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Electronic art is a form of art that makes use of electronic media. More broadly, it refers to technology and/or electronic media. It is related to information art, new media art, video art, digital art, interactive art, internet art, and electronic music. It is considered an outgrowth of conceptual art and systems art.
Students in a media lab class. Digital media in education refers to an individual's ability to access, analyze, evaluate, and create media content and communication in various forms. [1] This includes the use of multiple digital software applications, devices, and platforms as tools for learning. The integration of digital media in education ...
A graphic tablet. A graphics tablet (also known as a digitizer, digital graphic tablet, pen tablet, drawing tablet, external drawing pad or digital art board) is a computer input device that enables a user to hand draw or paint images, animations and graphics, with a special pen-like stylus, similar to the way a person draws pictures with a pencil and paper by hand.
Steve Dixon in his book Digital Performance: New Technologies in Theatre, Dance and Performance Art argues that the early twentieth century avant-garde art movement Futurism was the birthplace of the merging of technology and performance art. Some early examples of performance artists who experimented with then state-of-the-art lighting, film ...
For instance, an artist may combine traditional painting with algorithm art and other digital techniques. As a result, defining computer art by its end product can thus be difficult. Computer art is bound to change over time since changes in technology and software directly affect what is possible.
Virtual art can be considered a post-convergent art form based on the bringing together of art and technology, thus containing all previous media as subsets. [5] Sharing this focus on art and technology are the books of Jack Burnham (Beyond Modern Sculpture 1968) and Gene Youngblood (Expanded Cinema 1970).
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Many artists prefer using graphics tablets to create digital paintings instead of using a mouse. The earliest graphical manipulation program was called Sketchpad.Created in 1963 by Ivan Sutherland, a grad student at MIT, Sketchpad allowed the user to manipulate objects on a cathode-ray tube (CRT). [1]