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Electronic art

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.

Background
The term electronic art is almost synonymous to computer art and digital art. The latter two terms, and especially the term computer-generated art are mostly used for visual artworks generated by computers. However, electronic art has a much broader connotation, referring to artworks that include any type of electronic component, such as works in music, dance, architecture and performance. It is an interdisciplinary field in which artists, scientists and engineers often collaborate when creating their works. The art historian of electronic art Edward A. Shanken works to document current and past experimental art with a focus on the intersection of art, science, and technology. Other writers on the topic of electronic art include Frank Popper, Dominique Moulon, Sarah Cook, and Christiane Paul. Electronic art often features components of interactivity. Artists make use of technologies like the Internet, computer networks, robotics, wearable technology, digital painting, wireless technology and immersive virtual reality. As the technologies used to deliver works of electronic art become obsolete, electronic art faces serious issues around the challenge to preserve artwork beyond the time of its contemporary production. Currently, research projects are underway to improve the preservation and documentation of the fragile electronic arts heritage (see DOCAM – Documentation and Conservation of the Media Arts Heritage). Digital graphics software such as Photoshop allows for the digital manipulation of analog photographs, the creation of wholly electronic images, and application of AI-enhanced generative fills. ==Wearable Tech==
Wearable Tech
With the advancements in lightweight microchips, wireless capabilities, sensors and motion tracking technology, new mediums in digital art and performance have become possible. Technology has the capability to augment and manipulate reality as well as audience or viewer perception. Motion tracking suits are used in creating 3D renders of animated characters for film and video games. The animation or CGI produced can be edited and adjusted before viewing, but research into real time rendering for live performance art is being streamlined through the use of artificial intelligence, automation, and programing. Further implications of wearable technology include audio and music production. Laurie Anderson is a performance artist who used a suit equipped with amplified tactile sensors. She used her movements to create music, as various body parts were assigned different percussive or instrumental sounds and tones when hit or moved. This piece of technology was designed by the company Instrument of Things; the SOMI-1 is a small proprioceptive disk that tracks movement and translates it into sound. ==Art festivals that use the term "electronic art" in their name==
Art festivals that use the term "electronic art" in their name
International Symposium for Electronic Art (ISEA), organized annually since 1988, international • Ars Electronica Symposium, organized yearly since 1979 by Ars Electronica in Linz, Austria • Dutch Electronic Art Festival (DEAF), organized yearly since 1994 by V2 Institute for the Unstable Media in Rotterdam, the Netherlands • Electronic Language International Festival (FILE) organized yearly since 2000 in São Paulo, Brazil • The Prix Ars Electronica, a major yearly award for several categories of electronic art ==Artists==
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