Digital art
Artistic work using digital technology in creation or presentation.
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Digital art is creative work that incorporates digital technology into its making or presentation, and it can also describe computational art that actively works with digital media. Since the 1960s, this field has gone by many labels, such as computer art, electronic art, multimedia art, and new media art. It covers pieces stored on physical media—like digital paintings—as well as online galleries, and it reaches into the area of visual computing.
History
In the early 1960s, John Whitney produced the first computer-generated art by applying mathematical operations. Two years later, Ivan Sutherland created Sketchpad, the first interactive computer-graphics interface.
Between 1974 and 1977, Salvador Dalí made two large canvases of Gala Contemplating the Mediterranean Sea which at a distance of 20 meters is transformed into the portrait of Abraham Lincoln (Homage to Rothko), along with prints of Lincoln in Dalivision, based on a portrait of Abraham Lincoln processed on a computer by Leon Harmon and published in "The Recognition of Faces." This method resembles what later became known as photographic mosaics. Andy Warhol made digital art on an Amiga computer when it debuted at the Lincoln Center in July 1985. He captured a monochrome image of Debbie Harry from a video camera, digitized it into the ProPaint graphics program, and added color using flood fills.
Art made for digital media
Art that is highly computational, presented through digital media, and explicitly engages with digital technologies is called "art made for digital media." This is distinct from art that simply uses digital tools—where technology aids creation but the final piece may exist outside the digital realm. Digital art historian Christiane Paul notes that it is very problematic to classify all art that uses digital technology anywhere in its production or distribution as digital art, because that makes it nearly impossible to find any unifying statement about the form.
Art that uses digital tools
Digital art can be entirely computer-generated—like fractals and algorithmic art—or derived from other sources, such as a scanned photograph or an image drawn with vector graphics software using a mouse or graphics tablet. Works are considered digital paintings when they are created similarly to traditional paintings but on a computer platform, with the resulting image output digitally, such as onto canvas. While opinions vary on digital technology's impact on the arts, there is broad agreement within the digital art community that it has greatly expanded creative opportunities for both professional and non-professional artists.
Art theorists and art historians
Notable theorists and historians in this field include Oliver Grau, Jon Ippolito, Christiane Paul, Frank Popper, Jasia Reichardt, Mario Costa, Christine Buci-Glucksmann, Dominique Moulon, Roy Ascott, Catherine Perret, Margot Lovejoy, Edmond Couchot, Tina Rivers Ryan, Fred Forest, and Edward A. Shanken.
Digital painting can refer to a physical painting made with digital electronics and spray-paint robotics in a fine art context, or to pictorial imagery created with pixels on a computer screen that mimics traditional painting and illustration.
Artists have used artificial intelligence to create artwork since at least the 1960s. Since 2014, some have used generative adversarial networks (GANs)—a machine learning framework where two algorithms compete and iterate—to generate pictures with visual effects similar to traditional fine art. The core idea is that people can use text descriptions to let AI convert their words into visual picture content, allowing anyone to turn language into a painting through a picture generator.
Digital art education has grown with advances in hardware and software. Hardware includes graphics tablets, styluses, tablets, 3D scanners, virtual reality headsets, and digital cameras. Software includes digital art software, 3D modeling and rendering tools, digital sculpting, 2D graphics software, digital painting, 3D terrain generation, 2D and 3D animation software, raster and vector graphics editors, mathematical art software, and video editing software.
Beyond creating original art, researchers have used AI to quantitatively analyze digital art collections, made possible by large-scale digitization of artwork in recent decades. While digitization originally aimed to improve accessibility and exploration, AI analysis has opened new research avenues.
Two computational methods—close reading and distant viewing—are typical for analyzing digitized art. Close reading focuses on specific visual aspects of a single piece, with tasks like computational artist authentication and analysis of brushstrokes or texture. Distant viewing statistically visualizes similarity across an entire collection for a specific feature, involving tasks such as automatic classification, object detection, multimodal analysis, knowledge discovery in art history, and computational aesthetics.
Quick Facts
- Field
- Digital art
- computer art
- new media art
- Known for
- Using digital technology as part of the creative or presentational process
Facts from the source article.
Lore & Background
In the early 1960s, John Whitney developed the first computer-generated art using mathematical operations. The technique is similar to what later became known as photographic mosaics. An image of Debbie Harry was captured in monochrome from a video camera and digitized into a graphics program called ProPaint. Warhol manipulated the image by adding color using flood fills.
