Abstract
In this study, six individual computer graphic artists of Tokyo are selected as case studies to represent contributions to the fine arts in this new medium. The six artists are: Yoichiro Kawaguchi, Ryoichiro Debuchi, Masaki Fujihata, Naoko Motoyoshi, Naoko Tosa, and Ikuro Choh. They are interviewed to investigate their ideas, background, possible influences, perceptions of their own work, and personal philosophies on computer art. Some of the artists' peers, colleagues and critics are also interviewed to establish the context for the study. The artists' computer animated films, stills and other art forms are reviewed using descriptive, interpretative, and evaluative methods of art criticism, and the chronological development of each artist's works is documented to relate his or her stylistic development to external influences. Some of the computer animations produced by artists who work for production companies incorporate traditional imagery, which may give an international audience the impression of a Japanese style. Ironically, this may result from an effort to produce work that appeals to a Western audience. Other artists create computer algorithms as a form of personal expression, and the computer graphic imagery that results form the primary elements of their artwork. This expressive style may be more closely related to traditional forms of expression in which personal style evolves unconsciously from the artist's knowledge and practiced familiarity with technique. There are parallels between computer graphic art and contemporary sculpture. There are similarities in artists' interest in nature, natural growth, intuitive expression, and approaches to form and space. Like other forms of contemporary art in Japan, there is rarely a political or social narrative. There are differences in the overall complexity of computer graphics when compared with the simplicity of form and materials in contemporary sculpture. Like contemporary sculpture, the computer graphic art of Japan, has a rich variety of influences. It is a mixture of modern electronic media with contemporary as well as traditional ideas. It is an example of the tensions and balance between high technology and tradition, the old and the new, the indigenous and the international in postmodern Japan.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
More From: Marilyn Zurmuehlen Working Papers in Art Education
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.