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Interactive art is a form of art that involves the spectator in a way that allows the art to achieve its purpose. Some interactive art installations achieve this by letting the observer walk through, over or around them; others ask the artist or the spectators to become part of the artwork in some way.
Noah Wardrip-Fruin's "Screen" (2003) is an example of interactive digital installation art which makes use of a Cave Automatic Virtual Environment to create an interactive experience. [37] Scott Snibbe 's "Boundary Functions" is an example of augmented reality digital installation art, which response to people who enter the installation by ...
Wands, Bruce Art of the Digital Age, Thames and Hudson 2006, pp. 89, 139, ISBN 0500286299 | ISBN 978-0500286296; Weibel, Peter and Shaw, Jeffrey, Future Cinema, MIT Press 2003, pp. 472,572-581, ISBN 0-262-69286-4; Wilson, Steve Information Arts: Intersections of Art, Science, and Technology ISBN 0-262-23209-X
various CC licenses (350 million CC images of 6+ billion images [47] [48]) Mapillary: Over 30 million free photos: CC BY-SA: Metropolitan Museum of Art: paintings and artworks: CC0 (375.000) [49] Mushroom Observer: collaborative amateur mycology database with approx. 600,000 observational photos [50] [51] CC BY-SA or CC BY-NC-SA [52] Open Game Art
Digital art such as moving images, multimedia, interactive programs, and computer-generated art has different properties than physical artwork such as oil paintings and sculptures. Unlike analog technologies, a digital file can be recopied onto a new medium without any deterioration of content.
Training in the visual arts has generally been through variations of the apprentice and workshop systems. In Europe, the Renaissance movement to increase the prestige of the artist led to the academy system for training artists, and today most of the people who are pursuing a career in the arts train in art schools at tertiary levels.