The Disappearance of:
The Starving Artist
One
of the most anticipated entertainment events of the year will probably
be the motion picture 'Star Wars: The Phantom Menace'. Over the past twenty
years, 'Star Wars' Director George Lucas and his company Industrial Light
& Magic (ILM) have revolutionised the way in which we see and hear
motion pictures, television commercials, and other forms of digital media.
ILM
is one of many examples of how technology has impacted arts and entertainment.
With burgeoning technologies upon us, we have seen an unprecedented growth
in job opportunities for artists. Therefore, one can ask: whatever happened
to the starving artist?
According to a survey
quoted in the Village Voice, a weekly New York City newspaper, "the
starving artist was always in large part a myth. The survey, conducted
by Columbia University's Research Center for the Arts and Culture, questioned
7,700 artists. Most artists surveyed were highly educated, had health
insurance and retirement plans. And as many as 75 percent owned computers."
The survey's author, Joan Jeffri, says that "Artists who live in
America are overwhelmingly and squarely in the middle class."
And what does this
survey mean to art and design colleges, such as the School of Visual Arts
(SVA) in New York City? More job opportunities for students. As technology
has widened the pool of those who can take up art, students need to be
introduced to the latest technologies. SVA, for example, has alumni who
own website design firms, and are creative directors in advertising agencies,
as well as working as art directors, interiors designers, animation directors,
graphic designers, photographers, AVID editors, and illustrators.
Although technology
has sharpened, expanded and broadened artists' skills, the computers should
be seen as a tool, just like a pencil and a paintbrush. The proliferation
of websites, for example, has democratized the way in which the average
person can create his or her own home page.
"But there is
a difference between an untrained graphic artist and a trained one,"
states Jamie Thornton, a Director of Career Development. "Employers
still want excellent design skills for websites and other forms of multimedia.
Graphic designers have the best of both worlds - they can work in print
(newspapers, magazines and posters), and multimedia."
Strong design and
drawing abilities can be transferred to the computer. When Thornton meets
companies such as ILM, he notices that they are still looking for students
with traditional artistic skills. Illustrators who once worked as freelance
artists can now obtain full-time positions with companies that develop
games, websites, CD-ROMS and DVDs.
Thornton notices that
some new students are fearful of a computer, thinking that they'll be
locked into a workstation for the next four years. This fear is unfounded.
The lines are blurring between disciplines - photographers, graphic designers
and computer artists, in many cases, do apply for the same jobs.
Not only are people
creating their own websites, but they are also creating their own films
by using the latest in digital video (DV) technology.
John McIntosh believes
that "digital video may well represent the future for independent
video artists, whether they're on budgets or not." An educator and
advocate of computer and imaging technologies in the visual arts, McIntosh
notices that "DV represents an unbelievable technological breakthrough,
and is a facile and liberating tool."
The experienced filmmaker's
use of DV has already popped up in self-funded independent films, such
as "The Blair Witch Project", shown at the prestigious Sundance
Film Festival. The director of "The Blair Witch Project" asked
his actors to hold digital video camera to shoot key scenes and put those
scenes in the film.
McIntosh observes
that "in academia, most digital media and computer art programs are
already investing in DV as a media acquisition tool. The quality we see
today will no doubt be surpassed tomorrow, as the medium and the artists
practising it mature. This potential will only be limited by the imagination,
not the technology or budget."
Technology can hardly
keep up with artists. For example, SVA hosts an international travelling
computer art exhibition, the New York Digital Salon. Showing the rapid
growth, breadth and scope of computer art, the Digital Salon began only
as a gallery show of digital fine art in 1993.
Bruce Wands, the Chair
of the New York Digital Salon, says "when we began the exhibit six
years ago, we received an amazing reaction, and decided to make it an
annual event. As the creative use of digital media expanded to include
new technologies, we invited artists to submit animation and CD-ROM works."
Currently exhibiting
in Italy and Spain, the Salon consists of: 1) gallery exhibition - wall
art, sculpture, CD-ROMs, interactive art, installations and kinetic art;
2) Computer Animations; 3) Net-Works - websites and online performances;
4) Essays - original essays on digital culture, art and technology.
In the next century,
artists could well be the leaders in a new technological age, creating
a new digital culture. Digital media gives artists the chance to explore
and open up themselves to new artistic possibilities. Whether it's in
new computer animation technologies, cartooning, film, interior design,
photography or graphic design, there are an astounding amount of career
opportunities available.
Author
Stuart
Ginsberg
Director of Communication
School of Visual Arts
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