Exploring the Digital Physique: Human Figures in New Media Art
Background:Human figure forms have remained one of the most enduring image elements for visual artists since the era of early human civilization. Across time and regions, artists have explored a wide range of approaches to representing the human form—from absolute realism to stylized, analytical, distorted, surreal, or expressionist tendencies. With the advent of electronic image processing technologies in the 1960s, a new medium of artistic expression emerged, and human figures naturally became integral to video art and experimental film practices. Figurative representation persisted as a key concern, even as abstraction gained popularity. Purpose:This article aims to examine the ongoing use and transformation of human figures in contemporary figurative new media art, with a focus on how technological advancements have expanded the possibilities of representation. Methods:The study traces the shift from analogue to digital video production and analyzes how artists manipulate human figures through lens-based media, digital effects, and 3D graphics software. The discussion is framed through both a critical overview and the author's own practice as a new media artist. Results:Contemporary artists employ a wide range of digital techniques to create human figure imagery, from realistic renderings to highly stylized or surreal digital constructs. These approaches reflect not only technical innovation but also conceptual diversity in how the body is perceived and represented in the digital age. Conclusion:Figurative representation in new media art continues to evolve, offering new visual languages and meanings. As an artist working within this domain, the author explores this diversity to better understand the broader landscape of human figure use in contemporary digital art practices.
Authors
- Anupam Basu
Institutions
- Rabindra Bharati University (IN)
Publication Details
- Journal
- Green Lifestyle and International Market
- Published
- 2025-06-30
- DOI
- https://doi.org/10.34256/glim25.0201063
- Primary Topic
- Digital Games and Media
- Type
- article
- Field-Weighted Citation Impact
- 0.00