Those names in order of decreasing highbrowness and increasing financial viability.
See also all the other related articles.
Either way, it means, more or less, “using algorithms to make pretty things.” If you’ve seen a CGI film in the last 20 years, you’ve seen this. Flocking, L-systems, agents, evolutionary systems, a-life, pattern formation and so on. My interest here reflects my High Art, pontifical sensibility. But video games are totes sick too.
Missing from here: prehistory of such art, early software art and pre-computer algorithmic art. Check out a better source such as Neil Jenkins’ excellent garden of forking paths for some pointers.
Examples of praxis
- populist procedural design is lead by the computer games people, e.g. the procedural design reddit.
- the 1998tastic generativeart.com adn its attendant 1999tastic generative art forum
- make art not apps
- abandoned art by zenbullets
- precious forever
- Creative applications
- Daniel Jones
- Jonathan McCabe
- Ollie Bown
- runme is an echo from another time: “…a software art repository, launched in January 2003. It is an open, moderated database to which people are welcome to submit projects they consider to be interesting examples of software art.”
- (mostly) textual state of the art: emily short
Praxis yourself why don’t you?
I praxis myself
- pattern machine, my live electronic AV ensemble
- parking sun, my generative music remix project (see also my soundcloud)
- feral, my generative iphone app for imaginary mechanicotropical jungles
Maybe I should also do generative art with neural networks.
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