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A "History of Computer Graphics and Art"
Project
By Anna
Ursyn (bio)
ursyn@unco.edu
Terrence Masson
tman@visualfx.com
It's a big challenge to carry out the first
step of action that would put past works in relevance to
new creations. This is the case with the history of
computer graphics and art. There are many reasons for
archiving such a young discipline. People who made history
of this branch of knowledge are still creating new works.
Data accessible today may be difficult to be retrieved
tomorrow. Approaches and assessments change along with the
progressive advances in technology. With all these factors
considered, this action calls for interaction between
people representing various fields, from software/hardware
programmers to scientists and artists.
A data bank of computer graphics and art is
currently being assembled at the "History of Computer
Graphics and Art" project as a part of the ACM/ SIGGRAPH
resources. It documents the evolvement of computer
graphics, art, and the thought about art in relation to
the progress of technology. A collection of images and
essays created by artists, scientists, art historians,
people shaping the museum and gallery display and those
who influenced these disciplines reflects the unfolding of
computer art due to technical achievements (hardware,
software, languages, etc). With this approach, computer
art and graphics are related to the history of inventions
in concurrent periods of time. The artists' web sites,
along with the existing materials cumulated in various
collections, complement this project.
Those who feel their work contributed to the
fields of computer graphics and computer art are invited
to describe their areas of action and accomplishments.
Being a part of this project may be interesting both on a
personal level and because it involves a great potential
for new approaches in teaching and provides materials for
visual learning. This call and the release form is posted
on the ACM SIGGRAPH website: http://www.siggraph.org/education/cgHistory/history.html
A Prospective Book
Terrence Masson and Anna Ursyn are working
on a collaborative project for a book by linking the text
with an online database
(http://www.kascope.com/cgibook/cgibookinfo.htm). The
major idea for writing this book is to create a data bank
that viewers can use to study first-hand comparative data
gathered as a resource for art history, scientific
visualization and technology-related education. Most of
the people who developed progress in these disciplines are
still reachable. Terrence Masson's book, "CG 101: A
Computer Graphics Industry Reference" (1999, new Riders
Publishing) is a comprehensive resource guidebook about
people and the companies that formed the computer graphics
industry. He is planning to divide a new edition into two
sections: a reference for CG Professionals and the history
book with an online component. The Artists' responses will
provide interested parties (either readers and/or the
users of the web site) with the source materials. This
will enable them to relate artist's philosophy to
technical resources and inventions, which influenced and
made possible new ways of thinking about electronic art.
For example, concepts and techniques such as morphing,
topology, randomness, probability, fractals, laser light
technology as affecting computer-based creation (both of
art and graphics) might be introduced. Many times, an
access to computer-controlled devices helped the artists
working on algorithmic works to see the images they
created. The idea of following the development of thought
in relation to technical, political, 2289 cultural and
social events can be applied in a similar way as in many
fields of historical studies, such as cultural
anthropology or history of mainstream art.
The ideas for further work on organizing
materials that might be related to the current project
are:
- Mutual relationship between the
disciplines (Computer Science, Dance, Visual Arts etc)
- Selecting technological solutions most
relevant to a particular problem.
- Print vs. display art (presentation
quality)
- Programming and Art
- Criticism - phases - artistic quality,
Artist as a Critic
- Thematic Work (e.g. Fractal Graphics)
- Classification of the product
- Grouping work (location, cultural
tradition)
- Process in developing a project
(involving collaborative efforts)
- Copyright related issues (detail as a
form of representation, watermark, resolution)
- Perception of the field (biases,
preferences)
- Abstract thinking
Rationale for the
Project
There is no sole comprehensive resource
describing this fascinating and important history of the
inventions in computer graphics and computer art.. There
are many books on the history of computers and computing
that cover relevant topics but it is hard to find a single
book entirely focused on and covering the topic of the
history of computer graphics and computer art. There are
not many web sites with a comprehensive list of people
whose work has contributed to the fields of computer
graphics and computer art. Also, there are no collections
of syllabi that would be helpful in teaching the subject.
The "Birds of a Feather" gathering at the ACM/ SIGGRAPH
2002, San Antonio, Texas (organized by Anna Ursyn and Anne
Morgan Spalter) generated a helpful feedback to this
online collection.
What did become clear was that the need for
good resources in the field grows more urgent with every
passing day. Needless to say, the need to establish a base
for the subject is growing every day, as more technologies
are developed. It seems like it will be harder to develop
a documented history the longer we wait. The history
written now will become what students of the future read
and experience in whatever book, web site, or CD is
ultimately created. It is up to communities like SIGGRAPH
to ensure that this history is complete and correct. Some
students might think that computer art began with
Photoshop. Some people find it challenging that the
invention of the hidden line removal helped to shape TV.
Even for knowledgeable practitioners, putting together a
package of materials for students containing a history of
computer art requires a lot of research and funding for
reproduction of article and papers. Most educators have
accumulated a set of slides, articles, course notes, and
conference proceedings over time. For new teachers putting
together a course in this subject, the materials assembly
task is daunting. In addition to not having a single book
or web resource that covers the topic, teachers cannot go
to a school's slide library and pull slides as they would
for, say Renaissance architecture -- they just aren't
there yet.
Quite a new approach can be developed, by
relating the history of inventions to computer art and
computer graphics created in concurrent periods of time.
