ARTS 10 2nd QUARTER
Module 2: TECHNOLOGY-BASED ART
OVERVIEW
Technology has literally taken over every aspect of life in the 21st century, and the creative and visual
arts have not been spared. In fact, for the younger generations, art as you know it is defined by technology—
from its creation, to its manipulation, to its reproduction, and even to its distribution.
Technology-based art is essentially computer-generated and/or manipulated. Through the
centuries, visual artists used actual brushes and palettes, and a whole array of paints, inks, and natural
pigments applied to paper, canvas, fabric, stucco walls and ceilings. Today’s computer artists employ the
ever-expanding powers of image manipulation programs and applications to create their works which can
appear in an entire range of media—whether as a physical output or a virtual experience.
OBJECTIVES
At the end of this module the learners will be able to:
identifies art elements in the technology-based production arts
identifies distinct characteristics of arts during the 21st century in terms of:- production- functionality /
range of audience reach.
identifies artworks produced by technology from other countries and their adaptation by Philippine
artists.
realizes that technology is an effective and vibrant tool for empowering a person to express his/her
ideas, goals, and advocacies, which elicits immediate action.
determines the role or function of artworks by evaluating their utilization and combination of art
elements and principles.
uses artworks to derive the traditions/history of a community (e.g., landscapes, images of people at
work and play, portrait studies, etc.).
compares the characteristics of artworks in the 21st century.
creates artworks that can be locally assembled with local materials, guided by21st century techniques.
describes the influence of technology in the 21st century on the evolution of various forms of art.
applies different media techniques and processes to communicate ideas, experiences, and stories
showing the characteristics of 21st century art (e.g., the use of graphic software like Photoshop,
InDesign, etc.).
evaluates works of art in terms of artistic concepts and ideas using criteria appropriate for the style or
form.
mounts an exhibit of completed technology-based artworks.
FIRST WEEK
Computer/Digital Art
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Origin and Early Stages
Computer art or digital art first came on the scene in the early 1960s.Understandably, this was due
to the technology that was constantly developing and that became available at that time. Thus, the early
experimenters were not necessarily artists, but engineers and scientists who had access to and experience
with the hardware needed. It was they who began to recognize the potential of artistic expression
through the application of scientific and mathematical principles.
Understandable was the initial reaction of the public to computer-generated art. There were questions as
to whether it was, in fact, “true art” since it made use of electronic and mechanical devices, rather than the
artist’s own hand, to produce the images and effects. Within a few years, however, there was a general
acceptance of digital art as an exciting and thought-provoking form of modern art. Exhibits of computer
art became highly popular and critically acclaimed, as digital artists or computer art masters or
“superstars” came to the fore in Europe, Russia, and the United States.
Some digital artists have even used their works to express their views on political, social, and cultural
issues; as well as to advocate causes that are critical to modern life, such as the environment and climate
change. Others even explore the philosophical relationship between science and technology and the arts.
The Philippine Scene
In our country, Filipino artists were likewise influenced by the technology trend in art. However, this was
more in the commercial sphere. From the 1960s to the1990s, their computer-generated works were
primarily geared towards illustrating for international comic books. In fact, Filipino illustrators earned quite a
reputation for their talents and were highly in demand in this field. They eventually became equally sought
after as animators for some of the major film production companies in the United States, as well as
animated television series produced in different countries.
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The concept of computer-generated works as a means of serious artistic expression gained ground
among the younger generation of local artists. Today, even the more established names in the field—artists
and critics alike—have come to accept and recognize digital works as fine art.
There are also institutions offering training courses on the digital arts, such as the First Academy
of Computer Arts, the Philippine Center for Creative Imaging (PCCI),as well as the Technical Education and
Skills Development Authority (TESDA)through scholarships given by the Animation Council of the
Philippines (ACPI).Courses such as these open up an array of career opportunities for young Filipinos in the
fields of advertising, animation design, multimedia communication, and web development.
