With more critiques of large internet companies gaining traction, people are beginning to question the hegemonic nature of the internet and the power structures that exist on the web, both of which define net art as school of thought. It is the work of net artists to develop, critique, and re-imagine the development of human experience as it relates to and exists on the web. This post gives an overview of net art and two examples of early net artists.
Connections and Gaps between Artists’ and Institutions’ New Media Preservation Efforts
Media art, which frequently involves data, software, or electronic devices, keeps facing the challenge of technological obsolescence. Since preservation and conservation are fields often dominated by museums and similar organizations, a contrast exists between personal and institutional practices. In some cases, artists rely on museums for technological support. This article looks at new media artists’ firsthand experiences and media artworks donated to the MoMA.
Home Studio Technology: Software
This article—focused on software—is the second in a series focused on informing our readers about home studio technology. The broad categories covered in this post—graphics and illustrations, audio, video, streaming, web services, and podcast services—detail the most popular tools and well-regarded alternatives that can help you improve your working-from-home experience.
Home Studio Technology: Hardware
The quarantine and social distancing guidelines for this pandemic have shifted many areas of life online. Many arts administrators, along with those in other career fields, are in their seventh month of working remotely and may be looking for ways to improve their experiences. This guide is meant to help improve the quality of experience for virtual work and social meetings through home studio technology, and to provide creators and hobbyists with information to get started with or improve their projects.
The Future of Technology in Opera
Immersion, is it AR/VR or Just R?
#TBT: Highlighting New Media Art
While technology and art combine frequently to facilitate the practices of arts managers, they are simultaneously blending to create a whole new artform--new media art. All bets are off with this medium, as an array of tools, approaches and capabilities make it impossible to label as either visual or performance; in many cases, the art goes even farther and provides a social benefit to those who experience it. This week’s TBT provides managers with a roundup of the research we’ve done so far to start piecing together a picture of what new media art means for the future of management in all types of arts venues and forums.
Silicon Struggle: The Battle for The Bay Area Arts' Scene
If you told the average San Francisco resident 40 years ago that the art scene in the Bay Area would be gasping for life in 2015, they probably would have laughed in your face. But it is 2015, and that is the reality we are facing. The tech giants have moved in, and tension is building between the Silicon Valley community and its non-profit entities. In particular, arts organizations seem to be at an extreme disadvantage for a few reasons:
How Museums Are Dealing With New Media Art: Part 2
In 2000 the Washington DC based Smithsonian American Museum of Art announced the creation of the New Media/New Century Award. The New Media/New Century Award became one of first projects to support new art created for the Web. The museum accepted proposals for original Web-based projects that explored the subject of American landscape, and how the new medium of Web art affected the American landscape as a subject.
Though the project is over 10 years old, it demonstrates the early and exceptional sensibility of the Smithsonian’s curators. They understood the growing relevance new media art and especially Web-art, and its impact not only on people’s everyday perceptions, but also on the art scene as a whole.
Promoting Digital Media Art through Digital Media tools
In our technology-stuffed world, the difficulties faced by video artists seem paradoxical. Due to high up-front costs, and the difficulty of handling and selling digital technologies, established institutions such as art galleries and museums often shun their work. Artists may look at the entertainment industry as an alternative, but find themselves unfulfilled, as musicians typically come first in these sorts of collaborations.