Art is Long, Innovation is Short: Lessons from the Renaissance and the Digital Age

Creative processes are partly stable over the ages, and partly influenced by their techno-historical contexts. In this paper we examine the effects of technology on creative effort in two historical periods separated by five hundred years: the early Italian Renaissance and the contemporary Internet...

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Main Authors: Sapsed, Jonathan, TSCHANG, Feichin Ted
Format: text
Language:English
Published: Institutional Knowledge at Singapore Management University 2014
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Online Access:https://ink.library.smu.edu.sg/lkcsb_research/3595
https://doi.org/10.1016/j.techfore.2013.09.014
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spelling sg-smu-ink.lkcsb_research-45942014-01-15T05:42:05Z Art is Long, Innovation is Short: Lessons from the Renaissance and the Digital Age Sapsed, Jonathan TSCHANG, Feichin Ted Creative processes are partly stable over the ages, and partly influenced by their techno-historical contexts. In this paper we examine the effects of technology on creative effort in two historical periods separated by five hundred years: the early Italian Renaissance and the contemporary Internet age with the production of art for digital products such as video games and animation. We examine how human creative processes, or more broadly, creative work, can be conceptualized as a general nature within a complex framework of evolving practices, technologies, and social norms. Commonalities emerge by comparing these two ages. In particular, creative work can be thought of as a combinative activity, operating on motifs in culture, and bounded by their social acceptance. Second, creative work involves techniques that expand the frontier of creative output. Third, creative work involves much iteration, facilitated by the media, techniques and technologies. We examine the constants in human combinative creativity by comparing these ages, as well as how this combinative creativity and iterative activity is mediated differently by the technologies of the time. 2014-03-01T08:00:00Z text https://ink.library.smu.edu.sg/lkcsb_research/3595 info:doi/10.1016/j.techfore.2013.09.014 https://doi.org/10.1016/j.techfore.2013.09.014 Research Collection Lee Kong Chian School Of Business eng Institutional Knowledge at Singapore Management University Creative process Artistic innovation Renaissance Digital art Video games Arts Management Technology and Innovation
institution Singapore Management University
building SMU Libraries
continent Asia
country Singapore
Singapore
content_provider SMU Libraries
collection InK@SMU
language English
topic Creative process
Artistic innovation
Renaissance
Digital art
Video games
Arts Management
Technology and Innovation
spellingShingle Creative process
Artistic innovation
Renaissance
Digital art
Video games
Arts Management
Technology and Innovation
Sapsed, Jonathan
TSCHANG, Feichin Ted
Art is Long, Innovation is Short: Lessons from the Renaissance and the Digital Age
description Creative processes are partly stable over the ages, and partly influenced by their techno-historical contexts. In this paper we examine the effects of technology on creative effort in two historical periods separated by five hundred years: the early Italian Renaissance and the contemporary Internet age with the production of art for digital products such as video games and animation. We examine how human creative processes, or more broadly, creative work, can be conceptualized as a general nature within a complex framework of evolving practices, technologies, and social norms. Commonalities emerge by comparing these two ages. In particular, creative work can be thought of as a combinative activity, operating on motifs in culture, and bounded by their social acceptance. Second, creative work involves techniques that expand the frontier of creative output. Third, creative work involves much iteration, facilitated by the media, techniques and technologies. We examine the constants in human combinative creativity by comparing these ages, as well as how this combinative creativity and iterative activity is mediated differently by the technologies of the time.
format text
author Sapsed, Jonathan
TSCHANG, Feichin Ted
author_facet Sapsed, Jonathan
TSCHANG, Feichin Ted
author_sort Sapsed, Jonathan
title Art is Long, Innovation is Short: Lessons from the Renaissance and the Digital Age
title_short Art is Long, Innovation is Short: Lessons from the Renaissance and the Digital Age
title_full Art is Long, Innovation is Short: Lessons from the Renaissance and the Digital Age
title_fullStr Art is Long, Innovation is Short: Lessons from the Renaissance and the Digital Age
title_full_unstemmed Art is Long, Innovation is Short: Lessons from the Renaissance and the Digital Age
title_sort art is long, innovation is short: lessons from the renaissance and the digital age
publisher Institutional Knowledge at Singapore Management University
publishDate 2014
url https://ink.library.smu.edu.sg/lkcsb_research/3595
https://doi.org/10.1016/j.techfore.2013.09.014
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