A Philosophical Inquiry Into The Nature of Computer Art
A Philosophical Inquiry Into The Nature of Computer Art
A Philosophical Inquiry Into The Nature of Computer Art
Holle Humphries
The Journal of Aesthetic Education, Volume 37, Number 1, Spring 2003, pp.
13-31 (Article)
Access provided by BTCA Universitat de Barcelona (16 Oct 2017 18:47 GMT)
A Philosophical Inquiry into the Nature of
Computer Art
HOLLE HUMPHRIES
Holle Humphries is Assistant Professor in the Department of Art and Art History at
the University of Texas at Austin. She has recently completed a book, From Renaissance
to Virtual World: An Artist's Creative Quest in Traditional and Digital Media (in press).
The imitation theory, initiated in the 5th century B.C. by Plato, held that
to be a work of art, an object must mirror reality.2 As this theory placed the
essence of art in the objective properties of the art work itself, we consider
the imitation theory to be object-centered or objective in nature. Similarly,
with his formalist theory of art, Clive Bell claimed that the essence of art lies
in the object — within the structural design properties of a work of art. To
qualify as a work of art, an object must exhibit significant form. Significant
form consists of certain formal properties such as the art elements of lines
and color combined in a particular way according to art principles, all used
to create certain forms and relations of forms.3
The expression theories of art shifted attention to the artist and audience
and thus are considered subject centered, or subjective, bound up in notions
of the experience of creation by the artist and/or the response of the audi-
ence. Benedetto Croce asserted that a work of art resides in the mind of the
artist. An artist must experience an intuition, and it is this mental process
that constitutes art, not the object which the artist might create thereafter.4
Robin Collingwood claimed that art is an exploration, clarification, and ex-
pression of an artist’s emotion, made clear to an audience through a me-
dium.5 Leo Tolstoy believed that art should be a vehicle by which the emo-
tion experienced by the artist at the time of creation is transmitted to an
audience, so that the audience can experience that emotion as well.6
Morris Weitz asserted that none of these theories capture an essence of
art because they are either too broad, too narrow, or else are circular. He
claimed that the concept of art cannot be limited to one essence delimited in
a definition. Weitz suggested that we must instead look at what theories of
art have to say is important about art so that we know what to look for and
how to look for it.7 Maurice Mandelbaum challenged Weitz, and said that on
the contrary, there is an essence to art, but its essence is an unexhibited qual-
ity, like the genetic ties of a family whose members may not resemble one
another in physical appearance, but who share a relationship nonetheless.8
Arthur Danto and George Dickie contended that what makes anything
art is not directly attributable to the object, artist, or audience. Instead, it is
the cultural context within which art is regarded by society. Danto stated
that what makes an object art is due to a culture, based upon a heritage of a
body of knowledge about art theory and art history, which he called the
artworld.9 Dickie claimed that art could be defined, but not in the way that
we would normally expect. He suggested that artists construct artifacts and
present them for consideration by the artworld in order to gain, for consid-
eration, an acceptance of the status of art objects for these artifacts in the art
world. Art could be defined based not on its properties as an object, but
based on its acceptance and role in a social institution.10 In the final stage in
the evolution of art theory — Dickie’s institutional theory of art — we are
left with the notion that “art can be defined, but the manner of definition
Nature of Computer Art 15
In beginning an aesthetic inquiry into the nature of computer art with stu-
dents, we might address questions similar to those that have been considered
by computer artists:
1. To what extent do hardware and software determine the results?
2. Is an artist creatively restrained by the options available, either
by available data or by the way in which it may be retrieved?
