaboration and Revolution: E.A.T news (Experimental, Arts and Technology)

  • Analogue to digital: Oscillon (Ben Laposky); Drawing machine (D.P.Henry)
  • Howard Wise Gallery: Computer composition with lines (A. Michael Noll )
  • Information Aesthetics: Stuttgart. Freider Nake, Geor Nees
  • International Initiatives in Japan:  (CTG) Computer Technique Group, Hiroshi Kawano (Red tree from Art Ex Machina portfolio, 1972. Running Cola is Africa. 1967-8
  • Technology is not neutral- female artists work with computers: Vera Molnar, Barbara Nessim;
  • New ways of working: Harold Cohen on AI, codified the process of drawing (Turtle robot)
  • The Algorists: Roman Verostko, using algorithm to create by means of coding.  trained as a monk. Adopted paint brush, with Chinese charatersParal.
  • V&A starts exhibiting digital art n 2009: Decode: Digital design senstation.
    • On Growth and Form (Daniel Brown)
    • Random International, Study for a mirror
    • Cellular Forms (Andy Lomas)
    • Processing (Casey Reas)
  • V&A recent exhibition: Parallel Worlds Nov 2016 (video game); Liquid citizenship (Femke Herregraven); Swarm Study (Random International); Makeshift tear-Gas Mask (objects being repurposed into different usage)

V&A digital programms (Audience aspects)

  • Learning by doing: Emphasise practical applications of skills and knowledge
  • Tinkers, tailors and candlestick makers: with Family, adults, hospitals, higher education, creative industries through digial drop in, samsung digital classroom, practical adult workshops, digital kids…etc.
  • What’s happening now: focusing on collaboration, connect physical and digital.

wearables, data visualisation, soft robotics, live coding boot camp, app design, project mapping, video game design, sound art, digital illustration, photographic processed, VR, Electronics, 3D printing & CNC

  • Digital drop in events: Moving alphebats
  • Digital futures; monthly meet up. networking events
  • Digital design weekend: annually, work with NaSA, microsoft, BBC etc. multidisciplinary work.
  • Artist & Designer Residencies: Samsung residence artist yiyun Kang, Casting (data mapping piece)
  • Special events: Games Jam, Qouantum Computing & ART, exploring new ways of technology in the arts creating challenges and opportunities

V&A blog: tag: digital programmes

MyQuestion (would you consider the pieces created solely by AI as Art): Yes. A computer artist should be a programmer who can teach his computer to produce works of art y itself, and furthermore know about the digital computing behavior of his computer in details. it is never a computer artist, but a computer itself that produces works of art; a computer artist only helps his computer acting as a programmer. computer art should not be confused with the style or the school or indefinitvetool , try the traditional, art of computer. see the computer as the primary (Hiroshi Kawano)

—End of presentation–

solely

 

 

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