Generative art in the context of Post-conceptual art


Generative art in the context of Post-conceptual art

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⭐ Core Definition: Generative art

Generative art is post-conceptual art that has been created (in whole or in part) with the use of an autonomous system. An autonomous system in this context is generally one that is non-human and can independently determine features of an artwork that would otherwise require decisions made directly by the artist. In some cases the human creator may claim that the generative system represents their own artistic idea, and in others that the system takes on the role of the creator.

"Generative art" often refers to algorithmic art (algorithmically determined computer generated artwork) and synthetic media (general term for any algorithmically generated media), but artists can also make generative art using systems of chemistry, biology, mechanics and robotics, smart materials, manual randomization, mathematics, data mapping, symmetry, and tiling.

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👉 Generative art in the context of Post-conceptual art

Post-conceptual, postconceptual, post-conceptualism or postconceptualism is an art theory that builds upon the legacy of conceptual art in contemporary art, where the concept(s) or idea(s) involved in the work take some precedence over traditional aesthetic and material concerns. The term first came into art school parlance through the influence of John Baldessari at the California Institute of the Arts in the early 1970s. The writer Eldritch Priest, specifically ties John Baldessari's piece Throwing four balls in the air to get a square (best of 36 tries) from 1973 (in which the artist attempted to do just that, photographing the results, and eventually selecting the best out of 36 tries, with 36 being the determining number as that is the standard number of shots on a roll of 35mm film) as an early example of post-conceptual art. It is now often connected to generative art and digital art production.

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Generative art in the context of Generative literature

Generative literature is poetry or fiction that is automatically generated, often using computers. It is a genre of electronic literature, and also related to generative art.

John Clark's Latin Verse Machine (1830–1843) is probably the first example of mechanised generative literature, while Christopher Strachey's love letter generator (1952) is the first digital example. With the large language models (LLMs) of the 2020s, generative literature is becoming increasingly common.

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Generative art in the context of Métamatic

In the mid-1950s Jean Tinguely began production of a series of generative works titled Métamatics: machines that produced art works. With this series of works, Tinguely not only problematised the introduction of the robotic machine as interface in our society, but also questioned the role of the artist, the art work and the viewer. Metamechanics (French méta-mécanique), in relation to art history, describes the kinetic sculpture machines of Jean Tinguely. It is also applied to, and may have its origins in, earlier work of the Dada art movement.

Jean Tinguely created his Métamatic sculptures between 1955 and 1959. These sculptures are modelled in a way that resembles the aesthetics of the Industrial Revolution. The drawings they produce resemble, but also mimic mid-century gestural abstraction. The abstract drawings are produced by means of a motor-driven arm that holds drawing implements of the viewer’s choosing against a piece of paper. The result is a random composition of lines and dots in colours chosen by the user.

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Generative art in the context of Generative systems

Generative systems are technologies with the overall capacity to produce unprompted change driven by large, varied, and uncoordinated audiences. When generative systems provide a common platform, changes may occur at varying layers (physical, network, application, content) and provide a means through which different firms and individuals may cooperate indirectly and contribute to innovation.

Depending on the rules, the patterns can be extremely varied and unpredictable. One of the better-known examples is Conway's Game of Life, a cellular automaton. Other examples include Boids and Wikipedia. More examples can be found in generative music, generative art, in video games such as Spore, and more recently generative generosity and platforms like generos.io.

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