Whitney’s 1960s math films and Sketchpad opened digital art
Digital art uses computational tech in making or showing work—also called computer or electronic art since the 1960s. John Whitney pioneered computer-generated imagery with mathematical operations in the early 1960s; Ivan Sutherland’s 1963 Sketchpad offered the first interactive graphics interface.
Salvador Dalí’s mid-1970s Gala Contemplating the Mediterranean Sea canvases and Lincoln in Dalivision prints leaned on Leon Harmon’s computer-processed Lincoln portrait, akin to later photographic mosaics. Andy Warhol digitised Debbie Harry from video into Amiga ProPaint at Lincoln Center in July 1985, flood-filling colour live. Historians split art made for digital media from art that merely borrows digital tools then exits the screen.
Christiane Paul warns that labelling every tech-touched piece “digital art” erases useful unity. Purely algorithmic fractals sit beside scanned photos and tablet paintings that mimic oil methods in pixels. Since 2014 some artists exploit generative adversarial networks; AI experiments reach back at least to the 1960s. Home computers in the early 1980s spawned the demo, a non-interactive audiovisual program prized as much for coding skill as for looks.
Installations push toward immersion. Scott Snibbe’s Boundary Functions draws lines on the floor between visitors to mark out each person’s personal space, and Noah Wardrip-Fruin’s Screen of 2003 runs inside a cave-style virtual environment. The NFT boom of 2020–2021 let artists mint works with provable ownership, though the technology drew heavy criticism, and in March 2024 Sotheby’s staged one of several record-setting sales of digital work.
Scholars now point algorithms back at art itself, using close reading of single images and distant viewing of whole digitised collections. Three-dimensional scans can preserve heritage threatened by war or disaster, yet raise the unresolved question of who owns the copy. Consensus inside the community holds that digital means widened who can invent images, professionals and amateurs alike.
Source: Digital art