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Net.flag
''net.flag'' is a work of internet art created in 2002 by Mark Napier. Along with '' Unfolding Object'' by John Simon, it was commissioned by the Solomon R. Guggenheim Museum in New York City, and was among the first works of internet art to enter the permanent collection of a major museum. ''net.flag'' is an interactive work hosted on the Guggenheim museum's website. The site contains images of all the national flags of the world. Each flag is broken into its respective components, that are categorized according to several broadly descriptive terms. Users may pick and choose from a menu of these components to form a new flag, which they may then save to the site. In addition, the project features a browsable history, through which users may look over past creations that have been titled and saved by the previous participants. ''net.flag'' creates a virtual territory. A limited language of visual symbols and the actions of thousands of visitors create an ongoing micro-dram ...
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Mark Napier (artist)
Mark Napier is an early adopter of the web and a pioneer of digital and Internet art (net.art) in the United States, known for creating interactive online artwork that challenges traditional definitions of art. He uses code as an expressive form, and the Internet as his exhibition space and laboratory. Napier developed his first web-based applications for financial data in 1996. He is the author of his own websitpotatoland.org his online studio where many of his net artworks can be found, such as Shredder 1.0, net.flag, Riot, etc. Personal life Mark Napier was born in 1961 in Springfield, New Jersey. Napier lives and works in New York city. Currently, he is a consultant for a new personal finance company. Education Mark Napier graduated in 1984 with a bachelor's degree in Fine Arts from Syracuse University. Life and work Trained as a painter, Napier worked as a self-taught programmer in New York's financial markets until 1995, when a friend introduced him to the web. With Lev ...
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Unfolding Object
''Unfolding Object'' is a 2002 work of internet art created by John Simon after a commission from the Solomon R. Guggenheim Museum in New York City. Along with ''net.flag ''net.flag'' is a work of internet art created in 2002 by Mark Napier. Along with '' Unfolding Object'' by John Simon, it was commissioned by the Solomon R. Guggenheim Museum in New York City, and was among the first works of internet art to en ...'' by Mark Napier, it was among the first pieces of internet art to be collected by a major museum. Simon has described ''Unfolding Object'' as "an endless book that rewrites itself and whose use dictates its content." It begins as a blank square visible on a web page hosted on the museum's website, but responds when clicked by visitors to the site. Gradually the square unfolds, click by click, until it reaches a certain point, after which it begins to close. The "pages" of the design are programmed to respond differently as they receive more clicks; vertical ...
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Internet Art
upright=1.3, "Simple Net Art Diagram", a 1997 work by Michael Sarff and Tim Whidden Internet art (also known as net art) is a form of new media art distributed via the Internet. This form of art circumvents the traditional dominance of the physical gallery and museum system. In many cases, the viewer is drawn into some kind of interaction with the work of art. Artists working in this manner are sometimes referred to as net artists. Net artists may use specific social or cultural internet traditions to produce their art outside of the technical structure of the internet. Internet art is often — but not always — interactive, participatory, and multimedia-based. Internet art can be used to spread a message, either political or social, using human interactions. The term ''Internet art'' typically does not refer to art that has been simply digitized and uploaded to be viewable over the Internet, such as in an online gallery. Rather, this genre relies intrinsically on the Interne ...
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Digital Art
Digital art refers to any artistic work or practice that uses digital technology as part of the creative or presentation process, or more specifically computational art that uses and engages with digital media. Since the 1960s, various names have been used to describe digital art, including computer art, multimedia art and new media art. History John Whitney, a pioneer of computer graphics, developed the first computer-generated art in the early 1960s by utilizing mathematical operations to create art. In 1963, Ivan Sutherland invented the first user interactive computer-graphics interface known as Sketchpad. Andy Warhol created digital art using a Commodore Amiga where the computer was publicly introduced at the Lincoln Center, New York, in July 1985. An image of Debbie Harry was captured in monochrome from a video camera and digitized into a graphics program called ProPaint. Warhol manipulated the image by adding color by using flood fills. After some initial resistan ...
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Computer Art
Computer art is any art in which computers play a role in production or display of the artwork. Such art can be an image, sound, animation, video, CD-ROM, DVD-ROM, video game, website, algorithm, performance or gallery installation. Many traditional disciplines are now integrating digital technologies and, as a result, the lines between traditional works of art and new media works created using computers has been blurred. For instance, an artist may combine traditional painting with algorithm art and other digital techniques. As a result, defining computer art by its end product can thus be difficult. Computer art is bound to change over time since changes in technology and software directly affect what is possible. The term "computer art" On the title page of the magazine ''Computers and Automation'', January 1963, Edmund Berkeley published a picture by Efraim Arazi from 1962, coining for it the term "computer art." This picture inspired him to initiate the first ''Compute ...
