Have found a number of sources and trying to understand the content. Those sources are very interesting and I have begun start writing my annotation which is about how I understand the content. At the moment, using Microsoft Word to write down the five sources and more will be added.
1) “What Is Digital Art? [Special Issue]”, 2012, North Dakota Quarterly, 79, no. 1, pp. 97-99.
The author examines and discuss what is art in terms of digital, cave or folk art. Digital art can be represent in different types of dynamic format. Whereas cave art or folk art are objects produced in the past and I think it has greater meanings behind each one of them as it shows at the time the art was more effective epistemological categories than digital art. Also the term cave is referred as frozen in time and folk is referred as tradition.
On the other hand, the digital seems to be at a distinct advantage as it delimits the cultural production. I agree with the author because it stated that technologies tend to obsolete in a short period of time such as cassette tapes, VHS (Video Home System), CDs (Compact Disc) and DVDs (Digital Versatile Disc). Therefore, can digital art have a meaningful way or is it the reverse?
The author also shows how these things art through the use of applications or software may be insufficient to represent the vast array of ritual, religious, social and cultural activities as it may have accompanied the production, maintenance, degradation and installation of these objects. This topic is related to my practice, Digital Media Arts, as I am interested in how digital media and arts has become a major part of the art universe.
2) King, M. 1995, “Programmed Graphics in Computer Art and Animation”, Leonardo, 28, no. 2, pp. 113-121.
The author notes why artist, designer or animator in the early 1990s have to learn programming language in order to use the new technologies in order to create and produce images or artefacts, compared with today’s application as there are range of available packages which are able to run on affordable hardware. The author also showed why programmed graphic software allow users to easily classify visual outcomes than with software packages. This is because many algorithms as based on simple mathematical formulas and geometric.
The reason why I am including this out of current source is because it has a strong argument of is it possible to be an artist with no programming knowledge and this article stated that it will be very difficult to produce images. Also this is related to my interest as a Digital Media Arts student because as an artist it is required to have a strong creative mind but also have some sort of programming skills in order to create stunning effects not from existing packages.
3) Csuri, C.A. 1991, IEEE Computer Graphics and Applications, Art and animation, 11, no. 1, pp. 34-35.
The author notes why virtual reality will change the art universe. The term “Computer Art” may disappear as computer become more power as it gets progress. Which is why artist have to discover new forms and alternate views of reality, art and esthetics. The author also predicts in the near future, the way we see and interact with art will be totally different. Artist will have to adopt to those new changes and use new technologies to form a meaningful statement about our lives.
In other words, technologies are redefining the world and art will be part of it in order to reflect those changes. Although this is an out of current source but it has a very strong statement of what the future will be like and here we are, the author is clearly in the right direction and this is why it is related to my interest and practice as it will be another form to present art.
4) Marston, H.R. 2013, “Design Recommendations for Digital Game Design within an Ageing Society”, Educational Gerontology, 39, no. 2, pp. 104-106.
The author discusses why there are increasing population of game users in digital game play. In the past fifty years, it was the most important development of gaming consoles such as the Sony PlayStation, Microsoft Xbox and Nintendo Wii. Each one of them has its very own unique way to detect how the player interact with the console. The author shows the actual increasing population by using factual figures to inform that there will be more elderly users by 2050. As game consoles get more powerful and elder users will get into playing video games because it is a good way to meet new friends, stay connected with young people and grandchildren as well as to combat loneliness.
This discussion interest me because it related to what I am doing as a practitioner because we are not just creating applications but also need to bear in mind that depends what kind of artefacts we develop it will have a different affect to the end user. In this case is elderly users which means applications could be used for brain training or exercise training.
5) Wurth, K.B., Espi, S.R. & van de Ven, I. 2013, “Visual Text and Media Divergence: Analogue literary writing in a digital age”, European Journal of English Studies, 17, no. 1, pp. 93-94.
The author notes why there is a media divergence between the digital and the traditional ways of present the text such as books and newspaper. However, the reason why text has transformed into an integrative multimedia system such as television, mobile devices, eBooks, computers etc. This is because to enable the visual text to conglomerate into the digital world. The author argued that the paper based text is a media divergence since material can be analogue and digital media.
I agreed with the author that there is a divergence but is not a bad thing since the digital based text can reach more readers and can be viewed in different types of platform so I think is a good game changer in terms of allow more readers to gain access to the literary world which is a good practice and in relation to my practice because it interest me the fact that the evolution from printed artefacts into digital artefacts in the past decade, this is something to be consider as a Digital Media Arts student.