What is an Artist Statement?
What is an Artist's Statement?
An artist's statement is a short document written by the artist which provides a window into the artist's world. It offers insight into a single piece or an entire body of work and by describing the artist's creative process, philosophy, vision, and passion. It enlightens and engages while at the same time giving the audience - potential buyers, exhibition curators, critics, fellow artists, or casual browsers - the freedom to draw their own conclusions. An artist's statement reads easily, is informative, and adds to the understanding of the artist.
What is an Artist Statement?
What isn't an Artist's Statement?
An artist's statement is not a résumé, a biography, a list of accomplishments and awards, a summary of exhibitions, or a catalogue of works. It is not insignificant and should not be hastily written. It is not difficult to understand, pretentious, irritating, or (gasp!) laughter-provoking.
Gestalt Principles - Law of Pragnanz
Gestalt is also known as the "Law of Simplicity" or the "Law of Pragnanz" (the entire figure or configuration), which states that every stimulus is perceived in its most simple form.
Gestalt theorists followed the basic principle that the whole is greater than the sum of its parts. In other words, the whole (a picture, a car) carried a different and altogether greater meaning than its individual components (paint, canvas, brush; or tire, paint, metal, respectively). In viewing the "whole," a cognitive process takes place – the mind makes a leap from comprehending the parts to realizing the whole,
We visually and psychologically attempt to make order out of chaos, to create harmony or structure from seemingly disconnected bits of information.
The prominent founders of Gestalt theory are Max Wertheimer, Wolfgang Kohler, and Kurt Koffka.
The early history of the camera.
Pictorialism History
Charles Wheatstone's Stereo Photography Discovery
3D or stereoscopic photography uses two images of a scene taken from slightly different viewpoints—called a stereo pair.
Carte De Visite - The Original Business Card
The carte de visite (abbreviated CdV or CDV, and also spelled carte-de-visite or erroneously referred to as carte de ville) was a type of small photograph which was patented in Paris, France by photographer André Adolphe Eugène Disdéri in 1854, although first used by Louis Dodero.[1][2] It was usually made of an albumen print, which was a thin paper photograph mounted on a thicker paper card. The size of a carte de visite is 54.0 mm (2.125 in) × 89 mm (3.5 in) mounted on a card sized 64 mm (2.5 in) × 100 mm (4 in). In 1854, Disdéri had also patented a method of taking eight separate negatives on a single plate, which reduced production costs. The Carte de Visite was slow to gain widespead use until 1859, when Disdéri published Emperor Napoleon III's photos in this format.[3] This made the format an overnight success, and the new invention was so popular it was known as "cardomania"[4] and eventually spread throughout the world.
Each photograph was the size of a visiting card, and such photograph cards became enormously popular and were traded among friends and visitors. The immense popularity of these card photographs led to the publication and collection of photographs of prominent persons. "Cardomania" spread throughout Europe and then quickly to America. Albums for the collection and display of cards became a common fixture in Victorian parlors.
By the early 1870s, cartes de visite were supplanted by "cabinet cards," which were also usually albumen prints, but larger, mounted on cardboard backs measuring 110 mm (4.5 in) by 170 mm (6.5 in). Cabinet cards remained popular into the early 20th century, when Kodak introduced the Brownie camera and home snapshot photography became a mass phenomenon.
Collodion processes were capable of recording microscopically fine detail, so their use for some special purposes continued long after the advent of the gelatin dry plate. The wet plate collodion process was still in use in the printing industry in the 1960s for line and tone work (mostly printed material involving black type against a white background) as for large work it was much cheaper than gelatin film. One collodion process, the tintype, was still in limited use for casual portraiture by some itinerant and amusement park photographers as late as the 1930s, by which time tintypes were already regarded as quaintly old-fashioned.
The collodion process is said to have been invented, almost simultaneously, by Frederick Scott Archer and Gustave Le Gray in about 1850. During the subsequent decades of its popularity, many photographers and experimenters refined or varied the process.
The Collodian Process
About the photographer - Robert Demachy
Behavior
The scenarios, rules, stimuli, incentives, and narratives envisioned by the designers come alive in the behaviors they encourage and elicit from the players, whether individual or social. A purposefully designed video game can be used to train and educate, to induce emotions, to test new experiences, or to question the way things are and envision how they might be. Game controllers are extensions and enablers of behaviors, providing in some cases (i.e. Marble Madness) an uncanny level of tactility.
Aesthetics
Visual intention is an important consideration, especially when it comes to the selection of design for an art museum collection. As in other forms of design, formal elegance has different manifestations that vary according to the technology available. The dry and pixilated grace of early games like M.U.L.E. and Tempest can thus be compared to the fluid seamlessness of flOw and vib-ribbon. Just like in the real world, particularly inventive and innovative designers have excelled at using technology’s limitations to enhance a game’s identity—for instance in Yars’ Revenge.
Space
The space in which the game exists and evolves—built with code rather than brick and mortar—is an architecture that is planned, designed, and constructed according to a precise program, sometimes pushing technology to its limits in order to create brand new degrees of expressive and spatial freedom. As in reality, this space can be occupied individually or in groups. Unlike physical constructs, however, video games can defy spatial logic and gravity, and provide brand new experiences like teleportation and ubiquity.
Time
How long is the experience? Is it a quick five minutes, as in Passage? Or will it entail several painstaking years of bliss, as in Dwarf Fortress? And whose time is it anyway, the real world’s or the game’s own, as in Animal Crossing? Interaction design is quintessentially dynamic, and the way in which the dimension of time is expressed and incorporated into the game—through linear or multi-level progressions, burning time crushing obstacles and seeking rewards and goals, or simply wasting it—is a crucial design choice.
Interactive Design Traits
London—Several years ago, discussions of art and technology usually began with the handy citation of C. P. Snow’s famous “two cultures” assertion that art and science did not mix, that “literary culture,” traditionally the lodestone of the arts, was separated from “scientific culture” by a yawning gap. In the most modern arts today, the gap no longer yawns. It hardly exists.
Even a passing glance at what is happening to the visual and performing arts will confirm that the scene is anything but Snow-bound. In London, as in New York, art and science intertwine like sine-waves crisscrossing on the screen of an oscilloscope.
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Notes and articles dealing with Art History.
Updated on Jul 15, 14
Created on Sep 05, 13
Category: Not Categorized
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