2.2 The Rise of Electronic and Computer Art (20th Century)
4 min read•july 23, 2024
Electronic and emerged as artists embraced new technologies. From early to , pioneers like and pushed boundaries, exploring the aesthetic potential of machines and digital systems.
This artistic evolution reflected broader societal changes. As technology advanced, artists responded to mass media, the Space Race, and the digital revolution, creating works that challenged traditional forms and explored the intersection of art, technology, and human experience.
The Emergence and Development of Electronic and Computer Art
Emergence of electronic art
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Early 20th century artists experimented with new technologies and media
Futurists, Dadaists, and Constructivists explored the aesthetic potential of machines and technology (Umberto Boccioni, Marcel Duchamp, Vladimir Tatlin)
1920s-1930s pioneers created early forms of light art and kinetic sculptures
László Moholy-Nagy's "Light Prop for an Electric Stage" (1930) used moving parts and light effects
Thomas Wilfred's "Lumia" compositions (1920s-1940s) employed colored light projections
1950s-1960s rise of and computer technology influenced artists
's "Oscillons" (1950) were the first computer-generated artworks using an oscilloscope
and experimented with and in films like "Catalog" (1961)
1960s-1970s emergence of and
Nam June Paik and Wolf Vostell incorporated television sets and video into their artworks (Paik's "TV Buddha", 1974)
developed early interactive environments like "Videoplace" (1975) which responded to participant movements
1980s-1990s widespread adoption of personal computers and digital technologies
Artists explored computer-generated imagery (CGI), 3D modeling, and (Rebecca Allen, Char Davies)
The rise of and internet-based artworks (, Vuk Ćosić)
Pioneers of computer art
László Moholy-Nagy pioneered the use of light and kinetic elements in art
Created the "Light-Space Modulator" (1930), an early example of light art using motorized sculpture and projected light
Ben F. Laposky created the first computer-generated artwork, "Oscillons" (1950)
Used an oscilloscope and electronic circuits to manipulate electron beams and create abstract images
John Whitney Sr. and James Whitney pioneered computer graphics and animation
Created experimental films like "Catalog" (1961) and "Lapis" (1966) using analog computers and custom-built devices
Nam June Paik, considered the "father of video art", incorporated television sets and video into installations and performances
Created works like "TV Buddha" (1974), juxtaposing a statue with a live video feed, and "Electronic Superhighway" (1995), a large-scale video installation
Myron Krueger developed early interactive environments
"Videoplace" (1975) used computer vision to allow participants to interact with their own silhouettes and virtual objects
explored the intersection of art, technology, and consciousness
Coined the term "telematic art" to describe networked, interactive artworks that connected participants across distances
The Intersection of Art, Technology, and Society
Art and technology in context
20th century rapid technological advancements and social changes reflected in art
Artists responded to developments like mass production, urbanization, and globalization (Futurism, Dada, Pop Art)
Rise of mass media and consumer culture influenced art production and reception
Pop Art and New Media Art addressed the impact of mass media and advertising (Andy Warhol, Richard Hamilton)
Cold War and Space Race fueled interest in science and technology
Artists explored the aesthetic potential of new technologies and scientific concepts (Experiments in Art and Technology, NASA Art Program)
1960s-1970s counterculture challenged traditional art forms
Experimentation with new media, performance art, and participatory practices (Fluxus, Happenings, Yoko Ono)
1980s-1990s digital revolution transformed art creation and distribution
Emergence of computer-based art, net art, and digital media (, , Olia Lialina)
Influence of cybernetics on art
Cybernetics studied control and communication in systems
Artists explored feedback loops, self-regulation, and human-machine interaction
's "Colloquy of Mobiles" (1968) featured interactive robotic sculptures that communicated with each other and participants
's "Senster" (1970) was a large robotic sculpture that responded to sound and movement using microphones and radar
Information Theory studied the quantification, storage, and communication of information
Artists investigated the aesthetic potential of information and data visualization
's "Ultimate Machine" (1952) was a simple device that turned itself off when switched on, demonstrating a feedback loop
A. 's "Gaussian Quadratic" (1963) used a computer to generate patterns based on mathematical equations
Systems Theory studied the organization and complexity of systems
Artists created complex, interactive, and self-organizing artworks
's "Condensation Cube" (1963-65) was a sealed Plexiglas cube containing water that responded to environmental conditions
's "Systems Esthetics" (1968) proposed a new aesthetic theory based on the principles of systems and cybernetics, influencing artists like Hans Haacke and Sol LeWitt