Media Arts

  • 20's

    Film and radio became more popular
    Scottish inventor John Logie Baird (1888 – 1946) gives the first public demonstration of a television system
    Russian-American inventor Vladimir Kozmich Zworykin (1889 – 1982) develops a system of transmitting and receiving information with cathode ray tube (CRT) technology; a fluorescent screen that depicts images with an electronic beam
  • 30's

    English mathematician Alan Turing (1912 – 1954) publishes a theoretical description of a digital computer that can solve mathematical problems.
    German engineer Konrad Zuse (1910 – 1995) builds a computer using 35mm film tape to control programming.
    Hungarian artist Laszlo Moholy-Nagy, associated with the German Bauhaus school that combines crafts and fine arts, creates the Light-Space-Modulator.
  • 50's

    Television becomes widespread in households.
  • 60's

    The Internet is developed, although it is reserved for university researchers, the military, and the U.S. government's secret services
    The following influential art movements emerge and evolve over the ensuing decade
    Fluxus: Artists, composers and designers work together to combine artistic media and disciplines;
    Pop Art: Artists become interested in commercial culture and mass production; etc
  • 80's

    Personal computers (PCs) become more accessible and affordable.
    Video games are popularized
  • 90's

    The Internet explodes into a popular medium for distributing and sharing content (e-mail, publishing, commerce, file-sharing and online gaming).
    PCs become more powerful. Users can now manipulate images, construct Web sites, use 3D software, and edit video and audio content.
    Universities begin to offer programs in "New Media and Design."
    Museums, galleries, and other art institutions begin to collect and exhibit media art
  • 00's

    Media art is constantly expanding, and new technologies are being used at a rapid pace.
    Open source software is popularized. It allows people to freely use and modify existing software.
    Video games and Web interfaces such as flickr, myspace, YouTube, Facebook and Second Life become new material for artworks.
    Museums and other institutions begin to develop policies and procedures for documentation and conservation strategies specific to media artworks.