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New media art

New media art includes artworks designed and produced by means of electronic media technologies. It comprises virtual art, computer graphics, computer animation, digital art, interactive art, sound art, Internet art, video games, robotics, 3D printing, immersive installation and cyborg art. The term defines itself by the thereby created artwork, which differentiates itself from that deriving from conventional visual arts such as architecture, painting or sculpture.

New Media art has origins in the worlds of science, art, and performance. Some common themes found in new media art include databases, political and social activism, Afrofuturism, feminism, and identity, a ubiquitous theme found throughout is the incorporation of new technology into the work. The emphasis on medium is a defining feature of much contemporary art and many art schools and major universities now offer majors in "New Genres" or "New Media" and a growing number of graduate programs have emerged internationally.[1]


New media art may involve degrees of interaction between artwork and observer or between the artist and the public, as is the case in performance art. Several theorists and curators have noted that such forms of interaction do not distinguish new media art but rather serve as a common ground that has parallels in other strands of contemporary art practice.[2] Such insights emphasize the forms of cultural practice that arise concurrently with emerging technological platforms, and question the focus on technological media per se. New Media art involves complex curation and preservation practices that make collecting, installing, and exhibiting the works harder than most other mediums.[3] Many cultural centers and museums have been established to cater to the advanced needs of new media art.

Future of new media art[edit]

The emergence of 3D printing has introduced a new bridge to new media art, joining the virtual and the physical worlds. The rise of this technology has allowed artists to blend the computational base of new media art with the traditional physical form of sculpture. A pioneer in this field was artist Jonty Hurwitz who created the first known anamorphosis sculpture using this technique.

Education[edit]

In New Media programs, students are able to get acquainted with the newest forms of creation and communication. New Media students learn to identify what is or isn't "new" about certain technologies.[35] Science and the market will always present new tools and platforms for artists and designers. Students learn how to sort through new emerging technological platforms and place them in a larger context of sensation, communication, production, and consumption.


When obtaining a bachelor's degree in New Media, students will primarily work through practice of building experiences that utilize new and old technologies and narrative. Through the construction of projects in various media, they acquire technical skills, practice vocabularies of critique and analysis, and gain familiarity with historical and contemporary precedents.[35]


In the United States, many Bachelor's and Master's level programs exist with concentrations on Media Art, New Media, Media Design, Digital Media and Interactive Arts.[36]

Australian Network for Art and Technology

Center for Art and Media Karlsruhe

Centre pour l'Image Contemporaine

Daniel Langlois Foundation

Eyebeam Art and Technology Center

Foundation for Art and Creative Technology

Gray Area Foundation for the Arts

Harvestworks

InterAccess

(LACDA)

Los Angeles Center for Digital Art

Netherlands Media Art Institute

NTT InterCommunication Center

Rhizome (organization)

RIXC

(SFPC)

School for Poetic Computation

School of the Art Institute of Chicago

Squeaky Wheel: Film and Media Arts Center

V2 Institute for the Unstable Media

WORM

; Montfort, Nick, eds. (2003). The New Media Reader. The MIT Press. ISBN 0-262-23227-8.

Wardrip-Fruin, Noah

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Maurice Benayoun

Timothy Murray; ; Oliver Grau; Kristine Stiles; Jean-Baptiste Barrière; Dominique Moulon; Jean-Pierre Balpe (2011). Maurice Benayoun - Open Art (in French). Nouvelles éditions Scala. ISBN 978-2-35988-046-5.

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Catricalà, Valentino (2013-01-01). [How the avant-garde invented the future. The Raoul Hausmann’s Optophone, the Lissitzky‘s "electromecchanic vision" and the shapes of energies]. In "Imago. Rivista di studi sul cinema e i media" (in Italian).

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Cox, D.; Sandor, E.; Fron, J.; Wainwright, L.; Balsamo, A.; Malloy, J.; Cruz-Niera, C.; Bushell, C.; Goggin, N.; Rasmussen, M. (2018). . University of Illinois Press. ISBN 978-0-252-05018-3.

New Media Futures: The Rise of Women in the Digital Arts