Digital Art in the Hands of Everyone
Computer technology has by now invaded every aspect of modern life. It was, there-fore, inevitable that
it would develop into forms and devices that could be mass produced, mass distributed, and therefore
widely accessible to everyone. In other words, anyone with a computer device—from a desktop PC to a
laptop, to a tablet or android phone—can now capture and edit images and videos; create, manipulate, and
share works of art; and even compose music. You can be—and probably already are—a digital artist in your
own right.
Mobile Phone Art / Computer-generated Images
Mobile Phone Art
The mobile phone that you constantly hold has evolved from a mere communication tool, into a
creative device that allows you to generate original works of art for an entire range of purposes. These could
be personal photographs and videos that you can manipulate with a myriad special effects, both visual as well
as sound and music. They could also be school projects or reports that require you to combine images,
incorporate text, even include simple animation.
And the wonder of it all is that you can do all these right on your own mobile devices, particularly the
new-generation models known as android tablets, phones, and combination of both called “phablets.” The
tasks that traditional photo editors used to perform manually—cropping, retouching, airbrushing—are now
just a few of the many editing effects done for you with split-second ease at the click of a mouse, a keyboard
command, or a few taps and drags of your finger on a touch screen.
You are probably already familiar with the following image manipulation programs and applications that
run on today’s android devices:
Pixlr – a powerful, free online image editor
Pic Collage – allows you to make collages incorporating photos, stickers, text, and frames
Photo Grid – a downloadable application for android phones that allows you to make collages out of
images from your photo gallery
Doodle Booth – an iPad application (with a free downloadable version) thatenables you to ‘doodle’ on
your images using available stickers
Photo Booth – an application for taking photos and videos using an iPad oriPad mini (a version for the
iPhone, called SimpleBooth, is also available)
Pic Monkey – a free online photo editing tool that provides filters, frames,text, and effects to manipulate
your images
Flipagram – a downloadable application that allows you to ‘bring your photos to life’ in short videos set
to music of your choice
Picsart – a free photo editor and drawing application, as well as a social network for you to share your
art with others
Snapchat – a photo application that enables you to enhance, transform, and share your photos; a free
downloadable version for android phones is available
Instagram – a fast and fun way to share images with others; snap a photo, choose from among the
available
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Many more such programs and applications are constantly being developed with even more new,
exciting, and fun features and capabilities.
Each of these has an extensive array of special features you can use to modify your images. Among
these are: frames, borders, and banners; filters, cropping in different shapes, automatic collage or color
change, stickers, text bubbles; effects such as warp, skew, tunnel, fish eye, and negative; adding “spot color”
to only certain elements of an image; creating a photo montage with music. Some programs even make
it possible to have any photo simulate a work of art in a whole range of media—from oil to watercolor to pen
and ink to charcoal to oil pastels to a Warhol poster to a Japanese woodblock print.
Computer Generated Images
If you want to create original images from scratch, you may make your own illustrations using
specialized programs for image generation and manipulation. Examples of these would be Adobe Illustrator
and Corel Draw. These are, however, designed to run on desktop computers and laptops, so you would need
to have access to these larger and more complex devices.
There are scaled-down versions of such programs specifically developed for use on smaller, handheld units
like your personal tablet or android phone. These enable you to perform virtually all of the tasks that a
program like Illustrator performs but, almost literally, in the palm of your hand. Many of these come at a
fraction of the cost of the more complex programs or, in some cases, even for free.
Among such programs are:
Gimp (GNU Image Manipulation Program)
Paint.net
Inkscape
Xara Extreme
Artweaver
Draw Plus
Pencil
Picasa
Paint Star
Smooth Draw
Spray
Adobe Photoshop Express
Corel Paint Shop Pro X5
SECOND WEEK
Digital Photography
Another means of generating an original image is to capture it first as a digital file. In the case of
today’s electronic technology, that would mean recording the image using a digital camera or a device
with a built-in camera, like your mobile phone, android device, or tablet.
