Arts 10 Q2 1
Arts 10 Q2 1
School:
SECOND QUARTER
LEARNING ACTIVITY SHEET NO. 2
NAME: GRADE: 10
SUBJECT: MAPEH - ARTS 10 DATE:
I. INTRODUCTION:
Technology-based art is essentially computer-generated and/or manipulated.
Through the centuries, visual artists used actual brushes and palettes, and a whole
array of paints, inks, and natural pigments applied to paper, canvas, fabric, stucco
walls and ceilings. Today’s computer artists employ the ever-expanding powers of
image manipulation programs and applications to create their works which can
appear in an entire range of media—whether as a physical output or a virtual
experience.
Specific Objectives:
1. Identifies art elements and the different artworks in the technology-based
production arts.
2. Understand why technology is an effective and vibrant tool for empowering a
person.
3. Create own technology-based artwork.
III. ACTIVITIES:
I. KNOWING PHASE
Activity 1: I. Encircle the letter of the correct answer
1. Which of the following works of art could be considered an example of digital
art?
a. A painting of an early Apple computer done in oil on canvas with a paint
brush
b. A bronze statue with a figure famous in television or radio
c. An artwork that combines images drawn on the computer with video clips
d. Art made from recycled pieces of old televisions, radios, and desktop
computers
II. TRUE OF FALSE: Write TRUE if the statement is correct and FALSE if it
is incorrect.
1. Computer/digital arts make use of electronic and mechanical devices,
rather than the artist’s own hand, to produce the desired images and
effects.
2. It was they who began to recognize the potential of artistic expression
through the application of scientific and mathematical principles.
3. The focus of this art are traditional subjects like human beings,
landscapes, animals, and still life elements.
4. Personal gadgets such as laptops, tablets, and android phones are
considered as a tool in computer/digital arts.
5. Filipino illustrators earned quite a reputation for their talents and were
highly in demand in animation from 1960’s to 1900’s.
Activity 2: Describe the following pictures based on how the elements of arts were used in
the selected digital artworks.
Element of Art
Shape
Space
Form
Practice Task 2:
Rubric - Making a Flyer Name:
Criteria Exceeds Meets Almost meets Below
Expectations expectations expectations expectations
5 pts. 4 pts. 3 pts. 2 pts.
Directions Followed all Almost followed One or more items Many items missing
(See below) directions exactly. directions. missing. and/or late.
Layout Extremely neat and Neat and easy to Somewhat difficult Very difficult to
easy to read. read. to read. read.
Illustration Adds to the Good but does not Has nothing to do None included.
understanding of add much meaning with the text.
the text. to the text.
Grammar & Flyer contains no Flyer contains one Flyer contains two Flyer contains four
Conventions errors. error. or three errors. or more errors.
Content Clearly explains Explains how to Explains either why Does not explain
how to prevent prevent COVID 19 or how to prevent how to prevent
COVID 19 virus virus COVID 19 virus COVID 19 virus
Criteria Scores
Total Points
Directions – Your flyer should:
1. Give reasons why and ways how people can prevent COVID 19 virus.
2. Include at least one graphic. Choose from the file on the computer desktop.
3. Type all work. You may use any font that you wish. Size of flyer should be normal printer paper. Print a
copy for each family member.
4. Print this sheet and staple it behind your flyer in the upper left-hand corner. Make sure to write your name in
the space at the top of this page.
5. Scoring: 20 = 100 16 = 80
19 = 95 15 = 75
18 = 90 14 = 70
17 = 85 13 = 65
http://red6747.pbworks.com/f/Flyer+Rubric
VI. REFERENCE:
• MAPEH 10 Horizons, pp.218-227
• https://drive.google.com/drive/folders/1cr-
O5i8MYYuPCqzwhj1YI_kPmI2lvJNh?fbclid=IwAR1hkiaa4NF7iIn3JmbvDgnDmz
npX8OWWBmaIxIN-7UbhFAawYeOB71DIDY
• Google image
ANSWER KEY:
KNOWING PHASE:
1. C 1. True
2. D 2. True
3. A 3. False
4. B 4. True
5. D 5. True
DOING PHASE: (Refer to the scoring rubrics in rating the student’s output)
Writer:
MARIA LILY B. DIMACULANGAN
MAPEH Teacher – Carolina NHS
Validator:
ELVIN B. MONROY, PhD
EPS, MAPEH
Instruction:
Read and understand this reading material to help you answer the Activities.
LET’S READ!
