Title: Mersand - Café Mersand Limited Edition Photo By Artist VIctor Enrich
Shipping: $200.00
Artist: N/A
Period: Contemporary
History: N/A
Origin: N/A
Condition: Museum Quality
Item Date: 2010
Item ID: 4622
The Art piece is a limited edition of 1 copy of the original digital JPG file. The image is printed using the well known high end system: Lambda Print on Glossy paper. The paper is cut 4 inches away from the end of the image, leaving an elegant white frame all around. This gives the object an elegant formal harmony increasing it's perceived and inherent beauty. The paper is attached to an aluminum sheet, that holds it gives consistency to the object, avoiding waves or deformations. The paper on the aluminum sheet is framed in natural pine tree wood, 1 inch thick and 2 inches deep and covered by unbreakable glass. Please read the following text for further information about Lambda Print Lambda print The Durst Lambda is a continuous roll to roll single beam, 3-laser (RGB) exposure system giving total size flexibility and achieves an image quality which is superior to all large for-mat printers - photographic, inkjet and electrostatic. The Durst Lambda exposes digital information (raster pixel) directly to conventional photographic media at full continuous tone with a linear writing speed of up to 65 cm (26 in.) per minute with the choice of two resolutions of 200 and 400 ppi (equal to an apparent resolution of 4000 dpi). The Lambda produces images with the highest possible resolution (68 billion colours) and with a radiometric repeatability of 0.025 D per colour. Prints can be produced to an infinite length and when the 50 inch paper width is exceeded, images are automatically divided-up and exposed in strips. Lambda prints are the best for long lasting durability, under conventional conservation methods.
Link: http://en.wikipedia.org/wiki/Digital_art
Digital art is a general term for a range of artistic works and practices that use digital technology as an essential part of the creative and/or presentation process. Since the 1970s, various names have been used to describe the process including computer art and multimedia art, and digital art is itself placed under the larger umbrella term new media art.[1][2] The impact of digital technology has transformed activities such as painting, drawing and sculpture, while new forms, such as net art, digital installation art, and virtual reality, have become recognized artistic practices.[3] More generally the term digital artist is used to describe an artist who makes use of digital technologies in the production of art. In an expanded sense, "digital art" is a term applied to contemporary art that uses the methods of mass production or digital media.[4] Contents [hide] 1 Digital production techniques in visual media 2 Computer-generated visual media 2.1 Computer generated 3D still imagery 2.2 Computer generated animated imagery 3 Digital installation art 4 Subtypes 5 Related Organizations and Conferences 6 See Also 7 References [edit]Digital production techniques in visual media Lillian Schwartz's Comparison of Leonardo's self portrait and the Mona Lisa based on Schwartz's Mona Leo. An example of a collage of digitally manipulated photographs. The techniques of digital art are used extensively by the mainstream media in advertisements, and by film-makers to produce special effects. Desktop publishing has had a huge impact on the publishing world, although that is more related to graphic design. Both digital and traditional artists use many sources of electronic information and programs to create their work[5]. Given the parallels between visual and musical arts, it is possible that general acceptance of the value of digital art will progress in much the same way as the increased acceptance of electronically produced music over the last three decades.[6] Digital art can be purely computer-generated (such as fractals and algorithmic art) or taken from other sources, such as a scanned photograph or an image drawn using vector graphics software using a mouse or graphics tablet.[7] Though technically the term may be applied to art done using other media or processes and merely scanned in, it is usually reserved for art that has been non-trivially modified by a computing process (such as a computer program, microcontroller or any electronic system capable of interpreting an input to create an output); digitized text data and raw audio and video recordings are not usually considered digital art in themselves, but can be part of the larger project of computer art and information art.[8] Artworks are considered digital painting when created in similar fashion to non-digital paintings but using software on a computer platform and digitally outputting the resulting image as painted on canvas.[9] Andy Warhol created digital art using a Commodore Amiga where the computer was publicly introduced at the Lincoln Center, New York in July 1985. 