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Modularity
Broadly speaking, modularity is the degree to which a system's components may be separated and recombined, often with the benefit of flexibility and variety in use. The concept of modularity is used primarily to reduce complexity by breaking a system into varying degrees of interdependence and independence across and "hide the complexity of each part behind an abstraction and interface". However, the concept of modularity can be extended to multiple disciplines, each with their own nuances. Despite these nuances, consistent themes concerning modular systems can be identified. Contextual nuances The meaning of the word "modularity" can vary somewhat based on context. The following are contextual examples of modularity across several fields of science, technology, industry, and culture: Science *In biology, modularity recognizes that organisms or metabolic pathways are composed of modules. *In ecology, modularity is considered a key factor—along with diversity and feedback—in ...
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Mobile Computing
Mobile computing is human–computer interaction in which a computer is expected to be transported during normal usage, which allows for the transmission of data, voice, and video. Mobile computing involves mobile communication, mobile hardware, and mobile software. Communication issues include ad hoc networks and infrastructure networks as well as communication properties, protocols, data formats, and concrete technologies. Hardware includes mobile devices or device components. Mobile software deals with the characteristics and requirements of mobile applications. Main principles * Portability: Devices/nodes connected within the mobile computing system should facilitate mobility. These devices may have limited device capabilities and limited power supply but should have a sufficient processing capability and physical portability to operate in a movable environment. * Connectivity: This defines the quality of service (QoS) of the network connectivity. In a mobile computing ...
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Neal Stephenson
Neal Town Stephenson (born October 31, 1959) is an American writer known for his works of speculative fiction. His novels have been categorized as science fiction, historical fiction, cyberpunk, postcyberpunk, and baroque. Stephenson's work explores mathematics, cryptography, linguistics, philosophy, currency, and the history of science. He also writes non-fiction articles about technology in publications such as ''Wired''. He has written novels with his uncle, George Jewsbury ("J. Frederick George"), under the collective pseudonym Stephen Bury. Stephenson has worked part-time as an advisor for Blue Origin, a company (founded by Jeff Bezos) developing a spacecraft and a space launch system, and is also a cofounder of Subutai Corporation, whose first offering is the interactive fiction project ''The Mongoliad''. He was Magic Leap's Chief Futurist from 2014 to 2020. Early life Born on October 31, 1959, in Fort Meade, Maryland, Stephenson came from a family of engineers and scient ...
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Snow Crash
''Snow Crash'' is a science fiction novel by the American writer Neal Stephenson, published in 1992. Like many of Stephenson's novels, it covers history, linguistics, anthropology, archaeology, religion, computer science, politics, cryptography, memetics, and philosophy. In his 1999 essay " In the Beginning... Was the Command Line", Stephenson explained the title of the novel as his term for a particular software failure mode on the early Macintosh computer. Stephenson wrote about the Macintosh that "When the computer crashed and wrote gibberish into the bitmap, the result was something that looked vaguely like static on a broken television set—a 'snow crash. Stephenson has also mentioned that Julian Jaynes' book ''The Origin of Consciousness in the Breakdown of the Bicameral Mind'' was one of the main influences on ''Snow Crash''. Stephenson originally planned ''Snow Crash'' as a computer-generated graphic novel in collaboration with artist Tony Sheeder. In the author's ackn ...
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Symbols
A symbol is a mark, sign, or word that indicates, signifies, or is understood as representing an idea, object, or relationship. Symbols allow people to go beyond what is known or seen by creating linkages between otherwise very different concepts and experiences. All communication (and data processing) is achieved through the use of symbols. Symbols take the form of words, sounds, gestures, ideas, or visual images and are used to convey other ideas and beliefs. For example, a red octagon is a common symbol for "STOP"; on maps, blue lines often represent rivers; and a red rose often symbolizes love and compassion. Numerals are symbols for numbers; letters of an alphabet may be symbols for certain phonemes; and personal names are symbols representing individuals. The variable 'x', in a mathematical equation, may symbolize the position of a particle in space. The academic study of symbols is semiotics. In cartography, an organized collection of symbols forms a legend for a m ...
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Identity (social Science)
Identity is the qualities, beliefs, personality traits, appearance, and/or expressions that characterize a person or group.Compare ''Collins Dictionary of Sociology'', quoted in In sociology, emphasis is placed on collective identity, in which an individual's identity is strongly associated with role-behavior or the collection of group memberships that define them. According to Peter Burke, "Identities tell us who we are and they announce to others who we are." Identities subsequently guide behavior, leading "fathers" to behave like "fathers" and "nurses" to act like "nurses." In psychology, the term "identity" is most commonly used to describe personal identity, or the distinctive qualities or traits that make an individual unique. Identities are strongly associated with self-concept, self-image (one's mental model of oneself), self-esteem, and individuality. Individuals' identities are situated, but also contextual, situationally adaptive and changing. Despite their fluid cha ...
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