Pioneers and Early Milestones
The story of digital art begins in the early 1960s, when John Whitney harnessed mathematical operations to produce what is recognized as the first computer-generated artwork. The movement quickly attracted established fine artists. He also created Dalivision prints of Lincoln based on a portrait processed by Leon Harmon and published in The Recognition of Faces, a technique closely resembling what would later be called photographic mosaics.
Naming, Taxonomy, and the Definition Problem
Since the 1960s, the field has been known by a rotating cast of labels—computer art, electronic art, multimedia art, new media art—reflecting how difficult it is to pin down a single identity. Digital art historian Christiane Paul has argued that classifying every work that touches digital technology in its production or dissemination as 'digital art' is deeply problematic, because it makes arriving at any unifying statement about the form nearly impossible.
Scholars have therefore drawn a meaningful distinction between two categories: 'art made for digital media,' which is highly computational, presented through digital channels, and explicitly engages with digital technologies, versus 'art that uses digital tools,' which incorporates digital technology in creation but may ultimately exist outside the digital world, such as a digitally painted image output onto canvas. Despite these taxonomic debates, a broad consensus exists within the community that digital technology has significantly expanded the creative domain, broadening opportunities for both professional and non-professional artists. The field spans works stored on physical media, online galleries, and the wider domain of visual computing.
Artificial Intelligence and Generative Creation
Artificial intelligence has been woven into artistic practice since at least the 1960s, making it one of the longest-running intersections between computation and creativity. Artists have employed GANs to generate images whose visual effects closely resemble those of traditional fine art.
The broader landscape of image generation rests on a deceptively simple principle: a person supplies a text description, and the AI converts that language into visual picture content. In practice, this means anyone can transform a written prompt into a painting through a picture generator, dramatically lowering the barrier between imagination and image. This trajectory—from Whitney's mathematical operations to text-driven generative systems—illustrates how digital art has continuously absorbed new computational capabilities while retaining its core concern with visual expression.
Computational Scholarship, Preservation, and Ownership
Beyond creation, digital art has spawned a rich field of computational scholarship. The large-scale digitization of artwork over the past few decades, originally intended to improve accessibility and allow exploration of collections, has also enabled AI-driven research methods to quantitatively analyze those collections.
Two complementary approaches dominate: close reading, which examines specific visual aspects of a single piece—tasks such as computational artist authentication and analysis of brushstrokes or texture properties—and distant viewing, which statistically visualizes similarity across an entire collection for a given feature, encompassing automatic classification, object detection, multimodal tasks, knowledge discovery in art history, and computational aesthetics. The preservation angle is equally significant: 2D and 3D digital art offers a means of safeguarding cultural heritage that might otherwise be lost to natural disasters or war. Yet this very preservation raises thorny questions, particularly around who should own 3D scans and who holds the digital copyrights to digitized works.
Reader's Guide
Digital art has significantly broadened the creative opportunities available to professional and non-professional artists alike, according to a consensus within the digital art community. Artwork that is highly computational, presented through digital media, and explicitly engages with digital technologies is categorized as 'art made for digital media,' which differs from art using digital tools. Digital art historian Christiane Paul notes that it 'is highly problematic to classify all art that makes use of digital technologies somewhere in its production and dissemination process as digital art since it makes it almost impossible to arrive at any unifying statement about the art form.' Digital art includes purely computer-generated works such as fractals and algorithmic art, as well as works taken from other sources like scanned photographs or vector graphics. Digital art education has become more common with the advancement of digital hardware and software.
Research methods utilizing AI have been generated to quantitatively analyze digital art collections, using computational methods such as close reading and distant viewing. Computer demos, emerging from the home computer revolution in the early 1980s, are a novel form of digital art producing real-time procedurally generated animated audio-visuals. Digital installation art attempts to create immersive environments, sometimes facilitating complete immersion in virtual realms. Internet art uses the specific characteristics of the Internet and is exhibited on the Internet.
Frequently Asked Questions
What is digital art?
Digital art is any creative work that incorporates digital technology into either the making or the display of the piece. It ranges from digital paintings saved to physical media to interactive galleries hosted on websites.
What other names has digital art gone by?
Since the 1960s the field has been labeled computer art, electronic art, multimedia art, and new media art. All of these terms describe the same broad category of technology-assisted artistic practice.
What forms can digital art take?
It includes static pieces such as digital paintings stored on physical media, as well as dynamic online galleries and interactive experiences. The field also overlaps with visual computing, where the computational process itself becomes part of the artistic expression.
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Sources
Compiled from Wikipedia and the sources listed below. Text from Wikipedia is available under CC BY-SA 4.0; this entry is adapted from it.
- Wikipedia: Digital art (CC BY-SA 4.0).
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