Art and Electronic Media
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As accessibility and understanding of electronic media grows, its
use by artists becomes more widespread. Yet the art world, both
critically and practically, was initially slow to accept this
emergence - new technology is potentially alienating and esoteric.
Edward A. Shanken gives a lucid evaluation of the subject,
contextualizing it in a broader art-historical and political
framework. A comprehensive survey, his essay also addresses the
reaction, development and future of artistic practice in the face
of new technology, and how art can 'humanize and mythologize'
science. Divided into seven thematic sections, the book follows a
broadly chronological approach. The seven sections of this survey
include: light, space, motion, time which lays the foundations in
the early twentieth century, artists introduced motion and light
into their work, defying the traditional concept of art as static,
lit object - the jump-off point for interactive art incorporating
digital media, Coded Form and Electronic Production which shows how
the emergence of computer graphics and electronic photocopying
(1950s and 1960s), and high resolution digital photography,
printing and rapid prototyping (1980s and 1990s) expanded the
possibilities for artistic production and reproduction, challenging
notions of originality and creativity, Simulation and Simulacra
which describes the interactive exchanges allowed by virtual
reality, engaging audiences with simulated forms and environments,
playing on the trompe-l'oeil verisimilitude of art history.
Sections also include Electronic Environments which is distinctly
different from virtual reality outlines performances enacted in
electronic environments that enable audience feedback to influence
the unfolding of various elements or demonstrate the politicized
contexts in which the media (and the mass media in particular)
operate. This work also includes sections such as: Networks,
Surveillance, Culture Jamming which discusses public access cable
television, satellite transmissions, and especially the union of
computers and telecommunications, and how these have led to
exchange, transfer and collaborative creation, Bodies, Surrogates,
and Emergent Systems which questions the distinction between real
and artificial, as artists join their bodies (and/or those of their
audiences) with electronic media, creating cyborgs and robots in
order to examine human existence, and, Exhibitions, Institutions
and Communities which looks at how technical requirements and
financial overheads demand close collaboration between artists,
scientists and engineers, shaping production, reception and
historicization.