Cyberarts

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Cyberarts or cyberart refers to the class of art produced with the help of computer software and hardware, often with an interactive or multimedia aspect.

Overview[edit]

The term "cyberarts" is vague and relatively new; nevertheless much of the work described by this term is rarely described any other way. For instance, a common type of cyberart which is produced programmatically by applying a set of design rules to a natural or preexisting process. A program could produce a few million such 'works of art' in a minute.

The word "CyberArts" is claimed as a registered trademark by Miller Freeman Inc., promoter of a series of muti-media technology conferences known as CyberArts International during the early 1990s.[1]

″Recent works of bioart propose to connect the viewer, transformed into a user, with different biological organisms by pirating their biometric data using digital interfaces. These immersive aesthetic propositions are based on a plural conception of the human body, forged in the crucible of cybernetics. Their new modes of communication explore the alternative path of an ecological continuum where the user enters a becoming-cyborg, far from the classic representations of human-machine coupling. They encourage us to reconsider the notion of bioart, in favor of cyberart.″[2]

See also[edit]

References[edit]

  1. ^ Linda Jacobson (ed.), CyberArts: Exploring Art and Technology. San Francisco, CA: Miller Freeman Inc., 1992; pg. ii.
  2. ^ Teva Flaman & Pierre-Luc Verville. ″Cyberart : du mode d’existence d’un devenir-cyborg.″ Inter, numéro 128, hiver 2018, p. 42–45.

External links[edit]