3. Are new aesthetic criteria required to evaluate computer art?
4. Is the value of some computer art decreased by its non-unique nature
and the fact that it may have been executed by a machine instead of
by hand?12
To launch the investigation from familiar ground, we might start by first
examining aspects of the computer and computer art that share similarities
with more traditional forms of art tools, media, processes, and products.
work interactively with the computer. When the program is loaded, the art-
ist continuously intervenes in computer function to make choices from the
options offered by the program. The computer “assists” the artist by execut-
ing these choices throughout each step of image creation. Artists may create
their own images through the use of a program. Or, they can appropriate
images from other sources. Images from other sources can be input into the
computer through the use of scanners, digitizers, optical storage devices, or
modems that are linked to the Internet. When the image is displayed on the
monitor, artists can use image processing and editing application software
to alter and manipulate it in some way.
Software permits artists to create and manipulate images or objects in
either two dimensions (2D) or three dimensions (3D). Two-dimensional
programs permit artists to create bit-mapped images or mathematically de-
scribed vector objects. Bit-mapped “paint” programs allow artists to create
or alter appropriated images that appear displayed as an array of colored
pixels on a monitor like the surface of a mosaic or painting. Each pixel of the
image is positioned in the computer’s memory as a location on the height
and width of a bit-plane determined by Cartesian coordinate points (x,y).
Two-dimensional image processing/editing software enables artists to
modify a bit-mapped image that has been digitally scanned or appropriated
from another source. However, once an image is created, unless it is saved,
the (x,y) coordinate points of the image subsequently are replaced in the
process of ongoing modifications. In contrast, object-oriented “draw” pro-
grams permit artists to create objects by connecting points-to-lines, or vec-
tors, to create shapes in two-dimensional space. These points are stored in
the computer’s memory as virtual objects defined by mathematical formu-
las. Therefore they can be modified or repositioned by the artist at any stage
of the creation process.14 We call these virtual images and objects, because
until output or produced onto a tangible medium such as paper, film, or
videotape, the images or objects exist only in the computer’s memory by vir-
tue of the program instructions, conceptual digital data (0’s and 1’s), and the
artist’s decisions.
Three-dimensional programs enable artists to create and manipulate an
object as though it were a wireframe or solid model, like a sculpture, that
exists in a hypothetical 3D space or volume. Virtual 3D objects and the
spaces they occupy are described as collections of points, given attributes of
width, height and depth according to their location as Cartesian coordi-
nates (x,y,z), stored in the computer’s memory. Three-dimensional solids
modeling software allows artists to create objects that can be placed within
an environment which the computer models in three dimensions, applies
surface features such as colors and textures, and can render or display from
any point of view on the monitor. Such an environment might be referred
to as a virtual space.
18 Holle Humphries
events.18 Computer art, when used here, refers primarily to the first and fifth
areas: the visual imagery created by artists who have used the computer to create
images or objects that can be output to 2D media or transmitted to other computers.
In this respect, the computer can be integrated with the artistic process in two
ways: as a design tool, and as a medium or means of fabrication, to result
in an art product.19
The computer can be used as a design tool in the sense of assisting the
artist to achieve some other end, such as creating design ideas that subse-
quently are executed in another medium. For example, if artists use a com-
puter to generate many design possibilities in order to arrive at a design
solution, but they execute the design in another medium, we can say that
they are using the computer as a tool — as a means to augment human ca-
pabilities for completing some other task. When utilized this way in art pro-
duction, the computer permits artists to exercise a wide range of options in
appropriating, storing, manipulating and reproducing imagery in ways
that save time and eliminate drudgery.20
For other artists, the computer serves as a medium or means of fabrica-
tion. They use the computer as a primary means for creating an image com-
pleted on the computer and displayed on the monitor, and then output onto
some other medium. Such artists use the computer like a drawing or paint-
ing medium, as a means to create, display, and embody an image. As such,
they are “painting” not with chemical pigment, but with light.21
Like other traditional art tools and media that create a distinctive “mark”
when wielded by artists, might there be a causal relationship between the
type of computer hardware and software artists choose to use as a tool and
medium, and the resulting computer art product that emerges? What crite-
ria might we use to compare similarities between computer art and more
traditional forms of art? Aesthetic factors can be used to compare the simi-
larities and differences between novel and more traditional art forms.22
Aesthetic factors of art encompass three general areas: art media or materi-
als used, visual design that results from arrangements of art elements and
principles, and art content, or subject matter. Applying these as criteria,
others have found that computer art in many ways exhibits similarities to
traditional forms of art.23
From the standpoint of art history, computer art can be considered a le-
gitimate art form emergent from the hands of artists engaged in pursuit of
traditional aesthetic concerns — concerns that have preoccupied all artists
throughout time. The development of computer art placed within the con-
text of art history has been well-documented.24 Additionally, artists have
always appropriated technology as media, form and content in their work
and computer artists are no exception.25
Computer art can be evaluated according to aesthetic standards used in
art criticism. Artists can produce images with the computer that are rich in
literal, design, and expressive aesthetic qualities.26 This indicates not only
20 Holle Humphries
that computer art may meet ontological criteria for being considered as
“art,” but also may be representative of an artist’s style — most particularly
in the case of artists who write their own computer art programs.27 Using
the computer as a tool or medium, artists who prefer one aesthetic style to
another can create images that emerge from and reflect their sensibilities.
