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CHAPTER 4
DIGITAL MEDIA ARTS
INTRODUCTION Media arts flourish over decades in the most developed countries, henceforth, the Philippines is adapting a lot of changes in the modern times brought by digital era.
Technology use is time saving and efficient, that is
how programming works in business establishments. The modern film industry makes use of 3d animations and computer technology to create visual appeals on the settings and scenes with some magical impacts. The enhancement of realistic sceneries in movie making is a kind of computer artworks in grandeur.
In printing industries digital applications on
photography, newspapers, journals, books, and documents give satisfaction and patronage among the consumers beyond just creating best impressions on the beauty of arts and design applied. So literally, media arts application is every industry’s demand, every small business’ dream, and every teenager’s journey. Learning Competencies At the end of this lesson, you will be able to: 1. give a substantial background information on relevance and breakthrough of modern art; 2. collect any product or service advertising material produced by the modern technology; and 3. Connect the business psychology on the impact of such materials to the prospective customers. SPRINGBOARD ACTIVITY https://www.youtube.com/watch?v=UxQDG6WQT5s Art in the Age of Machine Intelligence Refik Anadol Refik Anadol is a new media artist and director of the Refik Anadol Studio, based out of Los Angeles, California.
His works primarily focus on creating public
art in the form of data sculptures, live audio/visual, and immersive installations by creatively blending media arts with the world of machine intelligence. Technology is drastically influencing creative processes by equipping the human brain with tools to materialize previously unthinkable concepts in art and design.
Artificial intelligence in particular is constantly
challenging creative processes and is efficiently changing human perceptions of art and design, so much that it makes us wonder if the machine has its mind that is capable of innovating and producing creative outcomes on its own! This concept of machines being individual entities themselves, capable of thinking and dreaming on their own to produce art, and not just exist as mere tools to support human ideas is what Refik Anadol’s TED Talk titled – Art in the age of machine intelligence is structured around. Much like many of us who are fans of Sci- Fi movies and concepts alike, Refik talks about how his childhood memory of watching and being inspired by the visuals of a futuristic LA city, as depicted in the movie Blade runner, stuck with him and truly shaped his interest towards data science its possible connection with the world of art. WHAT IS DIGITAL MEDIA ARTS? Digital art is an artistic work or practice that uses digital technology as part of the creative or presentation process. C O M PU T E R G R APH I C S COMPUTER GRAPHICS Computer Graphics refer to the products of the graphic arts, especially commercial design or illustration. Computer Graphics specialize the methods for digitally synthesizing and manipulating visual content. Its function is to create and enhance all kinds of graphical illustrations from: D I G I TA L D R AW I N G C H A RT S LOGOS 3D SCENES P H O TO M A N I P U L AT I O N (sample photo by Janrey Loyd Abalo) In most PowerPoint presentations, the use of graphics add flavor and taste to the substance and scope presentation. Beyond seeing a good content on the screen, the visual appeal is a must to create and sustain reader’s attention; charts and graphs logic gives a quick access to reading the figures and implications. On the other end, moving graphics for TV, music, and video show the growth of digital media lately. Computer graphics can be moving or non-interactive; Symantec
built an interactive timeline to understand the evolution of cloud
technology. Other web graphics are interactive maps, and so it is
the creation of digital duel games. Passive graphics are known as
non-interactive because the observer has no control on the image
like the titles that are shown on TV.
COMPUTER GAMES COMPUTER GAME a computer-controlled game where players interact with objects displayed on a screen for the sake of entertainment H I S TO R Y O F C O M P U T E R G A M E S
In 1952, for instance, British
Though video games are professor A.S. Douglas found today in homes created OXO, also known as worldwide, they actually got noughts and crosses or a tic- their start in the research tac-toe, as part of his labs of scientists. doctoral dissertation at the University of Cambridge. We tend to think of computer and video games as common elements of our modern society, but before there was Xbox, Nintendo, or even Atari, there was NIM. Created by Westinghouse for the 1940 World's Fair, Nim was a rudimentary computer game in which one would play against the machine, by picking up matchsticks. In 1952 Alexander Shafto Douglas (21 May 1921 – 29 April 2010), a graduate student in Cambridge, was writing his Ph.D. thesis on human- computer interaction for the University of Cambridge. He decided as part of his thesis to create a computer game on the EDSAC computer at University (one of the first stored-program computers in the world), thus creating the first graphical computer game OXO. William Higinbotham created the first video game called: Tennis for Two. Ralph Baer created "Chase," the first video game that was capable of being played on a television. Before Nolan Bushnell and Ted Dabney went off to start some games company called Atari, Computer Space was their first commercial collaboration. Atari released Pong, the first commercial video game on November 29, 1972. The first home video game console that used programmable ROM cartridges and featured a microprocessor (CPU) was the Fairchild Channel F, which was released in 1976 Atari became the first company to register a Copyright for two computer games: "Asteroids" and "Lunar Lander" on June 17, 1980. Gunpei Yokoi (Japanese: 横井 軍平, Hepburn: Yokoi Gunpei, September 10, 1941 – October 4, 1997), sometimes transliterated Gumpei Yokoi, was a Japanese video game designer. COMPUTER ANIMATION C O M P U T E R A N I M AT I O N Computer animation is the art of movie creations using two or three-dimensional graphics. Disney films intended for young viewers employs a great modern application like the 3D animations.
• Up (2009) • The Incredibles (2004)
• Toy Story (1995) • Ratatouille (2007) • Finding Nemo (2003) • Tangled (2010) • Wall.E (2008) • Brave (2012) • Cars (2006) • A Bug’s life (1999) • Monsters, Inc. (2001) • Wreck-It-Ralph (2012) INTERNET Internet is a global network adapting a standardized protocols for the purpose of communication and information gathering. The art of communicating with people is embedded in this medium. Internet connects people globally thru social media such as Facebook, Twitter, Instagram etc. OUTPUT:
Consider the following question: How
do digital media arts affect your academic performance? Cite specific examples to support your answer.
Answer in five to ten sentences.
SOURCE: Autida, M. A. B and Aller, E. B. (2018). Arts and Humanities in the 21st Century Education Art Appreciation. Cavite: San Sebastian Recoletos de Cavite (Recoletos Educational Apostolate in the Philippines).