CyberArt – An Eclectic Approach
by Asmita Duranjaya

(page 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13)

1. Short History of CyberArt

The potential tools for cyber art have manifolded and in recent times we can find a pluralism of media, which all contribute to the shaping of the cyber art, like roleplay, pc-games, comics, mangas and animes, movies and last not least the development of the cyberspace, of virtual 3D-worlds, that conquer with the reality of the physical world.

Shadowrun (1989) can be classified as one of the most influential roleplay classic:

=> Picture (Excerpts of Shadowrun)

For some the pc-game Deus Ex (2000) has shaped the cyberpunk on the pc in the most convincing way:

=> Picture (Excerpts of Deus Ex).

Latest with the publication of Billy Idols album Cyberpunk (1993), and the movie The Matrix (1999) cyberpunk has been perceived by a broader public audience. Typical topics today are nano-technology, genetic manipulation und virtual reality.

=> Movie_5 (Excerpt of The Matrix by Lana Wachowski and Lilly Wachowski)

 

Subsequently, until around 2013, subgenres of cyberculture emerged, some of which were exclusively net-based, such as Vaporwave or Solarpunk. What both have in common is that cyberculture tends to take on a utopian component in contrast to the earlier exclusive dystopia.