Prior to the development of digital photography, cameras were essentially sealed boxes that would
allow a split-second entry of light to strike a section of light-sensitive film inside it. The result was that
whatever was in front of the camera at the precise instant that the light entered it would be imprinted on that
exposed section of film as a photographic image. The photographer (or a commercial developing service)
would then have to process the exposed film in a special enclosed space known as a“dark room”—and only
then would the recorded images be seen.
Point-and-shoot vs. DSLR
The multi-step process described above has since been overtaken by the magic of digital
photography. Today’s users have the option of a “point-and-shoot” type of digital camera which
automatically makes all the adjustments in lighting, focus, zoom-in and zoom-out, even removal of “red
eye” with the user being given some leeway for slight adjustments. It offers image enhancement features
like adjusting color and brightness imbalances, as well as sharpening or blurring the image. It may even offer
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unique effects like “fish eye” or filters that allow pre-setting of the photo to be taken with a colored tint or a
special texture. Plus, it allows the user to immediately review the photos taken without waiting for a
complex developing process—and to delete any unsatisfactory images while storing the good ones for
future needs.
A second option is the digital single lens reflex (DSLR) camera. This also provides the film-less and
instant review features of a “point-and-shoot” type of digital camera, but gives the photographer much more
artistic freedom and control to select the camera settings to create the desired final image with the preferred
visual effects.
Many professional photographers remain loyal to the traditional (i.e., non-digital)single lens reflex
camera which still uses film. They believe that film photography has an authenticity and genuineness to its
images that is lost in the artificial and automatic manipulations of digital photography. There is no denying,
however, the ease and convenience that digital photography offers to the millions of amateur
photographers out there. Without needing years of training and experience, we are now able to capture
images with professional-quality results
Basic Tips for Taking Good Photographs
Whether you are using a point-and-shoot camera or a DSLR, there are basic guidelines for
capturing a good quality photographic image:
1. Choose a good location. An interesting location can sometimes make the difference between a good
and a great photo.
2. Check that the available background is relatively simple and not too cluttered, so that the focus will be
on your chosen subject
3. Natural light in the outdoors or near a window is usually the most flattering or effective for any kind of
subject. Ideally, the best light for photos is within the first hour after sunrise and the last hour before
sunset.
4. Avoid taking shots facing the light, as this would make your subject back-lictand most of the details would be
lost in shadow.
5. If you intend to take a posed shot, position your subject where you want in relation to the location,
background, and source of light.
6. If you intend to take a candid shot, position yourself where you can capture the most interesting, amusing,
touching, or engaging moment or expression.
7. Take a variety of shots—ranging from far shots showing the surroundings ,to medium-distance shots
concentrating on the main subject, to tight or close-up shots that focus on details of the subject. You can
then choose from among all these for the best photo or photos.
THIRD to FOURTH WEEK
Video Games / Digital Painting / Imaging Videos
Video Games
For today’s younger generation that grew up in a digital world, even entertainment now comes
courtesy of computer devices. A major component of such entertainment is in the form of video games of every
conceivable genre, subject matter, and skill level.
These range from educational games and mind twisters, to building and construction games, to
ones that entail physical interaction by the users (sports, fitness, dance). Then there are the
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tremendously popular games of strategy, war, science fiction, and mythical worlds that employ
amazingly complex and realistic graphics, motion, sound, and other special effects.
Similar to image creation and manipulation, it is now possible for video game fans tobe come video
game creators themselves. Online tutorials and guides are available on sites like e-how, Instructables, and You
Tube. Plus there are available programs that can be downloaded and used immediately, with no need for
prior knowledge on coding or web development
Examples of such programs are:
Twine - http://twinery.org/
Stencyl - https://www.udemy.com/create-your-first-computer-game-with-stencyl/
GameMaker - https://www.yoyogames.com/learn
Digital Painting
Digital painting is a method of creating an artwork using a computer. This is, however, different
from the image generating devices and programs discussed above, which create, modify, store, and share
images entirely on a laptop, tablet, or android phone. Digital painting still makes use of traditional painting
mediums such as acrylic paint, oils, ink, and watercolor and also applies the pigment to traditional surfaces,
such as canvas, paper, polyester etc. But it does so by employing computer software that drives a type of robot
device (such as a plotter) or an office machine (such as a printer) that takes the place of the artist’s hand.
