The VanDerBeek-Knowlton Movies
Bibliographic Data
| ID | 10263301 |
|---|---|
| Authors | A Michael Noll (A. Michael Noll (retired educator, engineer, writer), Annenberg School for Communication and Journalism at the University of Southern California, Los Angeles, CA 90089-0281, U.S.A.., corresponding author) |
| Year | 2019 |
| Volume | 52 |
| Issue | 3 |
| Pages | 314-319 |
| Publication date | 2019-06-01 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | ARTICLE |
| Venue | Leonardo (JOURNAL) |
| Journal identifiers | ISSN: 0024-094X • E-ISSN: 1530-9282 |
| Publisher | MIT Press - Journals (PUBLISHER) |
| DOI | 10.1162/leon_a_01442 |
| OpenAlex | W2591593740 |
| Language | EN |
| References cited | 1 |
During the second half of the 1960s, artist-filmmaker Stan VanDerBeek collaborated with Bell Labs researcher Kenneth Knowlton in the production of ten computer-animated movies. This article describes that collaboration and discusses certain movies that resulted. In this early example of collaboration between an artist and a computer technologist, VanDerBeek built on his experience to learn computer programming, and Knowlton extended his artistic sensitivities and programming languages—each learned from the other. The article concludes with a discussion of the term “computer artist” as used during those early days of computer art and animation. In the author’s opinion, VanDerBeek, by doing his own computer programming, became a computer artist, while Knowlton’s creativity in creating computer-animated sequences made him an artist
Animation · Art · Art history · Computer animation · Computer art · Computer graphics · Computer graphics (images) · Computer programming · Creativity · Film director · Human–computer interaction · Movie theater · Multimedia · Performance art · Programming language · Visual arts · Art, Technology, and Culture · Cellular Automata and Applications · Computer Science · Digital Games and Media · Psychology
| Citation velocity | historical |
|---|---|
| Highly cited | No |