Thus, as computer art cannot be said to have a style unto itself, it can be
judged to have validity as an art form.28
In light of these similarities, the computer could be judged to be like any
other art tool or medium, and the computer art that results could be ac-
corded validity equal to any other art form in that it measures up to several
standards of art history and criticism.29 But others disagree with this point
of view. What might they invoke as criteria?
because they rely upon selecting their command options from a menu pre-
sented to them in the form of the GUI. The selected GUI menu icons or text
in turn direct the computer on another level to synthesize or combine
graphic primitives according to procedural calculations based on algorithms.
In paint programs these primitives are the pixel and the curve, with at-
tributes of color (hue, luminance, and saturation). In draw programs, these
primitives are vector points that form lines and shapes such as rectangles,
circles, and ellipses, which also may have attributes of color, width, and
style. In 3D solids modeling, the primitives fall under two broad categories
to include area primitives for defining a shape, or volume primitives for de-
fining a form.31 The artist makes arbitrary choices from those presented on
the menu of the GUI to manipulate graphic primitives according to basic
operations. These operations allow the artist to move, incorporate, alter, lo-
cate, define, group and ungroup, remove, copy, scroll, scale, rotate, flip, and
image warp a primitive. Although these basic operations are founded upon
mathematical procedures called geometric transformations and deforma-
tions, and other similar types of mathematical operations, their mathematical
basis remains invisible to the artist.32
However, artists who write their own programs acquire familiarity with
writing and using the mathematical algorithms that direct computer func-
tion. An algorithm is a procedure that is written in the form of numbers to
define a procedural calculation. Algorithms written into software direct the
computer in the calculations it must execute in order to execute an artist’s
instructions to create an image or an object.33
In conclusion, much of what the computer “does” to aid the artist in cre-
ating and manipulating images and objects is conceptually based upon
mathematics, remains invisible to the eye, and generally is not apparent in
the resulting art work.
The major difference between computer art and other forms of art be-
comes apparent when we stop to think about just where the “art” of com-
puter art resides. Is it in the software instructions of a program, or the data
that results? If so, is it only “art” if an artist writes the program? Or is com-
puter art in the image that appears on the monitor or printed onto a hard
copy of paper or film?
Several scholars note that there are characteristics of computer hard-
ware, software, and function that differentiate computer art from any other
art tool, medium, or form. Focusing upon these features, they note that:
computer artists create art that in nascent form originates in a computer as
conceptual information; using a computer, artists can process, duplicate, and
change the presentation of this information by outputting it to different me-
dia through the means of an interface; working interactively with the com-
puter in real-time and real-motion, artists can manipulate this information
and transfer it onto other media, or transmit it to remote site locations.34
22 Holle Humphries
that may only imitate the appearance of real objects, computers can be di-
rected by artists to create actual simulations of them. Although a simulation
of a phenomenon from the material world can be created in a virtual world,
virtual worlds can also encompass products of an artist’s imagination. Un-
like simulations, virtual worlds do not necessarily “bear the ontology or the
semiology of one object parading as another” (QOG, 239).
