DIGITAL MEDIA AND JAPANESE GRAPHIC DESIGN ITS PAST AND FUTURE

80's

THE AGE OF COMPUTER GRAPHICS

The 1980s marked the period in which the progress in the “quantity” and “speed” that computer could handle reached the level of human sight. Researchers and creators of three-dimensional computer graphics attempted to recreate natural phenomena through mathematical data and physical simulations (through mathematical and linguistic descriptions). However, calculations are not necessarily accurate, and inaccuracies give rise to inconceivable landscapes. The wrong answers therefore resulted in the discovery of new forms of creation. Led by pop music, which made an early transition to digitization, digitized moving images also gained popularity in this period.

Ryuichi Sakamoto, RADICAL TV, TV WAR, 1985 Video performance DVD [40′00″] Concept: Akira Asada

Masaki Fujihata Computer-Generated-Images CG artworks of ’80s, VHS

Masaki Fujihata A Bowl Boat and a Chopstick Paddle, 1984 Computer graphics, tapestry, NECO print, 224×250cm In collaboration with: SEDIC Inc. / Rendering engine: Masataka Ohta

Masaki Fujihata〈Algorithmic Beauty〉①Pencil_Variation A, 1990 ②Pencil_Variation B (APE CALL from TOKYO), 1990 ③64 variations (series), 1990 ④Conch-like Sphere (series), 1990 ①CG, Poster, Offset print, 145.6×103cm ②CG, Poster, Offset print, 103×72.8cm ③CG, Poster, Offset print, 103×72.8cm ④CG, Poster, Offset print, 103×72.8cm In collaboration with: Kubota Computer and Toppan Printing Co., Ltd. / Rendering engine: Masataka Ohta

Daizaburo Harada, Karl Sims Kyōi no shōuchū / Jintai II: Nō to kokoro , 1993 CG, Opening title, End title Production: NHK

Daizaburo Harada AL: ARTIFICIAL LIFE (INSECTS) , 1993 Life breeding program, CD-ROM + Book, 32.8×27×3.8cm Publisher: Pioneer LDC

TOP