Search engine for discovering works of Art, research articles, and books related to Art and Culture
ShareThis
Javascript must be enabled to continue!

Game Forms of the Possible: A Personal Obituary of Leonardo Contributor and Co-Founder of Computer Art Herbert W. Franke, 1927–2022

View through CrossRef
Abstract Is it possible to be a puppeteer and a computer scientist, a speleologist and a science fiction author, in one person, and have all that interconnected somehow? There stood Herbert W. Franke, born in Vienna in 1927 and by now 95 years old, smiling at the exhibition of his computer-designed graphics, amused by the great response they generated. He died in July 2022, only a few weeks later. He was the young-at-heart dinosaur of computer art, born to a professor of electrical engineering, whom he followed faithfully with a dissertation on electron optics. The subtle difference that distinguished the young scientist from his colleagues was his aesthetic curiosity. He had access to the emerging first generation of computers in the laboratories of Siemens, and used it. While informal, gestural abstraction dominated artists’ studios in the 1950s, Franke was thinking of an art that could be scientifically grounded. In conversation he conveyed to me, “Aesthetic structures are those that optimize the processes of perception.”
MIT Press
Title: Game Forms of the Possible: A Personal Obituary of Leonardo Contributor and Co-Founder of Computer Art Herbert W. Franke, 1927–2022
Description:
Abstract Is it possible to be a puppeteer and a computer scientist, a speleologist and a science fiction author, in one person, and have all that interconnected somehow? There stood Herbert W.
Franke, born in Vienna in 1927 and by now 95 years old, smiling at the exhibition of his computer-designed graphics, amused by the great response they generated.
He died in July 2022, only a few weeks later.
He was the young-at-heart dinosaur of computer art, born to a professor of electrical engineering, whom he followed faithfully with a dissertation on electron optics.
The subtle difference that distinguished the young scientist from his colleagues was his aesthetic curiosity.
He had access to the emerging first generation of computers in the laboratories of Siemens, and used it.
While informal, gestural abstraction dominated artists’ studios in the 1950s, Franke was thinking of an art that could be scientifically grounded.
In conversation he conveyed to me, “Aesthetic structures are those that optimize the processes of perception.
”.

Related Results

Schule und Spiel – mehr als reine Wissensvermittlung
Schule und Spiel – mehr als reine Wissensvermittlung
Die öffentliche Schule Quest to learn in New York City ist eine Modell-Schule, die in ihren Lehrmethoden auf spielbasiertes Lernen, Game Design und den Game Design Prozess setzt. I...
Game Theory in Business Ethics: Bad Ideology or Bad Press?
Game Theory in Business Ethics: Bad Ideology or Bad Press?
Solomon’s article and Binmore’s response exemplify a standard exchange between the game theorist and those critical of applying game theory to ethics. The critic of game theory lis...
Computer Games
Computer Games
AbstractA computer game is an interactive entertainment running on a computers, game consoles, or some electronic devices, such as mobile phones and PDAs. Typically, a computer gam...
Konsep Perilaku Keputusan Pembelian Game Online
Konsep Perilaku Keputusan Pembelian Game Online
E-Sport sports have been recognized as sports since 2020. The rise of technological developments makes game applications more very diverse and competitive. Data shows that the numb...
Depth-aware salient object segmentation
Depth-aware salient object segmentation
Object segmentation is an important task which is widely employed in many computer vision applications such as object detection, tracking, recognition, and ret...
THE IMPLEMENTATION OF 'TYPOMAN GAME' TO TEACH VOCABULARY (Descriptive Qualitative Research)
THE IMPLEMENTATION OF 'TYPOMAN GAME' TO TEACH VOCABULARY (Descriptive Qualitative Research)
<p>Mastery of English vocabulary is crucial for high school students' communication skills and academic success. However, some students in Indonesia face challenges in master...
Hubungan Antara Proximity dalam Sharing Session dengan Frame Of Reference Anggota Komunitas Game Online
Hubungan Antara Proximity dalam Sharing Session dengan Frame Of Reference Anggota Komunitas Game Online
Abstract. The large number of online game players in Indonesia has given rise to online game communities, both online through platforms such as discord, twitch, or steam and also o...
Serious Games for Climate Action: Designing Analog Engagement Tools for Citizen Participation
Serious Games for Climate Action: Designing Analog Engagement Tools for Citizen Participation
This study presents the development of three analogue games as engagement tools for citizen participation in climate action. Our serious games (purpose beyond entertainment) were d...

Back to Top