If these are the subtle ontological differences between a virtual world
and a simulation, then what do we mean by the term, “virtual reality”? The
difference may be one based upon interactivity. If an individual can make
choices from among options presented within an imaginary construct of an
artificial world, or a simulation of a real-world, and interact in real-time
and real-motion with objects placed within that virtual world — then we
call such a phenomenon a virtual reality.43 Only the computer allows artists
to interact within a world that either may be an imitation of reality or one
conjured from their own imagination.
We have seen that the computer may serve the artist as a creative part-
ner to facilitate divergent visual solutions and realize the products of imagi-
nation — and hence to function as an extension of the artist’s mind.44 But
we could go one step further to say that the computer not only enables art-
ists to extend their capabilities — but to expand their reaches and powers
of their consciousness, and to even function as an adjunct site for their
mind.45
Can we simulate a mind? In the future, computer art may prove to be
fertile ground for exploring aspects of aesthetic decision-making by both
humans and machines, since a computer can be programmed to simulate
many aspects of human thought and behavior in creating art.46 This explo-
ration takes place in the field of Artificial Intelligence (AI). Harold Cohen, a
painter, professor emeritus at the University of California at San Diego, has
been engaged in that very quest. He has authored and continuously devel-
oped for twenty years a computer program he named Aaron. Aaron is
known as an expert system,
If the computer is not a tool or medium, but more like a creative partner,
creative assistant — or an extension of a human mind — then what is it? Is
it some sort of other thing like a “polymorphous beast”? (CNM, 166). Is
what an artist creates with it, something we can call “art”?
We have noted that some characteristics of computer hardware and soft-
ware enable artists to use the computer like another art tool and medium.
But does that make an image produced with or by a computer necessarily
“art”? To this we might answer, “No,” asserting that just because the com-
puter functions like an art tool or art medium does not necessarily make its
output or product art, as “media alone do not a make art.”51
Is computer art — “art”? We have seen that computer art, when output
as hard copy onto a 2D medium withstands scrutiny under the test of ap-
plying standard criteria we might use to evaluate the merits of traditional
forms of art. But, some have proposed that computer art should be classified
26 Holle Humphries
as a new form of art.52 Others have suggested that the integration of the
computer with art production may even change the ontological criteria that
traditionally have been used to define the nature of art (QOG).53 Perhaps
the solution is to follow Weitz’s suggestion and use the ontological criteria
of art theory as a guide to see if in fact it can direct our attention to unique
features of computer art.
Plato and Bell held object-centered definitions of art. What is the mate-
rial form of computer art? Is the artwork the hard copy of an image output
to paper or film? Or is it in the computer program? Or is the artwork some-
thing or somewhere else? Due to the ephemeral nature of digital data con-
veyed by means of electronic impulses across interfaces and shuttled from
one form of medium to another, it appears that it is difficult to ascertain
what, exactly, the computer art object is, much less where it is (CNM, 158).
If Plato and Bell felt that the essence of an art resided in an art object, and if
a computer image actually exits as a conceptual idea — a file of numbers
retained in the memory of a computer — then perhaps there is no computer
art “object” per se (CNM, 158).
As noted, according to some scholars, only an artist’s self-authored pro-
gram can be considered a work of art. By extension, with regard to the con-
ceptual nature of computer programs, and the ephemeral nature of digital
images it has been said that
From this perspective, it appears that computer art may embrace a broader
concept of art than that of existing merely as an art object.
