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Quarter II: TECHNOLOGY-BASED ART
Transcript of Quarter II: TECHNOLOGY-BASED ART
The last session for Quarter II will be devoted to staging “An Exhibit of Technology-based Arts” presenting the following categories:
1. Mobile Phone Art
2. Computer-generated Images
3. Digital Photography (Pinhole Camera, Point-and-Shoot, DSLR)
4. Video Games
5. Digital Painting
1. What forms of art are you familiar with?
2. Have you heard of computer art?
3. Would you be able to identify these samples as traditional art or computer art? Explain How?
4. Can you give a brief definition of what computer art is?
5. Do you have any experience with using the computer? If yes, what device(s) have you used?
6. What computer software do you use?
7. For what purposes do you use these?
8. Have you ever tried creating art with a computer?
Technology-based art is essentially
manipulated. Through the centuries,
visual artists used actual brushes
and palettes, and a whole
array of paints, inks, and
natural pigments applied to paper, canvas, fabric, stucco
walls and ceilings.
Today’s computer artists employ the ever-expanding powers of
image manipulation programs and
applications to create their works
which can appear in an entire range
of media—whether as a physical
output or a virtual experience.
Arrange the following heap of letters to get the correct word(s)
KIM PAULO D. RAMOS
Computer art or digital art first came on the scene in the early 1960s.
Understandably, this was due to the technology that was constantly developing
and that became available at that time. Thus, the early experimenters were not
necessarily artists, but engineers and scientists who had access to and experience with
the hardware needed. It was they who began to recognize the potential of artistic
expression through the application of scientific and mathematical principles.
Geometric forms and repeating patterns appear frequently. Also understandable was the initial reaction of the public to computer-generated art.
There were questions as to whether it was, in fact, “true art” since it made use of
electronic and mechanical devices, rather than the artist’s own hand, to produce the
images and effects.
Within a few years, however,
there was a general acceptance
of digital art as an exciting
form of modern art.
Exhibits of computer art
popular and critically acclaimed.
Polygon Drawings, 1965
Mountain and Staurolyte, 1997
Computer-generated 3D art
(Des) Ordres, 1974
Jean-Pierre Hebert, 2007
Manfred Mohr, 1999
Olga Kisseleva, 2012
The Philippine Scene
In our country, Filipino artists were likewise influenced by the technology trend in
art. However, this was more in the commercial sphere. From the 1960s to the 1990s,
their computer-generated works
were primarily geared towards illustrating
for international comic books. In fact,
Filipino illustrators earned quite a
reputation for their talents and were
highly in demand in this field.
Antonio Gorordo, c 2010-2012
There are also institutions offering training courses on the digital arts, such as the
First Academy of Computer Arts, the Philippine Center for Creative Imaging (PCCI),
as well as the Technical Education and Skills Development Authority (TESDA)
through scholarships given by the Animation Council of the Philippines (ACPI).
Courses such as these open up an array of career opportunities for young Filipinos in
the fields of advertising, animation design, multimedia communication, and web
development. (More on these topics in Quarter III.)
Hands of Everyone
Copy and answer
the following questions
in manila paper.
WHAT TO KNOW
1. Briefly describe how technology made—digital art possible.
2. Was digital art readily accepted and recognized as “true art” when it emerged
in the 1960s? What was the reason for this?
3. What devices can now be used to create digital art? Do you own one such device?
4. Name one or two computer programs that can enable you to create an original
illustration from scratch.