The beginnings of computer art can be traced back to the 1960s, when three computer scientists began, almost at the same time and independently from one another, to use their computers to create geometrical designs, among them was Frieder Nake, then working at the University of Stuttgart, Germany. Some of Nake’s works were shown in the gallery “Wendelin Niedlich” in Stuttgart in November 1965, which can be considered as the first contact between an output of a computer system and the Artworld, and the reaction of most art critics was rather dismissive. This work analyzes Nake’s reply to such criticism in the form of three considerations: (a) the novelty of generative procedures by means of pseudorandom numbers; (b) the evolution of authorship thanks to code parametrization; (c) a recognition of the key role of the audience in the creation of artistic experiences. By means of examples from modern art and from contemporary art we will show that (a) and (b) only refer to procedures that are indeed made more efficient by the use of computers, but do not need these devices to exists, whereas (c) seems to shed light on a field that is essentially based on today’s computing technology, namely, interactive art.

(2016). The Role of Computers in Visual Art . Retrieved from http://hdl.handle.net/10446/80431

The Role of Computers in Visual Art

Verdicchio, Mario
2016-01-01

Abstract

The beginnings of computer art can be traced back to the 1960s, when three computer scientists began, almost at the same time and independently from one another, to use their computers to create geometrical designs, among them was Frieder Nake, then working at the University of Stuttgart, Germany. Some of Nake’s works were shown in the gallery “Wendelin Niedlich” in Stuttgart in November 1965, which can be considered as the first contact between an output of a computer system and the Artworld, and the reaction of most art critics was rather dismissive. This work analyzes Nake’s reply to such criticism in the form of three considerations: (a) the novelty of generative procedures by means of pseudorandom numbers; (b) the evolution of authorship thanks to code parametrization; (c) a recognition of the key role of the audience in the creation of artistic experiences. By means of examples from modern art and from contemporary art we will show that (a) and (b) only refer to procedures that are indeed made more efficient by the use of computers, but do not need these devices to exists, whereas (c) seems to shed light on a field that is essentially based on today’s computing technology, namely, interactive art.
2016
Inglese
History and Philosophy of Computing. Third International Conference, HaPoC 2015, Pisa, Italy, October 8-11, 2015, Revised Selected Papers
978-3-319-47285-0
487
287
299
cartaceo
online
Switzerland
Cham
Springer
HaPoC 2015: History and Philosophy of Computing Third International Conference, Pisa, Italy, 8-11 October 2015
3rd
Pisa (Italy)
8-11 October 2015
Settore ING-INF/05 - Sistemi di Elaborazione delle Informazioni
info:eu-repo/semantics/conferenceObject
1
Verdicchio, Mario
1.4 Contributi in atti di convegno - Contributions in conference proceedings::1.4.01 Contributi in atti di convegno - Conference presentations
reserved
Non definito
273
(2016). The Role of Computers in Visual Art . Retrieved from http://hdl.handle.net/10446/80431
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