We have seen that as part of its more far-reaching implications, com-
puter art can consist of simulations and virtual worlds. If Plato said that art
must imitate reality, then what of art works created as simulations, or as
virtual reality? After all, we might say, “How much closer to an imitation to
reality can we get than in the form of computer art created as a simulation
or as a virtual reality?” Perhaps we can use Plato’s theory of art as a spring-
board to take our inquiry still further—to discuss how computer simulation
and virtual reality might alter our notions about the nature of reality.
Bell was concerned that art embody significant form. Bell’s theory sug-
gests that one unique aspect of art may be signaled by the presence of the
aesthetic qualities of design. What aesthetic form does computer art as-
sume? As noted, when computer art is output as an image on paper or film,
we can use traditional standards to evaluate its merits. But do these stan-
dards apply to other forms of computer art that are not output onto 2D me-
dia? Some artists have claimed that computer art should be considered a
Nature of Computer Art 27
new art form because it harbors several unique features that set it apart
other art media, such as: (1) interactivity, (2) artificial intelligence, (3) net-
working capability for dispersing imagery, and (4) animating images and
objects in real-time and real-motion.55 But can we say that these are aesthetic
attributes of computer art? Why or why not? Perhaps we should consider
revising our list to include other types of criteria when we consider the merits
of computer art.
Mandelbaum noted that the essence of art may lie in unexhibited prop-
erties. As Binkley pointed out, the major difference between computer art
and other forms of art executed in more traditional media is not “the aes-
thetic presentation which the computer offers but the conceptual presence it
brings to bear in the artist’s mental function and art production” (CNM, 156).
This conceptual presence could be thought of as an unexhibited property.
And there is another unexhibited property which computer art harbors: the
underlying mathematical basis that forms the foundation for creating com-
puter art images and objects. It has been said that the “mathematical and
geometrical patterns (used to create computer art) have a profundity to them
due to the fact that they describe laws of nature.”56 If we recall Bell’s position,
that art must have significant form, and tie that in with Mandelbaum’s as-
sertion that the essence to art is a unexhibited property, then perhaps we
might see that the significant form that lies at the heart of computer art is an
unexhibited property consisting of mathematical principles. Could that be
the essence of computer art?
Tolstoy, Croce, and Collingwood believed that it was not the art object
that held importance; instead, it was the mental process or form of commu-
nication that transpired during the artist’s process of creation. We have
seen that a computer provides artists with the capabilities to create virtual
worlds and simulate human mental processes with artificial intelligence.
Computer art thus can exist as an extension of the mind of the artist. Also,
due to the interactive nature of the computer, artist and audience alike can
participate in the creation and sharing of an image. From Cohen’s work, it
seems that the potential to create virtual realities and simulate human
thought may prove to be the most breathtaking frontier of all in computer
art. If so, it may be that in the case of computer art, the art theories of phi-
losophers Croce and Collingwood hold the most weight: the nature of art
may be embodied in the mental processes of the artist, and not necessarily
bound up in material aspects of an object. If that is the case, then the com-
puter provides a powerful vehicle to enable artists to conceive, create and
wander through virtual art worlds of their own imagination — worlds that
Binkley would attest exist only as conceptual information.
Danto and Dickie suggested that art may be defined in part by the insti-
tutions or social construct within which it is created. If they are correct, then
that may mean that an audience as well as all of society can participate and
28 Holle Humphries
interact with the computer art created by artists in virtual worlds within the
context of a simulated society.
In the future, computer artists may use computer art to become more im-
mersed in exploring the problem of analyzing and questioning our concep-
tions of the nature of knowledge and the nature of reality itself, particularly
when experienced as virtual reality.
Conclusion
NOTES
1. Cynthia Goodman, Digital Visions: Computers and Art (New York: Harry N.
Abrams, 1987), 16.
2. Plato, “Book X,” in The Republic, in The Dialogues of Plato, 4th ed., trans. Benjamin
Jowett (Oxford: Oxford University Press, 1953).
