There are many themes and topics that are a part of digital
media that were a part of previous types of art, but there are also many unique
to digital media (Digital Art, 139). An
example of something that was done virtually but affected by what was done in
the real world is the Interactive Plant
Growing project. There were
computerized plants shown on a screen that changed and grew depending on what
people did to the real plants in front of them (Digital Art, 143). It is hard to change other forms of art right
on the spot, but with computing changes can be made instantaneously. Programs like Eliza and Alice can be
created to act like humans and the users not even realize. Tools like text recognition, speech
recognition, language processing, personality algorithms, and text to speech
can all be used to create art with computers (Digital Art, 146-147). Another garden project was “Telegarden” by
Ken Goldberg and Joseph Santarromana which was a real garden that was
controlled by users of the website. A robotic
arm would do what the visitors to the website told it to (Digital Art,
155). Nothing like this could be created
without the digital quality of the internet, but the internet is not the only
quality unique to digital art. Video is
another quality which is exhibited by Lynn Hershman’s Tillie, the Teerobotic Doll.
This doll is an actual doll, but she has cameras for her eyes and those
cameras can be controlled by people on the website. Another way is through computer games and the
reason that they are so tied together with the computational history is because
they are rule based and procedural (Games, 71).
Computer game mods are like ready mades, and the games that are taken
from others but created from scratch are the more liked by game artists (Games,
76, 78). Games are a lot like Fluxis
games and could actually bring some of their ideas to light (Games, 86). Someone even created a game engine from
Microsoft Excel, as well as a electric shocking game, Tekken Torture
Tournament, using a modified Playstation (selectparks.net). Digital art is also generally participatory;
games are created for the players’ experiences and their relationships with
other players (Sustainable, 6). Media
that is created by regular people and not impartial is called tactical
media. People use the cheap electronics
and internet access to create their digital pieces of artwork (ABC). Hacktivist.com is a site with a bunch of
different sites attached. Maphub.org is
a site with an interactive map of Pittsburgh
Pearce, Celia; Fullerton, Tracy; Fron, Janine; Morie, Jacki. (2005). “Sustainable Play: Towards a New Games Movement for the Digital Age.” In Conference Proceedings Digital Arts & Culture 2005, Copenhagen, December 2005.
Pearce, Celia. (2006). “Games as Art: The Aesthetics of Play.” Visible Language 40.1, Special Issue: Fluxus After Fluxus, January 2006.
Select Parks: http://www.selectparks.net
Web sites: Garcia, David & Lovink, Geert. (1997). The ABC of Tactical Media
Paul, Christiane. (2003). Digital Art (World of Art). New York: Thames & Hudson.