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Stacy Sun Paper2
Stacy Sun Paper2
Stacy Sun
Paper 2
Philosophy 3
Sept 1, 2019
There are various characteristics of computer art that make it different from other forms of art.
According to Dominic Lopes, some of the significant distinctions of computer art are: it has
some unique ability that makes it interact with its audience effectively; the computer is used to
negotiate this form of interaction. The interactivity of computer artworks is achieved by making
use of the computing technology of the computer. In other words, one of the special features of
dialogue that takes place between a program in the computer and a human being using it; This is
to say that those batch programs in the background that do not interact with the user do not form
part of computer art for the simple reason that they run without an immediate user who can
interact with them. Lopes notes in “the philosophy of computer art” that there are some basic
characteristics that qualify an item referred to as computer artwork. Some of these characteristics
include; the item must be an art, a computer must be used to run it, it must interact with the user,
and its interactivity ability is achieved because it runs on a computer (Lopes 36).
Several digital works that run on a computer does not form part of computer art. Although
computer art with most digital works, it does not mean that computer art is the same as digital
art. For instance, digital images, texts, and sounds that are not used interactively cannot be said
noted that an interactive work of art should prescribe that its displays are generated with the help
of the action taken by its users. In other words, the user must act for the work of art to generate a
display in a prescribed manner. All video games that qualify as works of arts also qualify as
computer arts (Lopes 23). It is because they make use of various inputs like motion control,
button presses, touch screens, and voice-activated controls. In these types of games, auditory and
visual elements are controlled by the players using the different forms of inputs. Such inputs are
also used to apply controller vibrations in providing haptic feedback. In such video games, inputs
are also used to change narrative progression and character development. According to Lopes’
definition, video games qualify to be forms of computer art because; being a game, it is an art, it
is interactive, a computer is used to run it, and its interactivity is achieved because of being run
on a computer (Lopes 40). Some other examples of works that form part of computer arts are
exemplified in; Hisako Yamakawa, Kodama (2005) and Damian Lopes, Project X (1997).
When we say that a work of art should be “prescribed” in its interactivity, we mean that it should
not be generated by means of destruction. For the interactive display to be impacted, the user has
to act, and he or she must act as prescribed in order to appreciate the works of art. The display
should also be changing depending on the actions that the user takes. In other words, there must
be some variability in the display. There are two ways in which the display is made variable:
there can be repeatability in some works of art, for example, Project X and most other computer
artworks are variable in this manner; in other cases some works of art are not repeatable in the
variability, for instance, “Telegarden” is non-repeatable. What makes computer art achievable is
the fact that computers are designed with the ability to compute. Input and output transitions in
is important to note that those works of art that are interactive but their interactivity does not
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depend on a computer are not computer arts at all. For instance, Chicago’s “cloud gate” is indeed
interactive, but its interactivity is not achieved because of being run on a computer. Therefore,
“cloud gate” is not computer art. Most theatre arts also rely on the interaction of the audience,
but since the interactivity is not computer-based, the theatre productions are not computer arts.
The roles played by the performers and users of computer art form another distinction between it
and other forms of art. The main difference is that in computer art, the user is usually active.
Although the computer artist makes computer artwork, the generation of a display of that
artwork is done by the user; This is quite different from traditional art where the user is
ordinarily passive. Traditionally, the artwork is made by the composer; performance is made by
the performer, and the audience simply appreciates the work done by the performer. According
to Lopes, users and performers play some roles that are similar and others that are different
(Lopes 69). In computer art, both the user and the performer take part in generating the display.
Generally, the performer plays for roles; he or she generates the display, he or she knows the
features that must be included in the display for it to represent the intended work, he or she has
the intention of generating a display with the required features, and part of his or her doing is
attended to by the audience. What makes users not to be performers is that they do not know the
intended features of the display, so they also do not have the intention of incorporating the
required features. The primary roles of the user include; generating the display, exploring the
work, and attending to the work through partly through his or her doing and partly when he or
In conclusion, interactivity between a work of art and users is an essential difference between
computer art and other forms of art. Another factor that is distinctive about computer art is its
dependence on the computing ability of a computer for it to be interactive with the users.
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Interactivity between a work of art and the user means that the user is actively involved in
displaying the work. Also, the user should be able to alter the display through his or her actions
by making use of various inputs. Works of art that are interactive with the user but do not rely on
a computer are not computer arts. Finally, computer art differs from other forms of art because
its users are active while in other arts, the users are passive.
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Works Cited