3. Clive Bell, Art (London: Chatto and Windus, 1914).
4. Benedetto Croce, Aesthetic as Science of Expression and General Linguistic, Part II,
2d ed., trans. Douglas Ainslie (London: Macmillan, 1922).
5. Robin G. Collingwood, Principles of Art, Books I, II, and III (Oxford: Oxford
University Press, 1935).
6. Leo F. Tolstoy, What is Art? and Essays on Art, World’s Classics Series, trans.
Alymer Maude (1898; reprint, London: Oxford University Press, 1932).
7. Morris Weitz, “The Role of Theory in Aesthetics,” Journal of Aesthetics and Art
Criticism 15, no. 1 (September 1956): 27-35 and Morris Weitz, “The Nature of
Art,” in Readings in Art Education, ed. Elliot W. Eisner and David W. Ecker
(Waltham, Mass.: Blaisdell Publishing Company, 1966), 49-56.
Nature of Computer Art 29
8. Maurice Mandelbaum, “Family Resemblances and Generalization Concerning
the Arts,” American Philosophical Quarterly 2, no. 3 (July 1965): 219-28.
9. Arthur Danto, “The Artistic Enfranchisement of Real Objects: The Artworld,”
Journal of Philosophy 61, no. 19 (October 1964): 571-84.
10. George Dickie, “The Philosophy of Art in the 20th Century,” tape recording of
lecture at Texas Tech University, 14 April 1994, author’s archives. See also
George Dickie, “Defining Art,” American Philosophical Quarterly 6, no. 3 (July
1969): 253-56; George Dickie, Aesthetics: An Introduction (New York: Pegasus,
Bobbs-Merrill Company, Inc., 1971); and George Dickie, The Art Circle: A Theory
of Art (New York: Haven Publications, 1984).
11. George Dickie, Richard Sclafani, and Ronald Roblin, eds., Aesthetics: A Critical
Anthology 2d ed. (New York: St. Martin’s Press, 1989), 2.
12. Joan Truckenbrod cited by Goodman, Digital Visions, 16.
13. Peter Dyson, The PC User’s Essential Accessible Pocket Dictionary (San Francisco:
SYBEX, Inc., 1994), 254.
14. Isaac V. Kerlow and Judson Rosebush, Computer Graphics for Designers and
Artists (New York: Van Nostrand Reinhold, 1986).
15. For a description of the process of solid modeling and animation, see Bob
Bennet, “3D Animation,” chap. 26, in The McGraw-Hill Multimedia Handbook, ed.
Jessica Keyes (New York: McGraw-Hill, 1994), 3-16
16. Webster’s New International Dictionary, 3d ed., s.v. “graphics.”
17. Frank Popper, Art of the Electronic Age (New York: Harry N. Abrams, 1993).
18. Ibid., 78 and Donald Michi and Rory Johnston, The Creative Computer: Machine
Intelligence and Human Knowledge (Harmondsworth, England: Viking/Penguin
Books, 1984).
19. Stephen Wilson, Using Computers to Create Art (Englewood Cliffs, N.J.: Prentice-
Hall, 1986) and Popper, Art of the Electronic Age, 78.
20. Ibid.
21. Ibid.
22. William R. Hastie and Christian Schmidt, Encounter with Art (New York:
McGraw-Hill, 1969).
23. Holle L. B. Humphries, “A Method to Introduce Secondary Students to the
Computer’s Potential as an Art Tool” (Master’s Thesis, Texas Tech University,
1986).
24. Douglas Davis, Art and the Future: A History/Prophecy of the Collaboration Between
Sciences, Technology, and Art (New York: Praeger Publishers, 1973); Frank Dietrich,
“Visual Intelligence: The First Decade of Computer Art (1965-1975),” Leonardo
19, no. 2, 159-69; Herbert W. Franke, Computer Graphics — Computer Art, 2d ed.,
rev., trans. Gustav Metzger and Antje Schrack (New York: Springer-Verlag,
1985); Goodman, Digital Visions; Ruth Leavitt, Artist and Computer (New York:
Harmony Books, 1976); and Wilson, Using Computers to Create Art.
