“Computer Art” as a technology oriented to new media has been in existence for more than twenty five years. Of course Computer Art has been expanded along with development of Computer Graphics technology.
The 1986 Art Show was the fifth exhibition of fine art that ACM-SIGGRAPH sponsored in conjunction with its annual SIGGRAPH conference and traced the development of Computer Art over the twenty-five years through the works of the artists who had been involved with it from its inception.
This study is the description of the growth and history of Computer Art within the field of technological art with the background of fine art activity.
Firstly I classify into four stages the history of Computer Art in comparison with computer technology.
The first stage: the age of line printer.
The second stage: the age of XY-protter.
The third stage: the age of vector scan CRT.
The fourth stage: the age of raster scan CRT.
In the special field of Computer Art, there are two approaches to creating Computer Art: the method of creation by mental sensitivity and the method of creation of geometric patterns and shapes by mathematical equations.
The choices made by the creator’s sensibility will depend upon the calculation speed of the computer and will produce many examples of works by parameters of change.
Computer Art has created a new vision, the expression of 3-dimensions that was impossible before 1980’s.
We have thought of Video Art in relation to television and art. Rene Berger observed two effects. ‘Auflösungs-Effekt’ and ‘Wiederaufbau-Effekt’, in Video Art and developed Video Art into two directions: ‘Mono-video art’ and ‘Multi-video art’. Maureen Turim mentioned three major obstacles to overcome in the production of art using a video apparatus.
TV stations and media centers in the United states began to encourage artists to work with them on some projects in 1970’s. The trend of so-called ‘Television Art’ arose in 1980’s. There are basic differences between the ways video artists work and television functions. The purpose of this paper is draw attention to some of the problems specific to Video Art today.