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The Disappearance of:
The Starving Artist
One
of the most anticipated entertainment events of last
year was probably 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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