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 adding colour by using flood fills. [10][11] [edit]Computer-generated visual media See also: Computer art Digital sculpting can create photorealistic 3d models used in still imagery. A procedurally generated photorealistic landscape created with Terragen. Terragen has been used in creating CGI for movies. There are two main paradigms in computer generated imagery.[citation needed] The simplest is 2D computer graphics which reflect how you might draw using a pencil and a piece of paper. In this case, however, the image is on the computer screen and the instrument you draw with might be a tablet stylus or a mouse. What is generated on your screen might appear to be drawn with a pencil, pen or paintbrush. The second kind is 3D computer graphics, where the screen becomes a window into a virtual environment, where you arrange objects to be "photographed" by the computer. Typically a 2D computer graphics use raster graphics as their primary means of source data representations, whereas 3D computer graphics use vector graphics in the creation of immersive virtual reality installations. A possible third paradigm is to generate art in 2D or 3D entirely through the execution of algorithms coded into computer programs and could be considered the native art form of the computer. That is, it cannot be produced without the computer. Fractal art, Datamoshing, algorithmic art and Dynamic Painting are examples. [edit]Computer generated 3D still imagery Main article: 3D graphics 3D graphics are created via the process of designing complex imagery from geometric shapes, polygons or NURBS curves[12] to create three-dimensional shapes, objects and scenes for use in various media such as film, television, print, rapid prototyping and the special visual effects. There are many software programs for doing this. The technology can enable collaboration, lending itself to sharing and augmenting by a creative effort similar to the open source movement, and the creative commons in which users can collaborate in a project to create unique pieces of art. [edit]Computer generated animated imagery Main article: Computer-generated imagery See also: Computer animation Computer-generated animations are animations created with a computer, from digital models created by the 3d artists or procedurally generated. The term is usually applied to works created entirely with a computer. Movies make heavy use of computer-generated graphics; they are called computer-generated imagery (CGI) in the film industry. In the 1990s, and early 2000s CGI advanced enough so that for the first time it was possible to create realistic 3D computer animation, although films had been using extensive computer images since the mid-70s. A number of modern films have been noted for their heavy use of photo realistic CGI.[13] [edit]Digital installation art See also: interactive art The Cave Automatic Virtual Environment at the University of Illinois, Chicago. Digital installation art constitutes a broad field of activity and incorporates many forms. Some resemble video installations, particularly large scale works involving projections and live video capture. By using projection techniques that enhance an audiences impression of sensory envelopment, many digital installations attempt to create immersive environments. Others go even further and attempt to facilitate a complete immersion in virtual realms. This type of installation is generally site specific, scalable, and without fixed dimensionality, meaning it can be reconfigured to accommodate different presentation spaces.[14] Noah Wardrip-Fruin's interactive media art piece entitled "Screen" is an example of digital installation art. To view and interact with the piece, a user first enters a room, called the "Cave," which is a virtual reality display area with four walls surrounding the participant. White memory texts appear on the background of black walls. Through bodily interaction, such as using one's hand, a user can move and bounce the text around the walls. The words can be made into sentences and eventually begin to "peel" off and move more rapidly around the user, creating a heightening sense of misplacement. "In addition to creating a new form of bodily interaction with text through its play, Screen moves the player through three reading experiences — beginning with the familiar, stable, page-like text on the walls, followed by the word-by-word reading of peeling and hitting (where attention is focused), and with more peripheral awareness of the arrangements of flocking words and the new (often neologistic) text being assembled on the walls. Screen was first shown in 2003 as part of the Boston Cyberarts Festival (in the Cave at Brown University) and documentation of it has since been featured at The Iowa Review Web, presented at SIGGRAPH 2003, included in Alt+Ctrl: a festival of independent and alternative games, published in the DVD magazines Aspect and Chaise, as well as in readings in the Hammer Museum's HyperText series, at ACM Hypertext 2004, and in other venues.