1382667904x

huskyshiveringInternet and Web Development

Dec 11, 2013 (3 years and 7 days ago)

59 views

Author’s Name
1



1.

How have artists used digital technologies to transform artistic practice in one or more of
the following fields: visual arts, film/video, music, design, literature or performance?



Over the decades, world has seen a colossal transition from the
medieval times to the
times where technology has flourished and taken over.

With the excessive leap taken into the
ever evolving technology, art has also witnessed a great deal of evolution and infused technology
in it.
A
lbeitmany

still

stick with the trad
itional forms of arts like painting, sketching, sculpture,
literature, theatre, music and film
,

but the world is seeing a lot of digital art and media art
now.
Tribe, Mark, Reena Jana, and UtaGrosenick

(2007, p.10)
write that many of the artists are
drawn
to the media art and the digital influence because of the global art scene emergence,
familiarity and understanding of computers and the developments

in technology.

Gone is the
time when speaking of creativity using computers opened the
Pandora

box of cont
roversies.
People and artists now know that creativity can altogether be enhanced using computer
softwares, be it any field of arts.


Paul Valery (1964, p.225)
says that with the evolution of technology, things have
changed a lot.
Time has brought great developments. Therefore, great innovations should be
expected which would change the whole perspective of arts and would also bring some change in
Author’s Name
2


our own idea of arts.
Paul Valery could not be more correct because with all the time
that has
elapsed, world has witnessed a huge change in the conventional notion of arts. The developm
ent
in digital technologies has

produced an amazing era of digital arts.


When we talk about film/video, there has been a drastic change in them over the ye
ars.
Owing to the technology development, now is the era of digitalization. With the aid of computers
and computer softwares, the artists and directors of film and movies have taken a huge leap into
digitalization and
have used

technology to create things which were almost unthinkable in the era
of conventional arts.
In the early movies, which were made with the conventional movie making
techniques, main focus of the people behind the scene revolved merely around the deliverance
of
the storyline and the concept. The picture quality, pixels, sound and the altogether presentation
of those movies was plain and simple. But the whole idea of movie making is now taken up to
the next level with the introduction and evolution of digital a
nd media arts.
Wistendahl, Douglass
A., and Leighton K. Chong (1998, p.2) write that the digital video editing tools have now been
further developed for coloring, painting, sizing, editing still or moving images and for
compressing the multimedia file for f
ast transferring and less space occupying storage.
Furthermore, animation tools have also advanced a great deal with the introduction and
acceptance of digital technologies for arts.

Author’s Name
3



In addition to the
advancement in the video making tools, the digital te
chnology’s
introduction in the artistic field of movie making has also broadened the horizons towards
experimenting with different forms of
videos.
Animated movies are the greatest product of
advancement in the digital technology. The animation have furthe
r been refined and taken to
upper levels along with the modernization of the digital tools. A prominent name in the animated
movies is
Avatar
;
director James Cameron had the idea of such a movie since 1995, but back
then the cinema and digital technology had not advanced till the point where he could execute his
idea.
When the 3D technology and the digital technologies upgraded and developed, onl
y then
the movie
Avatar

was made,

which was in 2009.
This movie used so much of the digital
technology that only 25 percent of it was created using the traditional live performances on the
set.

Animated digital creatures are now operated with the aid of hu
man movements, these
analogue movements are then converted to the digital signals.
Weta Digital,
an e
ffects house
founded by the director of
The Lord

of The Rings
, aided in the operation

of animated digital
creatures because they had already used the above mentioned technology in some movies like
animating
Gollum

in
The Lord of The Rings

(2001) and the
great Ape

in
King Kong

(2005).

Introduction
of Swing

Camera
, in
Avatar
,

also marked a breakthrough in the
digital

technology
;
this camera has no lens but only a LCD screen and markers to record its position within motion
capture stage with respect to the actors.

Author’s Name
4



Further talking about the animated movies,
the use of graphics
tablets has

eased the
tedious task o
f making the animated cartoons and moreover, has also enhanced the whole
phenomenon of animation. Todaythe animations made are far better than the initial ones

in terms
of refinement, technology and digital exposure;
thi
s is only because of the incorporation of
digital technologies in the field of movies by the artists.
With the use of graphic tablets or
digitizers, the artists now draw the images and animation which can directly be input to the
computer. In addition to t
his technology, many computer softwares are now widely used by the
artists to make complex figures and animations. Among the famous 3D animation softwares,

AUTODESK
is broadly known.
Many 3D animation companies are approaching
AUTODESK

for
the tools needed for creating the digital content.
The softwares used by the artists include
Autodesk Maya, Autodesk 3D max, Autodesk Softimage, Autodesk MotionBuilder and some
other
s
.


Issac V. Kerlow (
2004
) writes in his book that majority of the people are accepting the
huge transition which the computers and digital technologies
are bringing. Many
design studios
and artists use computers for their works and even present their works in digital formats.
Ker
lowalso writes that those who are resisting the change are left behind because the virtual and
the digital world is changing

a great deal
.

Author’s Name
5



Critically assessing the significance of the digital technologies artists use in
movies/v
ideos, we can see that the
se technologies have greatly impacted the cultures.
Stephen
Kline (2003, p.4) writes that in less than half a century
,

technology has become a prime factor in
today’s life; it cannot be regarded as one of the threads that form the texture of civilizations,
rather it determines the pattern of whole of the social life.

In the conventional times, when digital
technology had
not flourished this much, the cultures were simpler and plainer. Now with the
access, mobility and feasibility of the technology and digital techniques, our present is
profoundly different and changed from the
past
. Culturally speaking,
the introduction an
d ease of
access to internet has impacted on the cultures in a much faster speed. The cinema culture has
thrived in leaps and bounds ever since the enhancement and advancement in the 3D technology
and other digital technologies used in the filming and maki
ng of the movies.
The usage of digital
and media art has altogether altered the mindset of the people, thus altering and impacting the
cultures as well. People now
expec
t more and more from the technology because apparently,
digital technologies can create

almost anything.


T




References

Author’s Name
6


Tribe, Mark, Reena Jana, and UtaGrosenick, 2007,

New media art
. Taschen.

Valery, Paul, (1964), Aesthetics,
" The Conquest of Ubiquity
, (translated) by Ralph
Manheim."

Wistendahl, Douglass A., and Leighton K. Chong, 1998.
"System for mapping hot spots in
media content for interactive digital media program."

U.S. Patent No. 5,708,845.

Kerlow, Isaac V, 2004.

The art of 3D: computer animation and effects
. John Wiley &
Sons.

Kline, Stephen, 2003.

Digital play: The interaction
of technology, culture, and
marketing
. McGill
-
Queen's Press
-
MQUP.

Manovich, Lev, (2001).
The Language of New Media
.

Benjamin, Walter, 2008.

The work of art in the age of mechanical reproduction
.Penguin
UK.

Paul, Christiane
, 2003
.

Digital art
. London:
Thames & Hudson.

Gross, Larry, John Stuart Katz, and Jay Ruby
, eds,
2003
.

Image ethics in the digital age
.
U of Minnesota Press.