Deck 9: Digital Art
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Deck 9: Digital Art
1
The use of computer imagery to combine footage of real-life outdoor settings with computer-animated figures was pioneered by __________.
A) Disney Studios in Dinosaur
B) Industrial Light and Magic in Star Wars: Phantom Menace
C) Dreamworks Productions in Cinderella
D) all of the above
A) Disney Studios in Dinosaur
B) Industrial Light and Magic in Star Wars: Phantom Menace
C) Dreamworks Productions in Cinderella
D) all of the above
A
2
Artists like Charles Csuri pioneered the use of computers in creating art __________.
A) in the early twentieth century
B) twenty-five years ago
C) in the 1960s
D) right after World War II
A) in the early twentieth century
B) twenty-five years ago
C) in the 1960s
D) right after World War II
C
3
For designing the Staten Island Institute for Arts and Sciences at the St.George ferry terminal,Peter Eisenman used __________.
A) computer models
B) physical models
C) modeling clay
D) both A and B
A) computer models
B) physical models
C) modeling clay
D) both A and B
D
4
The computer's ability to perform long strings of calculations quickly has made possible complicated forms in __________ to become realized in three-dimensions.
A) architecture
B) drama
C) nature
D) none of the above
A) architecture
B) drama
C) nature
D) none of the above
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5
The name given to the global network of computer linkages is __________.
A) the fractal dimension
B) the global bitmap
C) hyperspace
D) cyberspace
A) the fractal dimension
B) the global bitmap
C) hyperspace
D) cyberspace
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6
The clarity and sharpness of an image on a computer screen is called __________.
A) resolution
B) attenuation
C) computer-aided design
D) isometrics
A) resolution
B) attenuation
C) computer-aided design
D) isometrics
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7
A viewer's experience of Jeremy Blake's digital art installation would differ from a conventional museum experience because __________.
A) there are soft drinks available
B) there are long lines
C) of the constantly changing optical and aural stimulation
D) the artist is available for questions
A) there are soft drinks available
B) there are long lines
C) of the constantly changing optical and aural stimulation
D) the artist is available for questions
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8
Interactive art is outside the mainstream of the commercial world of art because __________.
A) it is viewed on the computer
B) it has a timing device that erases it
C) it can't be printed and sold
D) none of the above
A) it is viewed on the computer
B) it has a timing device that erases it
C) it can't be printed and sold
D) none of the above
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9
Just as early photographs tried to imitate painting,a major thrust of computer graphics has been to imitate __________.
A) photographs
B) realist paintings
D) animation
D) relief sculpture
A) photographs
B) realist paintings
D) animation
D) relief sculpture
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10
Artists use __________ to draw by hand and have the image show up on the computer screen.
A) an electronic stylus
B) silverpoint
C) a digital ballpoint pen
D) tactile input device
A) an electronic stylus
B) silverpoint
C) a digital ballpoint pen
D) tactile input device
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11
The computer screen is divided into an invisible grid of points called __________.
A) bits
B) bytes
C) pixels
D) plotters
A) bits
B) bytes
C) pixels
D) plotters
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12
When an artist creates a drawing on a special tablet,the computer transfers it to the screen by __________ it.
A) pixelating
B) resolving
C) realizing
D) digitizing
A) pixelating
B) resolving
C) realizing
D) digitizing
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13
The object in a virtual reality experience that transfers the movement of a participant's hand to a tracking system in the computer is a __________.
A) digital glove
B) sensory digitizer
C) tactile input device
D) access monitor
A) digital glove
B) sensory digitizer
C) tactile input device
D) access monitor
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14
Downloading digitized art onto a computer monitor is a different experience from seeing the original because __________.
A) one first sees the parts rather than the whole
B) one has no real idea of its actual size
C) color saturation may be brighter than he original
D) all of the above
A) one first sees the parts rather than the whole
B) one has no real idea of its actual size
C) color saturation may be brighter than he original
D) all of the above
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15
__________ programs allow sculptors and architects to experiment with forms and to see them in three-dimensions.
A) Digitizing
B) Computer-aided design
C) Scanning
D) Video camera
A) Digitizing
B) Computer-aided design
C) Scanning
D) Video camera
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16
__________ was(were)the technological advance(s)of the 1970s that encouraged more artists to investigate computer art.
A) Plotters
B) Microprocessors
C) Scanners
D) Electronic stylus
A) Plotters
B) Microprocessors
C) Scanners
D) Electronic stylus
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17
The first feature-length movie to incorporate computer-generated animation was __________.
A) Independence Day (1996)
B) Star Wars (1977)
C) Tron (1982)
D) Fantasia (1940)
A) Independence Day (1996)
B) Star Wars (1977)
C) Tron (1982)
D) Fantasia (1940)
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18
Richard Voss uses __________ to create astonishingly realistic landscapes.
A) calculus
B) fractal geometry
C) a graphing device
D) all of the above
A) calculus
B) fractal geometry
C) a graphing device
D) all of the above
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19
Virtual reality is being adapted to allow visitors to walk through __________.
A) museums
B) architecture that has never been built
C) virtual interiors
D) all of the above
A) museums
B) architecture that has never been built
C) virtual interiors
D) all of the above
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20
Janet Cummings Good states the "digital technology has fed and fueled my obsession with __________."
A) machines
B) the properties of light
C) color
D) romanticism
A) machines
B) the properties of light
C) color
D) romanticism
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21
Artists can "paint" an image that appears on the computer screen.
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22
Fractal geometry must refer to a known landscape to create a similarly believable image
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23
Once an image is installed on the computer,it can never be changed.
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24
Even high-end computers have only a few thousand colors.
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25
Computer scientists of the 1960s created "photomosaics" in an attempt to determine the minimal amount of information the human eye needs in order to recognize an image as a three-dimensional figure.
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