In educational terms, a curriculum for teaching history of
computer graphics and art could be formatted according to
technological progress and possibilities that have emerged
from it. Also, the collection of artwork (access to
images) and artists' approaches to their work resulting
from the tools accessible makes it possible to develop a
new curriculum for visual learning of computer art with
the core of this approach based on cognitive study and
semiotic analysis of technological thought, not just
historical chronology.
Bonds Uniting the History,
Actuality, and Education in Computer Graphics
-- Learning of computer art with illustrated
and annotated resources. Unlike the history of the science
of computers, an art history cannot simply report facts
and put them into chronological order and historical
perspective. The challenge also lies in interpreting the
meaning of the work so far, in hazarding a guess as to
what works will be seen and referred to 50 years form now,
which will fade away, and in relating the work of computer
artists to the rest of the art world and the cultures in
which they were created. Although some large museums are
now curating computer shows, a historical understanding of
the field often seems lacking. Just as Clement Greenberg
brought Abstract Expressionism into the art canon with his
seminal essays in the 1960s, so we need modern critics and
historians to help museum goers understand the vital role
that the computer now plays in visual image creation. All
we know is that there is an audience waiting.
-- Education in computer graphics must
evolve every year to be current and effective. The
uniqueness of computer graphics is in its dynamic changes
going parallel to the developments in computer technology.
Generally, with electronic computers being over 50 years
old (the first-generation computer UNIVAC 1 was produced
in 1951), personal computers for 20 years (microcomputers
became popular in the late seventies), and the World Wide
Web known to the public for less than 10 years, the
computer competency demands are shifting from a
proficiency in some computer applications, such as word
processing, through the e-mail, to "visual literacy" which
is essential for data mining and web visualization.
-- An increasing demand for education in
computer graphics, intensifying with the ongoings in the
time-based and interactive technologies in communication
media. Understanding processes present in various
disciplines becomes more and more intertwined with
computer graphics. Both those people who want to gain
better understanding of the tools they use and those who
feel they are underutilizing them need a better
preparation in computer graphics. Exploring options for
the integrative learning environment involves
collaborative, interdisciplinary learning and teaching
with the use of web based 2-D, 3-D, motion, gaming and
sound-supported visuals.
-- The time-based and interactive projects
(such as websites). Computer graphics are essential for
developing the container: how the story is being
delivered. Every discipline -- archeology, history,
geology, online environment, a game, to name just a few --
can be seen, or even should be seen as a set of stories,
moreover, visual stories. The way we unfold and deliver
the story depends on the needs and the environment. We
have to analyze cultural implications of our products from
the perspective of the user, not only in the artist's
frame of reference. Website artistic quality is often
affected by unintended presence of a banner, therefore a
web page developer should not only design a product but
also make it fit for the changing environment as perceived
by the user. One needs to remember that every color
coexists with others. The developer should be trained
interdisciplinary, equipped to not only produce pretty
pictures but also a cross-cultural impact, since the
product delivery is often tested under specific technical
or cultural conditions.
-- Computer graphics support mutual
inspiration between art and other disciplines and enhance
one another. Visual quality is of utmost significance, as
people visually arrange and present knowledge by shifting
from digits to pixels, even in specialized areas, for
example, by creating artwork for financial analysis with
the use of an information visualization technique,
applying a 3D city metaphor for software production
visualization, or making visual tools for editing and
browsing semantic web resources. To be workable, every
website must not only be visual, simple and effective, but
also delightful to look at.
-- As for animation, it seems important not
only how a story is expressed, but also how appealing it
is, with visual metaphors, cognitive shortcuts, and
actions aimed to compress time without telling stories in
an ply-by-play manner. Every single frame in an abstract
or a character-based animation should be a masterpiece. In
interactive 3D interactive environments (a website,
virtual reality environment, interactive publication, TV,
animation) the recipient might feel encouraged to be an
active part of the world and control how a story unfolds.
-- Visual learning is becoming a way of life
for all of us. The Internet is a perfect vehicle for
visual thinking, as it stimulates new art forms and
visualization techniques, and intensifies collaboration
between interested people such as artists, scientists, and
engineers. It is becoming more demanding on everyone to
grow in terms of the ability to think abstractly,
compare/contrast and digest data quickly.
-- Many technical conferences include exploration of the
relationship between visual arts, mathematics, and
science, for example, the Symposium on Digital Art, and
Online Gallery - CGIV05-Dart (http://www.graphicslink.demon.co.uk/cgiv05/DART.htm),
the Art + Math = X Conference at the University of
Colorado at Boulder (http://math.colorado.edu/Art&Math/revised_announcement.htm),
the Bridges Conference Mathematical Connections in Art,
Music and Science (http://www.sckans.edu/~bridges/)
or the Mathematics and Design Conference (http://www.nexusjournal.com/CFP-MD2004.html).
Organizations and journals, such as Art and Science
Collaborations, Inc. (http://www.asci.org/),
Leonardo, the Journal of the International Society of the
Arts, Sciences and Technology and Leonardo On-Line: Art,
Science and Technology (http://mitpress2.mit.edu/e-journals/Leonardo/),
Wired Magazine (http://www.wired.com/wired/)
or YLEM, Artists Using Science and Technology
(http://www.ylem.org/), increase collaboration and
communication between scientists and artists using science
and technology.
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