Chronicle the impact of the computer on the arts
What will be an ideal response?
In addition to their function in storing and distributing images, digital computers have transformed the manner in which art is made, sold, and experienced. Webcams, inkjet printers, and painting software applications ("apps") empower every individual to create, advertise, and sell art. The World Wide Web provides a virtual theater in which one may assume an online identity—or more than one identity—in cyberspace.
"Digital art" describes a wide range of genres that employ the language of computers as a primary tool, medium, or creative partner. Digitization itself has revolutionized the art world by blurring the boundaries between the traditional genres of painting, sculpture, film, and photography, and by generating entirely new kinds of visual experience, such as virtual reality, animation, videogame art, Internet art, and two- and three-dimensional imaging.
In digital photography, two ways of using the computer are possible. One involves the computerized manipulation of existing photographic resources (either digital or analog) to alter, rework, or assemble images. The other engages purely digital means (a geometric model or mathematical formula) to create an entirely new image.
Further, computers have inspired whole new mediums in which artists can express themselves. In site-specific installations, which are often monumental in size and complex in design, a computer will control the necessary processes. Interactive art projects, available in galleries, museums, and on computers or smartphones, make the viewer a partner in art-making. These projects, which include Electronic Eve by Jenny Marketou and Text Rain by Camille Utterback, are distinctive in that they provoke a dialogue between the artwork and the spectator, offering the latter a means of altering the artwork itself.