25. Edmund B. Feldman, Varieties of Visual Experience, 2d ed. (Englewood Cliffs,
N.J.: Prentice-Hall, 1981).
26. Gene A. Mittler, Art in Focus, 2d ed. (New York: Glencoe/ McGraw-Hill, 1994).
27. Feldman, Varieties of Visual Experience.
28. Herbert W. Franke, “The Expanding Medium: The Future of Computer Art,”
Leonardo 20, no. 4 (1987): 335-38.
29. Michel Bret, “Procedural Art with Computer Graphics Technology,” Leonardo
21, no. 1 (1988): 3-9; Franke, Computer Graphics; Goodman, Digital Visions;
Humphries, “A Method to Introduce”; Richard E. Lucas, “Evolving Aesthetic
Criteria for Computer Generated Art: A Delphi Study” (Master’s thesis, Ohio
State University, 1986); Harold J. McWhinnie, “Some Aesthetic Questions on
Computer-based Art and Design,” Computers and Graphics 15, no. 1 (1991): 139-
42; James Pearson, “The Computer: Liberator or Jailer of the Creative Spirit,”
Leonardo: Electronic Art Supplemental Issue (1988): 73-80; Popper, Art of the
Electronic Age; and Wilson, Using Computers.
30. Ibid.
30 Holle Humphries
31. King, “Towards an Integrated System,” 42-43.
32. Ibid.; Kerlow and Rosebush, Computer Graphics.
33. King in “Towards an Integrated System,” 45, notes that there are two basic
types of algorithms with two different computing techniques as their basis that
can be used: recursive and classical. In recursive geometries, the computer pro-
ceeds to execute a calculation, then uses the output of that calculation as input
for the next calculation. Some of the recursive geometries include: iterative func-
tions, random numbers, recursive patterns fractal and graftals, particle systems,
and growth models. In classical geometries, although some repetitive tech-
niques are used, a given calculation is not based on the previous ones. The algo-
rithms used in classical geometry include formulas for making Euclidean geo-
metrical shapes such as parallel lines, triangles, rectangles, polygons, tessella-
tions, and parametric curves. In addition to the classical and recursive geom-
etries cited above, there are other mathematical principles that computer artists
have incorporated in their approach to creating computer programs for creating
and manipulation images and objects. Some of these include permutation, inter-
polation and extrapolation, and matrix calculation. See Franke, “Computer
Graphics” and Kerlow and Rosebush “Computer Graphics”.
34. Timothy Binkley, “Does Art Compute? The Myths, the Madness, and the
Magic,” Art & Academe 1, no. 1 (1988): 90-99; Binkley, “The Computer is Not a
Medium,” Philosophic Exchange 19/20, (1988/89): 155-73; Binkley, “The Wizard
of Ethereal Pictures and Virtual Places,” Leonardo: Computer Art in Context Sup-
plemental Issue (1989): 13-20; and Binkley, “The Quickening of Galatea: Virtual
Creation Without Tools or Media,” Art Journal 49, no. 3 (Fall 1990): 233-40. These
articles will be cited as DAC, CNM, WEP, and QOG, respectively, in the text for
all subsequent references. See also George Legrady, “Image, Language, and Be-
lief in Synthesis,” Art Journal 49, no. 3 (Fall 1990): 266-71 and Joan Truckenbrod,
“A New Language for Artistic Expression: The Electronic Arts Landscape,”
Leonardo: Electronic Art Supplemental Issue (1988): 99-102.
35. Truckenbrod, “A New Language for Artistic Expression,” 102.
36. Bret, “Procedural Art”; Roger F. Malina, “Computer Art in the Context of the
Journal Leonardo,” Leonardo: Computer Art in Context Supplemental Issue (1989):
67-70; A. Michael Noll, “The Beginnings of Computer Art in the United States:
A Memoir,” Leonardo 27, no. 1 (1994): 39-44.
