During the past decade, Taiwan's economic and industrial
growth has Taiwan's development. As a result, new infrastructure
has been developed to operate museums and support new
art movements. The year 2000 marked a peak of Taiwan
and its installation movement, this was also supported
in part by the earlier creation of the IT
Park institution. IT Park, formed in 1988, is an
avant garde installation and conceptual art gallery
space in the heart of Taipei. Artists associated with
this gallery and generation have benefited by a new
economic means and political freedom to create new expression
in art and also have had the opportunity to study abroad.
Artists returning from foreign countries back to Taiwan,
were often assisted by IT Park and had a venue to display
their new works. Artworks on display at IT Park represent
a mix of new media and digital installations representing
broad themes and concepts.
To understand the preconditions and development of
Taiwanese art, one needs to address Taiwanese history.
Japanese rule of Taiwan (after the 1895 Sino-Japanese
War) changed Taiwanese local art and artists stated
to adopt Japanese art and Chinese art forms and themes
into their own compositions. During the Mingzhi era,
Japanese art adopted an interest in the portrayal of
naturalistic subjects drawn and painted from real life.
Between the turn of the century to 1980 the avant garde
art was limited in Taiwan to the conservative constraints
of what governments delivered. Only with the end of
martial law did Taiwanese fine art culture mature to
another level, although with the economic decline in
Taiwan of recent years, the artists have become limited
and some are speaking of an aggression in its development.
In learning more about Taiwan and its contemporary
arts, I was fortunate enough to interview Huang Shiou-ling
, a Taiwanese practicing artist with Bachelors degrees
in education and commercial design from the National
Chengchi University in Taiwan. Huang never considered
herself an artist. She created art but lacked a background
in fine arts. Huang has compared herself to Hermione
from the "Harry Potter" books, though not
born with magical talents nor a genius, she succeeds
based on her determination. Huang experiences . With
a limited knowledge of western art history, she elected
to study digital media as a vantage point from which
to position herself in the contemporary art. To finalize
her studies and interests in this new media she attended
the graduate school of arts and technology at the Taiwan
National University of Art.
It was in the beginning of 2001 that the Taiwan National
University of Art recruited students for its new Graduate
School of Arts and Technology under the supervision
of Hsu
Su-Ju. Now most fine arts schools and universities
in Taiwan include new media art as part of their course
offerings and as a direct result, digital media has
become a new possibility in the production of Taiwanese
contemporary art. For Huang her background in commercial
design was well suited to the new computer art program
at the National University of Art; likewise, her interests
in the web acted as a perfect catalyst for her next
studies.
Taiwanese digital art is exceptionally young and began
in the 1990s in part with Professor Hsu's classes at
the university. Her courses from HTML and flash scripting
changed the scope of the fine arts available in Taipei
particularly. Well known Taiwanese artist, Hsieh
Ming-Ta, a graduate of Professor Hsu's, became known
for his web art, flash games and experimental online
art projects. . This legacy of web art (HTML, flash
and code) from Hsu ad Hsieh laid the foundation for
and strategies present in today's Taiwanese digital
art. Other influential work from the 1990 included Lee
Shuan-Shin's "Garden of Forking Path", Tsao
Zu-Lian's "A Chinese Experimental Literary Magazine"
and "Anti-Aesthetics" complied by Yao Ta-Chien.
(Garden
of Forking Path; A
Chinese Experimental Literary Magazine ; Anti-Aesthetics).
While experimental projects were laying new foundations
of how to receive art in Taiwan, the form remained unrecognized.
Taiwanese artist Cheng Shu-Leain, who established her
art career in New York, elevated web art in 1998 with
the creation "BRANDON," however its impact
had little consequence or dialogue of more artistic
forms back in Taiwan. It was not until 2002 when Tseng-Yu-Chen's
exhibition, "Click", exploring the relationship
between virtual and real worlds, did the Taiwanese public
became aware and interested in web and net art. This
exhibition legitimized web art and also prompted SoiiZen
Knowledge Arts Laboratory to begin to work collaboratively
with digital artists from the Graduate School of Arts
and Technology. In Taipei such a relationship gave artists
an opportunity for work and to learn from each other
and their partners. Under this umbrella of events, Huang
Shiou-ling produced her "IPING" project.
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