About the authorMy name is Marquise Deal, sophomore at Durham School of the Arts.
Disclaimer: " views and opinions expressed in this blog are solely those of the author and do not represent those of Durham School of the Arts or Durham Public Schools.")
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History of Digital Arts, since the earliest times in history humans have used technology. Since those times new technology have developed. Once technology in particular is a everyday essential to humans today. That technology is the computer.
Understanding the basic development of computers is not essential to life. But in today's society most jobs require you to use so digital arts tools. So its good to gain some understanding and knowledge on how digital arts has developed and progressed over time. Some of the things that grabbed my attention and which I think would grab yours as digital arts consumer.The time it took for all of this to progress and develop over time. Its so short and new things happen every decade. Some other things is the length of time it took digital audio and video to be accepted by consumers during the 2000s. By then I would expect it to be a widely used thing but then in the early 2000s its just then being accepted. Secondly, the early creation of 3D modeling. I honestly believed 3D modeling was created way in the future but I was first introduced in the early 1900s. Knowing how captivating the History of Digital Arts is I researched more about it. Specifically the in depth meaning of it. This article by Bucknell University reads "I define digital art as that which requires computational technologies for its production and its reception; computers are an essential component of making the art and viewing the art.- Richard Rinehart." Now this article is outdated but the definition Rinehart came up with I agree with, because digital arts does require computers for it to be produced and giving out to the public. Which ties around to the idea of the History of Digital Arts. Without these computer advancements would digital arts have a history or even be digital arts?
Article References; www.bucknell.edu/x71590.xml
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