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Topic:

Digital Art Analysis- Immersive Art

Essay Instructions:

*please use at least 7 readings sources I uploaded, or other academic resources from famous scholars.

*if there is any concept readings are needed, pls inform me to upload the relevant readings. the following documents are from 2,3,4,

*please do not use "teamlab" as example since it had already been used

thank you

As the semester progresses, you will be compiling a Final Essay on your artist of choice, which you will submit in an essay form at the end of the semester. Your essay must explore, analyse, and critique a digital art collection using four of the topics discussed throughout the semester, showing a thoughtful engagement with relevant weekly readings as well as evidence of independent research. Use specific examples to illustrate and support your argument.

2. Digital transformations in the creative arts

3. Art and media: reproduction, interaction, and remediation

4. Screens, simulations, and special effects

5. Sonic architectures: sound and the politics of sensing and listening -

6. Artistic data visualisation and the datalogical turn

7. Art in the digitally networked public sphere -

8. Aboriginal and Indigenous digital arts in Australia and beyond –

9. Artveillance: the politics of seeing and being seen

10. Streaming and the Digitally Networked Audiences -

11. Art, the post-human, and the non-human: robots, virtual performance, and bio-art

12. Machine vision and algorithmic imaginaries

13: Lockdown Aesthetics

Notes

it has to be an modern artwork, simply film or a piece of painting does not count.

Your essay should demonstrate a thoughtful engagement with relevant weekly readings as well as evidence of independent research with regard to your project.

Use specific examples to illustrate your ideas. You may not discuss the same artworks that you have already discussed in your Tutorial Presentation and/or Review.

You should draw inspiration from artists and case studies that were not discussed in the readings and lectures;

Please be sure to properly reference and attribute the readings and external sources you use in your work. Please be consistent in your referencing style and make sure you acknowledge all your sources.

Marking criteria

Use of relevant concepts and frameworks from class with regard to your artwork of choice;

Focused discussion of your artist/collective of choice with reference to relevant weekly readings and other relevant literature showing evidence of research and critical analysis;

Creativity and effort in expressing, presenting and conveying artistic ideas in addition to material discussed in lectures and tutorials;

Style, organisation, and presentation;

Use of links and appropriate referencing to acknowledge other sources and artworks.

Essay Sample Content Preview:

Digital Art Analysis- Immersive Art
Student's Name
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Introduction
An artwork is a representation of an idea, state of mind, or emotions via objects such as paintings, photographs, sculptures, portraits, and items (pieces of furniture, pottery, architectural designs, and ceramic objects) that have cultural and historical significance to a people or a nation. They are categorized into two groups, comprising traditional and digital. The former are created using traditional mediums and include basketry, pottery, woodcarving, paintings on canvases, beadwork, stonework, and quilling (Luckman, 2013). Digital artwork or new media art comprises pieces made via technological mediums. Generally, it is made using a computer where the artists employ digital manipulation to express their feelings and ideas. Such items are easily reproduced many times by various people across the globe. Examples of digital art include digital photography (produced by digital cameras), computer graphics, digital paintings (that use computer hardware and programs to generate imagery), photo painting that uses quality digital pictures as canvases, computer graphics, algorithmic art, and animations.
With the gradual technological advancements and the rapid growth of the economic aspects of organizations, museums and art galleries have become more corporate and forced to diversify their collections to attract customers and earn income (Burke, 2006). Digital artwork is emerging and developing at an alarming rate. One core difference between traditional and digital art is that the latter aims at interacting with the viewer and making them part of the art, unlike the former, where the audience is reduced to a spectator (Friedberg, 2009). Understanding digital art is critical. Therefore, most art schools have incorporated digital artwork as a significant academic discipline. This study gives a critical analysis of immersive artworks by different digital artists. It assesses how the art is produced and presented.
Immersive Art
One of the new media art of the 21st Century is immersive art. The Cambridge English Dictionary defines immersion as the "act of being totally involved in something". Therefore, immersive art is an artistic experience that involves the activation of all human senses, such as smell, sight, hearing, and touch. The viewer participates in the art (Graham and Cook, 2010). It is a large-scale media art produced by a group of artists with different digital skills and specializations and is presented in a specific place that reflects the intention of the artists (Wiener, 2022). It entails the creation of an environment or world around an audience that transports and engages them in an artistic item, event, or object. The viewer is no longer passive but an active and critical element within the artwork. The experience in immersive art is highly memorable as the viewer sees and digests the visual images. It is human-centered as it combines non-digital media and augmented reality interactive media allowing individuals to concentrate on the arts displayed and, in turn, produce an immersive sensory experience (Liu et al., 2022).
The main aim of immersive art is to allow people, within a short period, to engage, interact and communicate with the artistic environment. This creates an immediate perpetual relationship between the audience and the art (Hao et al., 2016). Therefore, art is argued to allow deep learning due to the visual and interactive impact on the audience. Immersive art is made possible by the use of new media such as sound technologies, holography, Virtual Reality (VR), Artificial Intelligence (AI), video mapping, light shows, and Augmented Reality (AR) (Kolstee & Van Eck, 2011). These new media concepts aid in creating an environment that fully immerses viewers into the fantasy realm created by the artistic environment. Immersive art takes two main forms, comprising those that narrate via sound and images and the works of renowned artists in history and those that create digital environments using sound designs, coding, and computer graphics (Margolis, 2014).
An example of an immersive art exhibition that provides a narrative path of the works of a historically renowned artist is Van Gogh's immersive experience organized in various cities across the world. Consequently, an immersive art that creates a digital environment using computer graphics and programming is Meow Wolf. These art collections integrate various digital and new media skills to create visual images accompanied by complementary sounds that suck the viewer into a world of fantasy.
Van Gogh's Immersive Art Exhibitions
Vincent Van Gogh (1853-1890) is regarded as the greatest painter of all time by art critics and enthusiasts. He was most popular during the post-impressionism, Fauvism, Early Abstraction, and Expressionism eras. He never shied from creative experiments. To date, most of his works are valuable and sell for millions of dollars. His paintings were reproduced via traditional mediums such as water paint, a brush, and canvases. However, despite the paintings being valuable collectibles, the emergence of digital media has made it possible for his fans to access and reproduce digital copies of the photos. Additionally, with the rise of immersive art, museums have been turned into virtual and augmented reality rooms where people can encounter first-hand experience and engage in Van Gogh's masterpieces. Immersive art has become a popular concept in the modern art industry. For instance, the United States has had five different Van Gogh's immersive exhibitions directed by different private contractors.
Despite being conducted by people other than the original creator of the artworks, the van Gogh immersive art experience is a clear transformation of traditional artwork into digital art. The viewer moves from room to room and experiences the journey of Vincent van Gogh and the inspirations behind his famous artworks (Grenga, 2022). The rooms are transformed into visual images accompanied by sound, lighting, and smell that complement the portraits being displayed. The immersive Van Gogh exhibition was first created by Massimiliano Siccardi (also known as the master of digital art) and Luca Longobardi (who is responsible for the art's soundtrack). Massimiliano was a dance student before he chose to delve into the world of digital art, while Longobardi is a classical musician who incorporates electronic music into pieces of art. Together with other digital media specialists (in animation and augmented reality), van Gogh's immersive art collection was developed.
The exhibitions are displayed in various cities across the world. Van Gogh's impressive art is made possible by the 60,600 frames of video, 500,000+ cubic feet of projections, and 90,000,000 pixels of captivating digital art exhibits integrated into state-of-the-art technology, world-class animation, and theatrical storytelling. Consequently, the 1000m² surface of the rooms illuminate ...
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