Reading 3. New Media Art: Introduction

The boundaries between New Media Art and other art forms have become increasingly blurred, as many artists incorporate digital technologies as a tool, medium, or subject matter, and as digital culture becomes increasingly ubiquitous and intertwined with everyday life. Consequently, the critical and political role of New Media Art has also expanded, addressing issues such as privacy, surveillance, globalization, posthumanism, and social justice, among others.

 

Work I: Shredder 1.0 Created by Mark Napier in 1997

short description 

It is a web-based interactive installation that allows users to shred and manipulate pieces of text using a virtual shredder. The shredded pieces of text are then reassembled into a randomized collage on the screen, creating a new and unique composition with each use.

short background information about the artist

Mark Napier is a digital artist and programmer based in New York City. He is known for his pioneering work in net.art and interactive media, and has been creating digital art since the early 1990s. Napier’s work often explores the intersections between technology, language, and culture, and he has been recognized for his innovative use of programming languages and algorithms in his artistic practice. In addition to his work as an artist, Napier has also been involved in the development of software tools and platforms for digital creativity, including the creation of the first web-based art gallery, The Electronic Gallery, in 1995. His work has been exhibited internationally in museums, galleries, and festivals, and he has received numerous awards and grants for his contributions to the field of digital art.

context

“Shredder 1.0” by Mark Napier can be situated within the broader context of net.art, a movement that emerged in the mid-1990s and sought to explore the creative potential of the internet as a medium for art. The movement was characterized by its use of digital technologies, interactivity, and collaboration, and was closely associated with the DIY and punk ethos of the early internet. Napier’s work reflects these themes by engaging the viewer in an interactive experience that challenges traditional notions of authorship and originality. The use of a virtual shredder to deconstruct and reassemble pieces of text highlights the role of technology in shaping our relationship with language and meaning. The work also reflects the growing interest in algorithmic and generative art during this period, with Napier’s use of software tools and programming languages to create dynamic and evolving compositions. Overall, “Shredder 1.0” can be seen as a pioneering work of digital art that engages with some of the key themes and tendencies of net.art and reflects the innovative spirit of the early internet.

Work I: The Great Game Created by john klima in 2002

short description 

It is a web-based interactive installation that invites viewers to participate in a game-like experience that explores themes of power, politics, and information. The artwork presents a simulated world where players take on the roles of various political factions, each vying for control of resources and influence. The game uses a combination of text-based communication, maps, and other visual elements to create an immersive and dynamic experience.

short background information about the artist

John Klima is an American artist and designer who works primarily with digital media and interactive installations. His work often explores the intersection of technology, culture, and politics. 

context

“The Great Game” by John Klima can be situated within the broader context of interactive media and net.art, a movement that emerged in the 1990s and sought to explore the creative potential of the internet as a medium for art and self-expression. The work reflects the growing interest in the use of digital technologies and software tools to create immersive and interactive experiences that engage viewers in new and innovative ways. Klima’s use of game-like mechanics and simulations highlights the potential of interactive media to explore complex social and political issues, such as power dynamics and resource allocation. “The Great Game” also reflects the growing interest in the use of data and information in contemporary culture, with the work challenging viewers to consider the ways in which information can be used to influence and control behavior.

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