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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.
Animated example of what a glitched video can look like, by Michael Betancourt (Mae Murray in a screen test). Glitch art is an art movement centering around the practice of using digital or analog errors, more so glitches, for aesthetic purposes by either corrupting digital data or physically manipulating electronic devices.
Such art can be an image, sound, animation, video, CD-ROM, DVD-ROM, video game, website, algorithm, performance or gallery installation. Many traditional disciplines are now integrating digital technologies and, as a result, the lines between traditional works of art and new media works created using computers has been blurred.
The daffodils family kakamega [1] A category of fine art, graphic art covers a broad range of visual artistic expression, typically two-dimensional graphics, i.e. produced on a flat surface, [2] today normally paper or a screen on various electronic devices. The term usually refers to the arts that rely more on line, color or tone, especially ...
In 1957, Russell A. Kirsch produced a device that generated digital data that could be stored in a computer; this used a drum scanner and photomultiplier tube. [3] Digital imaging was developed in the 1960s and 1970s, largely to avoid the operational weaknesses of film cameras, for scientific and military missions including the KH-11 program ...
Frank Popper From Technological to Virtual Art, MIT Press; Bruce Wands Art of the Digital Age, London: Thames & Hudson; Christine Buci-Glucksmann, "L'art à l'époque virtuel", in Frontières esthétiques de l'art, Arts 8, Paris: L'Harmattan, 2004; Margot Lovejoy Digital Currents: Art in the Electronic Age Routledge 2004
In modern times, a multimedia device can be referred to as an electronic device, such as a smartphone, a video game system, or a computer. Each and every one of these devices has a main function but also has other uses beyond their intended purpose, such as reading, writing, recording video and audio, listening to music, and playing video games.
The Slade Centre for Electronic Media in Fine Art (SCEMFA) opened in 1995 at the Slade School of Fine Art, University College London. The centre provides opportunities for research into electronic media and fine art with the goal of contributing to debate on national and international levels.