37. McWhinnie, “Some Aesthetic Questions”; Pamela McCorduck, AARON’S
CODE: Meta—Art, Artificial Intelligence, and the Work of Harold Cohen (New York:
W. H. Freeman, 1991).
38. Joy P. Guilford, “Creative Abilities in the Arts,” The Psychological Review 44
(1957): 110-18.
39. Humphries, “A Method to Introduce Students.”
40. Legrady, “Image, Language, and Belief.”
41. Popper, Art of the Electronic Age and Lucas, “Evolving Aesthetic Criteria.”
42. Robert Rivlin, The Algorithmic Image: Graphics Visions of the Computer Age
(Redmond, Wash.: Microsoft Press, 1986).
43. Richard V. Kelly, Jr., defines three general forms of virtual reality (VR): through-
the window, (allows participants to look into a virtual world from a seat in the
real world), immersive (uses a head-mounted display and emphasizes interacti-
vity within a virtual software-derived world to immerse participants in exploring
an environment), and second-person (uses a camera to capture the image of par-
ticipants and inserts them into a virtual world, where they can watch their own
image on a screen interacting with objects in the virtual world). See Kelly,
“Virtual Reality in a Nutshell,” chap. 46, in Keyes, The McGraw-Hill Multimedia
Handbook, 46.1-8.
44. Terry Gips, presentation at College Art Association, San Francisco, 1989, quoted
in Harold. J. McWhinnie, Computers & Graphics, 140-41.
45. For discussions about computer augmentation of artistic consciousness, see Roy
Ascott, ed., Reframing Consciousness (Portland, Ore.: Intellect Books, 1999); Mary
Nature of Computer Art 31
Ann Moser with Douglas MacLeod for the Banff Centre for the Arts, eds.,
Immersed in Technology (Cambridge, Mass.: MIT Press, 1996).
46. Franke, Computer Graphics; McCorduck, AARON’S CODE; Popper, Art of the
Electronic Age; and Herbert A. Simon, Harold Cohen, essay in exhibit catalog
(Pittsburgh: Buhl Science Center, 1984).
47. Dyson, The PC User’s Essential Dictionary, 201.
48. McCorduck, AARON’S CODE, 1994; Michi and Johnston, The Creative Computer;
Popper, Art of the Electronic Age; and Simon, Harold Cohen.
49. Mihai Nadin, “Emergent Aesthetics — Aesthetic Issues in Computer Arts,”
Leonardo: Computer Art in Context Supplemental Issue, 1989, 43-48.
50. Truckenbrod, “A New Language for Artistic Expression,” 101.
51. Hastie and Schmidt, Encounter with Art, 224.
52. Tom DeWitt, “Dataism,” 57-61; Judson Rosebush, “The Proceduralist Mani-
festo,” 55-56; and Benoit R. Mandelbrot, “Fractals and an Art for the Sake of Sci-
ence,” 21-24; all in Leonardo: Computer Art in Context Supplemental Issue (1989).
See also Terry Gips, “Computers and Art: Issues of Content,” Art Journal 49, no.
3 (Fall 1990): 229-32; Legrady, “Image, Language, and Belief”; Margot Lovejoy,
“Art, Technology, and Postmodernism: Paradigms, Parallels, and Paradoxes,”
Art Journal 49, no. 3 (Fall 1990): 257-65.
53. Gips, “Computers and Art,” 229-32; Legrady, “Image, Language, and Belief”;
and Lovejoy, “Art, Technology, and Postmodernism,” 257-65.
54. Deborah Sokolove, “The Image in the Magic Box,” Art Journal 49, no. 3 (Fall
1990): 274.
55. Lucas, “Evolving Aesthetic Criteria.”
56. King, “Towards an Integrated System,” 50.
57. Popper, Art of the Electronic Age, 177, italics added.