Nam June Paik's Etude 1 and the Indeterminate origins of Digital Media Art

October ◽  
2018 ◽  
Vol 164 ◽  
pp. 3-28
Author(s):  
Gregory Zinman

This essay describes the discovery and significance of Etude 1 (1967), a previously unknown work by media artist Nam June Paik. Composed at Bell Labs and written in an early version of the computer-programming language FORTRAN, Etude 1 stands as one of the earliest works of digital art—though whether Etude 1 was intended to be a film, the “computer opera” that Paik mentions elsewhere in his writings, or some other kind of art work altogether. By exploring Etude 1's uncertain status, as well as more conceptual indeterminacies concerning the relationship between image and code, music and media, and the analog and the digital, this essay demonstrates how such indefinite artifacts allow for a rethinking of cinema's digital past, film's place in computational media, and the nature of the archive.

2013 ◽  
Vol 10 (2) ◽  
pp. 301-318
Author(s):  
Baghdad Science Journal

This paper included derivative method for the even r power sums of even integer numbers formula to approach high even (r+2) power sums of even integer numbers formula so on we can approach from derivative odd r power sums of even integer numbers formula to high odd (r+2) power sums of even integer numbers formula this derivative excellence have ability to used by computer programming language or any application like Microsoft Office Excel. Also this research discovered the relationship between r power sums of even integer numbers formula and both formulas for same power sums of odd integer numbers formula and for r power sums of all integer numbers formula in another way.


2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Yulong Liu ◽  
Shan Wu ◽  
Qi Xu ◽  
Hubin Liu

The advent of the digital age has given new forms and new connotations to artistic creation, and more and more digital media technologies have entered the stage of artistic creation and exhibitions. At present, holographic projection technology has become a hot application technology in the field of digital media art. The purpose of this paper is to explore the technical principles of holographic projection technology and its application in the field of digital media art, so as to provide suggestions for the application and promotion of holographic projection technology and the development and innovation of digital media art. First of all, this article understands the technical principles of holographic projection and its application status in various fields, especially in the field of digital media art, through relevant literature research. Then, this article introduces the digital holographic technology, virtual imaging technology, and computer simulation technology used in the realization of holographic projection technology. Then, based on the advantages of holographic projection technology in three-dimensional image recording and reproduction, this paper proposes to introduce holographic projection technology to digital art museums, digital art exhibitions, and other digital media art applications and to study the effect of holographic projection technology on art through simulation experiments, the effect of recording and reproducing the image of the work. Finally, the three-dimensional reconstruction image of the digital holographic projection experiment on the artwork is compared with the simulated image of the Contour GT profiler to verify the feasibility of applying the holographic projection technology to art exhibitions and the effect of three-dimensional image recording and reproduction. Research shows that the holographic projection technology can achieve 93.34% of the simulation effect of recording and reproducing 3D images of artworks. It is also found that 59.86% of the audience who pay attention to the art experience strongly support the application of holographic projection technology in digital media art fields such as digital art gallery. This fully proves the feasibility of applying holographic projection technology to digital art exhibitions and provides a full range of artistic experience for audiences who cannot be present.


Leonardo ◽  
2002 ◽  
Vol 35 (5) ◽  
pp. 499-508 ◽  
Author(s):  
Gregor Muir

Given the task at hand, “to select new media works that have changed or are impacting the course of new media art and music,” the author, along with his colleagues, set out to identify the fullness of the digital spectrum. The article explains his selections of artwork by consciously establishing a past, present, and future media collection. He begins with a 1965 piece from Nam June Paik and ends with JODI.org, acknowledging the large jump made from past to present media. Concluding the article with a look at the history of digital art, the author raises comparisons and dilemmas that allow readers to question and reflect on the status of new media art.


Author(s):  
José João Hoguane ◽  
Mirian N. Tavares ◽  
Sandra Boto

This article intends to present the experience and perspectives of the use of media convergence through an artifact/installation in media digital art. The aim of the experience is, as an interface, to contribute to the knowledge dissemination about timbila of Mozambique as cultural asset, especially in the younger strata, and to lead reflection and awareness about the problem due the risc of it disappearance. The article aims to elucidate the role of digital media art in solving humanities' problems.


Author(s):  
Henrique Silva ◽  
Emília Simão

In this chapter, the authors discuss the use of digital media in the creation of digital art, questioning the evolution of the relationship between technology and concept in communication through art. The intersection of new media and digital art have been opening interesting and seductive new horizons and in parallel, the concept, the understanding, the legitimacy of artistic creation, the role of the artist and the role of the spectator are also redefined. Based on two experimental works of the artist Henrique Silva, the authors analyze and reflect on the relationship of technology, art and virtuality, focusing on concepts like experience, sensory, immersion, communication and interaction in artworks created through digital media.


2012 ◽  
Vol 23 (43) ◽  
Author(s):  
Lotte Philipsen

The purpose of this article is to critically address a widespread assumption that reads like this: Works of art that make use of digital media automatically, through interactivity, are generally better suited for generating democratic processes in society than other art forms or phenomena that do not make use of digital media, and, therefore, digital art is more avant-garde than other art forms. By analysing the chains of equivalence underlying this assumption the article presents and discusses a number of issues that, taken together, render this assumption fallacious.


2021 ◽  
Vol 7 (1) ◽  
pp. 205630512098445
Author(s):  
Nora Kirkizh ◽  
Olessia Koltsova

Availability of alternative information through social media, in particular, and digital media, in general, is often said to induce social discontent, especially in states where traditional media are under government control. But does this relation really exist, and is it generalizable? This article explores the relationship between self-reported online news consumption and protest participation across 48 nations in 2010–2014. Based on multilevel regression models and simulations, the analysis provides evidence that those respondents who reported that they had attended a protest at least once read news online daily or weekly. The study also shows that the magnitude of the effect varies depending on the political context: surprisingly, despite supposedly unlimited control of offline and online media, autocratic countries demonstrated higher effects of online news than transitional regimes, where the Internet media are relatively uninhibited.


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