Digital painting also refers to a technique using a graphics software program to create an artwork that is
totally virtual. The canvas, brushes, paints, and other tools are all virtual, existing only within the computer.
And the finished work is also stored in virtual format, to be shared through cyber space
Ctrl+Paint is an example of an online resource for teaching yourself digital paintingfor free, via simple
videos and mini tutorials.
Video Technology / Imaging Videos
Social media purposes - Another tremendously powerful and innovative field that digital
technology has revolutionized is that of creating and presenting videos. The explosion of social media in recent
decades has provided a new platform for video materials targeting the “netizens” of today. Not only are there
online advertisements that continuously bombard the users’ computer screens and mobile phone displays.
But there are also millions of personally produced videos that are constantly uploaded to online
platforms like You Tube—from music, dance, and stage performances to tutorials of all kinds to recipes to
documentaries to news clips to marriage proposals.
Again, the digital technology to capture and edit such videos is contained right in your tablets and
android phones. And just as with the still images discussed above, the raw video clips can be enhanced and
modified with a myriad of effects depending on the particular video application you have installed in your
device.
Medical/scientific purposes – Another extremely valuable use of today’s video technology is that
of imaging videos in the fields of medicine and science. You are maybe familiar with Magnetic Resonance
Imaging (MRI), Computerized Tomography(CT scans), and the like which are used to create and
record visual images of a patient’s internal anatomy in order to diagnose and treat diseases and injuries.
There are also ultrasound tests or sonograms, which translate sound waves bouncing off physical
objects into images that can be studied—whether a baby developing in the womb (in 2D, 3D, and 4D
options), growths or malformations inside the body, structural flaws in buildings, as well as objects in outer
space, underground, and deep in the ocean.
ARTS 10 2nd QUARTER
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TECHNOLOGY-BASED ART
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WEEK 1
Activity 1
Answer the following questions.
1.Briefly describe how technology made—and continues to make—digital art possible.
2. Was digital art readily accepted and recognized as “true art” when it emergedin the 1960s? What was the
reason for this?
3. As a young citizen of the Philippines and of the world, how do you feel about the pervasiveness of digital
technology in:
a. art (digital illustration, digital photography, digital videos)?
b. media?
c. entertainment / gaming?
d. education?
e. communication?
5. Do you find yourself exposed to or involved in using digital devices and applications in most aspects of your
life? What are the benefits? What are the risks or disadvantages
6. What is mobile phone art?
7. What technology has made this possible?
8. What is the raw material or starting point for creating an artwork on a cellphone?
9. How is this initial material then transformed into an original piece of art?
10. Name some programs and/or applications that can be used to create art on a mobile phone.
Activity 2:Digital Image Creation
Capture an image using your mobile phone. Edit the photo using Canva application or any photo editor that is
available in your mobile phone.
WEEK 2
Activity 1
Answer the following questions.
1. What is digital photography?
2. Briefly describe the basic technology behind the earliest cameras.
3. In place of the previous light-sensitive film, how are today’s digital imagescaptured and stored?
4. What are the two main types of digital photography in use today?
5. Why is one of them called point-and-shoot photography?
6. What does the acronym DSLR stand for?
7. Cite two or three differences between these forms of digital photography.
WEEK 3
Activity 1
Answer the following questions.
1. How has computer technology contributed to the development of videogames?
2. Name some of the most popular types of video games today.
3. On what kinds of devices can such games be played?
4. Can a young person like you create your own video game? If yes, how?
5. What is digital painting?
6. Briefly describe the two different types of digital painting presented.
7. Briefly explain today’s video technology.
8. How do you use video technology personally? For school purposes?
9. How is it used in modern life?
10. What valuable purposes do “imaging videos” serve in the fields of medicine and science?
Activity 2
Using any graphic software in your phone paint the sunset.
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