Examples of video art in the following topics:
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- Video art is a type of art relying on moving pictures and comprising of video and/or audio data.
- Much video art in the medium's heyday experimented formally with the limitations of the video format.
- Installation video is the most common form of video art today.
- The Art of Video Games Exhibition Crowd, March 16, 2012 - September 30, 2012
- Exhibit at the Smithsonian American Art Museum that showcased video games as moving image art works.
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- Since the 1970s, various names have been used to describe such artwork, including computer art and multimedia art, and digital art itself is placed under the larger umbrella term of new media art.
- In an expanded sense, digital art is a term applied to contemporary art that uses the methods of mass production or digital media.
- Digitized text, raw audio, and video recordings are usually not considered digital art on their own, but can be part of larger digital art projects.
- Another kind of digital video art is 3D computer graphics, where the screen becomes a window into a virtual environment of arranged objects that are "photographed" by the computer.
- Some resemble video installations, particularly large scale works involving projections and live video capture.
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- The characteristics which lend any type of art to being postmodern, such as collage, pastiche, appropriation, and the destruction of barriers between fine art and popular culture, can also be applied to sculptural works.
- While inherently difficult to define by nature, we can say that postmodernism began with pop art and continued within many following movements including conceptual art, neo-expressionism, feminist art, and the Young British Artists of the 1990s.
- In terms of sculptural practice, mediums like intermedia, installation art, conceptual art, video light art and sound art are often regarded as postmodern by nature.
- Pop art is an art movement that emerged in the mid-1950s in Britain and the late 1950s in the United States that many e.
- Pop art presented a challenge to traditions of fine art by including imagery from popular culture such as advertising and news.
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- The ways in which we use art depend on the type of art in question.
- The ways in which we use art depend on the type of art in question.
- Popular art includes movies, product design, television, posters, graffiti, advertising, and video games.
- Popular art usually functions as entertainment for the viewer, such as with a film or video game, but can also be used to influence popular conceptions.
- Differentiate between motivated and non-motivated art, and between the functions of fine arts, popular art, and decorative arts
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- Motion, or movement, is considered to be one of the "principles of art"; that is, one of the tools artists use to organize the artistic elements in a work of art.
- While static art forms have the ability to imply or suggest time and motion, the time-based mediums of film, video, kinetic sculpture, and performance art demonstrate time and motion by their very definitions.
- Video is essentially the same process, but digitally-based and with fewer frames per second.
- Performance art takes place in real time and makes use of real people and objects, much like theater.
- Kinetic art is art that moves, or depends on movement, for its effect.
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- Such mediums can include decorative arts, plastic arts, performing arts, sculpture, painting, architecture, music, or literature, to name but a few.
- The formal qualities of video games are non-linearity, interactivity and virtual presence.
- Disputes as to whether or not to classify something as a work of art are referred to as classificatory disputes about art.
- Classificatory disputes in the 20th century have included cubist and impressionist paintings, Duchamp's Fountain, the movies, superlative imitations of banknotes, conceptual art, and video games.
- Anti-art is a label for art that intentionally challenges the established parameters and values of art; it is term associated with Dadaism and attributed to Marcel Duchamp just before World War I, when he was making art from found objects.
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- Earthworks is an art movement that emerged in the United States in the late 1960s and early 1970s, in which landscape and the work of art are inextricably linked.
- Land Art, also known as Earthworks (coined by the artist Robert Smithson) or Earth art, is an art movement that emerged in the United States in the late 1960s and early 1970s, in which landscape and the work of art are inextricably linked.
- Many of the first works created in the deserts of Nevada, New Mexico, Utah or Arizona were ephemeral in nature and now only exist as video recordings or photographic documents.
- Land art was inspired by Minimal art and Conceptual art but also by modern movements such as De Stijl, Cubism and the work of Constantin Brancusi and Joseph Beuys.
- Robert Smithson's Spiral Jetty is perhaps the most famous example of Land Art.
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- Installation art can be temporary - even momentary - or it can become permanently a part of a space.
- The genre incorporates a broad range of everyday and natural materials, as well as new media such as video, sound, performance, and immersive virtual reality.
- Allan Kaprow used the term "Environment" in 1958 to describe his transformed indoor spaces which later joined such terms as 'project art' and 'temporary art. '
- Another emerging method of installation art is immersive virtual reality.
- This has become an increasingly popular trend, along with installations that use digital, video, film, sound, and sculpture .
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- Modern Korean art is influenced by its historical roots, its recent tumultuous history, and various forms of Western art.
- Modern Korean art is influenced by its historical roots (including early Korean shamanist art, Korean Buddhist art, and Korean Confucian art) and its recent tumultuous history, as well as various forms of Western art in the 20th century.
- Works of art were looted and destroyed, schools of art were closed, and Korean styles were replaced with paintings of Japanese subjects in Japanese styles.
- Korean fabric arts have a long history and include many art forms such as embroidery (used in costumes and screenwork), knots (best represented in the work of Choe Eun-sun and used in costumes and as wall-decorations), and lesser-known weaving skills as indicated in rarer arts.
- He is considered to be the first video artist.
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- Much like motion in art, the use of time in art can be either implied or actual.
- This type of sequential art implies the passage and/or movement of time.
- While static art forms have the ability to imply or suggest time and motion, the time-based mediums of film, video, kinetic sculpture, dance and performance make use of actual motion by their very definitions as mediums.
- Video is essentially the same process, but instead of making use of celluloid film, it is digitally-based, with fewer frames per second.
- This photograph is an example of an early representation of time and motion in art.