Computer Art Time-lines:
.... Searching the net for my talk on the
panel for the exhibition -I discovered a nice site based on a book on computer
art (Artist and Computer) published in 1976
<http://www.atariarchives.org/artist/>
PAGE 62 is now available for download from the CAS website:
This issue covers the end of the CACHe Project and reviews our discoveries from
the past three years, along with some thoughts for the future.
<http://www.computer-arts-society.org/page/index.html>
A newly declassified document gives a fascinating glimpse into the US
military's plans for "information operations" - from psychological
operations, to attacks on hostile computer networks.
<http://news.bbc.co.uk/2/hi/americas/4655196.stm>
-Art Science Interactions (Kinetic Art, Gyorgy Kepes, Maholy Nagy, CAVS, Leonardo, EAT)
-Musical Seriealism and Visual Constructivism (Chance and Surrealism)
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<http://www.baacorsham.co.uk/cached/Jasia%20Reichardt.htm>
Jasia Reichardt
One of the most important early artistic exhibitions of computer art
and digital installations was called Cybernetic Serendipity, which was
held in 1968 at the Institute of Contemporary Arts in London. Organized
by Jasia Reichart, it included most of the important contributors to
the technology art world at the time, including Charles Csuri, Michael
Noll, Nam June Paik, Frieder Nake, John Whitney, John Cage and others.
Although it was not the first computer art exhibition, it is
acknowledged as an important milestone in the recognition of this new
medium in the art world.
Cybernetic Serendipity ran for two months and featured exhibits from
325 participants from around the world. They showed off the latest in
computer graphics and some early computer-composed music. There were
robots and drawing machines and the first computer sculpture.
The exhibition was the first of its kind in Britain and the curator
Jasia Reichardt wrote that it showed how "man can use the computer and
new technology to extend his creativity and inventiveness." It later
travelled to Washington, DC and San Francisco between 1969-70.
read: Extracts from Cybernetics, Art and Ideas 1971
edited by Jasia Reichardt
background: The Computer in Art London, Studio Vista 1971
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http://www.time.com/time/archive/preview/0,10987,838821,00.html
Oct. 4, 1968
Can computers create? Maybe not, but many of their programmers have a
lot of fun trying to make them behave as if they could. Some
technicians feed a set of numbers into the computer which activates a
mechanical arm which in turn plots designs on paper. Photographs, too,
can be analyzed and stored in a computer's memory, then reorganized and
distorted on electronic command. The results are often tantalizing
facsimiles of op and pop. In addition, computers can be programmed to
direct kinetic sculptures through any number of varied cycles. Indeed,
so widely has the computer's brain been...
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<http://dspace.dial.pipex.com/town/pipexdsl/q/aqsx96/personalinvestigation/pages/chapter1.html>
Significant events in the evolution of digital media
The driving force behind computer development in the 20th century is
credited largely to research centres which were funded by large
corporations who were able to finance the revolutionary projects which
were to be undertaken. Three centres which were key to the creation and
progression of digital art were the BTL (Bell Telephone Labs) in Murray
Hill New Jersey, MIT (The Massachusetts Institute of Technology) and
the Xerox Parc Centre in Palo Alto California. These three
establishments were mainly responsible for pioneering the hardware and
software that all computers use today.
1950s
Initially digital artists tended to be scientists and mathematicians,
as the very first digital art (in the late 1950s and early 60s) was the
biproduct of many experiments and investigations into computer
capabilities.
The earliest recognised form of digital art is credited to Ben Laposky,
for his work ‘Oscillons’ presented to the world in 1956 after beginning
the work in 1950. Laposky used an oscilloscope to produce waveforms
which were photographed as artwork. (An oscilloscope is a machine for
viewing sound waves).
With 1959 came the advent of the very first computer drawing system,
the DAC-1 (Design Augmented by Computers). Created by General Motors
and IBM in a joint venture, it allowed 3D models of cars to be created
and then rotated and viewed from any angle. This is particularly
significant because we often think of 3D software as being a relatively
modern development in computer software, when in fact it was one of the
first.
1960s
Ivan Sutherland is often thought of as a pioneer of digital art,
because between 1961 and 1963 his research at MIT produced one of the
very first computer drawing programs: ‘Sketchpad’. Revolutionary in
it’s time, the program made use of a light pen - a device which
provided a more natural means of drawing by allowing the user to draw
directly on the screen. In developing the software, Sutherland also
devised many computer drawing techniques which became the foundation of
future software, such as rapid creation of polygons, arcs and lines.
