Artificial intelligence program presented on television monitors and as video projection.
This article examines the lesser-known history of artistic self-representation in digital art, from the beginning of computer art to the present day. The genre has thematic as well as formal diversity: it is a product of artists working with electronic devices such as video synthesizers or digitizers, webcams, digital image and video editing tools, the internet, avatars, and social media platforms. Artistic self-representation in computer-based and digital art has been an underrepresented topic in art history and must be more closely studied in order to be integrated into the art historical canon. This article aims to give an overview of artistic self-representation in digital art from early computer art until today.
This article was not originally published on this site.View Website
Ensure to confirm that the following bibliographic entries are correct before submitting papers with them. We generate these to help out, however we cannot guarantee that they are correct in all cases.