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==