In 1963 US Journal Computers and Automation sponsored the very first
digital art competition. Noteworthy winners were Michael Noll (US) in
1965, and Frieder Nake (Germany) in 1966 - both of which were early
pioneers of digital artwork. Michael Noll’s first computer artwork and
animations were created at BTL during 1962, and were later aquired by
several American museums including The Museum of Modern Art in New
York, and the Academy of Motion Picture Arts and Sciences in Los
Angeles. Primarily a mathematician, Nake is most famous for his work
involving colourful matrix multiplications. Although his pictures were
created using mathematics they have a very distinctive artistic feel -
especially when considering his very vivid use of colour.
Also during 1963 the first computer generated film was put together by
Edward Zajec at BTL. It showed how the attitude of a satellite could be
changed as it orbited the Earth - not particually art related, but it
was significant because it was the first time someone had used a
computer to create a film rather than a short animation - which had
formed the basis of most of the digital art up unto this point.
As part of an experiment between 1963 and 64 a device would come into
being which would allow much simpler and precise interaction between
artist and computer. This device was the mouse: much less cost
prohibitive than the light pen, yet more intuitive than keying in raw
data. The man responsible for this was Dr Engelbart, whose other
notable creation was the GUI (general user interface) - which in
conjunction with the mouse would allow any person to use a computer in
an intuitive graphical way with icons and menus, as opposed to using
text commands which needed to be learnt.
1965 saw the first computer art exhibition, organised by and exhibiting
the work of three early pioneers - two of which have already been
mentioned. They were Frieder Nake, George Nees (both from Germany) and
Michael Noll (American) - their exhibition was held at the ‘Technische
Hochschule’ in Germany. Noll later exhibited (during 1965) alongside
other artists including Bela Jules, at America’s first computer art
exhibition held at the Howard Wise Gallery in New York
Charles Csuri's short film Hummingbird was purchased by the Museum of
Modern Art for permanent collection in 1968. Csuri began his work in
the field of digital art in 1963, one of his greatest accolades was
winning the prize for animation at the fourth International
Experimental Firm Festival in Brussels, in the year of 1964.
1969 saw the formation of SIGGRAPH - ‘Special Interest Group on
Computer Graphics’, formerly the ACM (Association for Computing
Machinery). SIGGRAPH was, and still is the the largest digital
art/media organisation and promotes this area through the annual
SIGGRAPH convention where individuals and companies go to showcase
their latest work.
1970s
In 1973 Quantel was founded: a british company that would revolutionise
film, television, and later the field of digital art. Quantel
specialised in advanced editing techniques for film, which were first
showcased during the 1976 Olympics when a square window appeared within
the main picture showing a close up of the Olympic torch being carried.
Quantel are most famous for their ‘Paintbox’ solution launched in 1981,
which could apply effects to live television in real time - significant
because at this time computers were relatively slow and so effects
applied to film had to be prepared in advance because they were time
consuming.
In 1974 the employees of the pioneering Xerox Palo Alto research centre
built on the work of Dr Engelbart’s GUI, to refine it and combine it
with the world’s first personal computer: The Alto. Personal computers
would become the bridge that would allow ordinary people to use a
computer, and significantly jump start the development of successful
drawing and painting programs - the first of which were developed by
Xerox for use with the Alto (e.g ‘Superpaint’). However Xerox were slow
to capitalise on their inovations and were thus usurped by more
aggressive companies.
In 1975 after 20 years of research Benoit Mandelbrot developed a
special area of digital art, called Fractals - based on extremely
complicated maths involving infinite dimensions. The computations
required produce very complex physchedelic patterns, but are most
significant in the way they have been utilised to produce random
patterns - especially useful for textures and terrains.
Sunstone was a ground breaking animation created by Ed Emshwiller in
1979. The animation lasting 2 minutes 57 seconds featured very surreal
photorealistic images, the main part of the film showing a rotating
cube with the opening ‘Sunstone’ image revealed to be one of the sides
- this arrangement was a metaphor Emshwiller created to represent three
dimensional space.
Also in 1979 at Bell Labs and Cornell University, came a very important
development in three dimensional digital art: Raytracing. Raytracing is
a very accuarate way of rendering three dimensional drawings, as a
computer computes (or ‘traces’) the path taken by beams of light as
they bounce off objects within a composition. This computer intensive
method produces highly realistic reflections and light interactions.
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