Technology has provided artists with new tools for expression. With technology being a
fundamental force in the development and evolution of art are interlinked to each other. Today’s
computer artists employ the ever-expanding powers of image manipulation programs and
applications to create their works which can appear in an entire range of media—whether as a
physical output or a virtual experience.
Computer/Digital Arts
Computer art or digital art first came on the scene in the early 1960s. Thus, the early
experimenters were not necessarily artists, but engineers and scientists who had access to and
experience with the hardware needed. It was they who began to recognize the potential of artistic
expression through the application of scientific and mathematical principles.
In fact, even in the sample works we present here, you will note a strong scientific or mathematical
look and feel to the creations of many digital artists. Geometric forms and repeating patterns appear
frequently. More traditional subjects like human beings, landscapes, animals, and still life elements
are simply incorporated as part of those forms and patterns—rather than as the focus.
Also understandable was the initial reaction of the public to computer-generated art. There
were questions as to whether it was, in fact, “true art” since it made use of electronic and mechanical
devices, rather than the artist’s own hand, to produce the images and effects. Within a few years,
however, there was a general acceptance of digital art as an exciting and thought-provoking form of
modern art.
Sample works:
Frieder Nake
Polygon Drawings, 1965
Georg Nees
Schrotter (“Gravel”), c. 1965
Vera Molnar (Des) Ordres, 1974
Plotter drawing Ronald Davis
Mountain and Staurolyte, 1997
Computer-generated 3D art
Some digital artists have even used their works to express their views on political, social, and
cultural issues; as well as to advocate causes that are critical to modern life, such as the environment and
climate change. Others even explore the philosophical relationship between science and technology and the
arts.
Cityscape
Antonio Gorordo, c 2010-2012
Digital art
There are also institutions offering training courses on the digital arts:
• First Academy of Computer Arts
• Philippine Center for Creative Imaging (PCCI
• Technical Education and Skills Development Authority (TESDA)
• Animation Council of the Philippines (ACPI).
Courses such as these open an array of career opportunities for young Filipinos in the fields of advertising,
animation design, multimedia communication, and web development. (More on these topics in Quarter III.)
Digital Photography
Another means of generating an original image is to capture it first as a digital file. In the case of
today’s electronic technology, this would mean recording the image using a digital camera or a device
with a built-in camera, like your mobile phone, android device, or tablet.
Prior to the development of digital photography, cameras were essentially sealed boxes that would
allow a split-second entry of light to strike a section of light sensitive film inside it. The result was that
whatever was in front of the camera at the precise instance that the light entered it would be imprinted
on that exposed section of film as a photographic image. The photographer (or a commercial
developing service) would then have to process the exposed film in a special enclosed space known
as a “dark room”—and only then would the recorded images be seen.
Point-and-shoot vs. DSLR
The multi-step process described above has since been overtaken by the magic of digital
photography. Today’s users have the option of a “point-and-shoot” type of digital camera which
automatically makes all the adjustments in lighting, focus, zoom-in and zoom-out, even removal of
“red eye” with the user being given some leeway for slight adjustments. It offers image enhancement
features like adjusting color and brightness imbalances, as well as sharpening or blurring the image.
It may even offer unique effects like “fisheye” or filters that allow pre-setting of the photo to be taken
with a colored tint or a special texture. Plus, it allows the user to immediately review the photos taken
without waiting for a complex developing process—and to delete any unsatisfactory images while
storing the good ones for future needs.
A second option is the digital single lens reflex (DSLR) camera. This also provides the film-less and
instant review features of a “point-and-shoot” type of digital camera but gives the photographer much
more artistic freedom and control to select the camera settings to create the desired final image with
the preferred visual effects.
Many professional photographers remain loyal to the traditional (i.e., non-digital) single lens reflex
camera which still uses film. They believe that film photography has an authenticity and genuineness
to its images that is lost in the artificial and automatic manipulations of digital photography. There is
no denying, however, the ease and convenience that digital photography offers to the millions of
amateur photographers out there. Without needing years of training and experience, we are now able
to capture images with professional-quality results.
Basic Tips for Taking Good Photographs
Whether you are using a point-and-shoot camera or a DSLR, there are basic guidelines for capturing
a good quality photographic image:
1. Choose a good location. An interesting location can sometimes make the difference between a
good and a great photo.
2. Check that the available background is relatively simple and not too cluttered, so that the focus
will be on your chosen subject.
3. Natural light in the outdoors or near a window is usually the most flattering or effective for any kind
of subject. Ideally, the best light for photos is within the first hour after sunrise and the last hour before
sunset.
4. Avoid taking shots facing the light, as this would make your subject backlit and most of the details
would be lost in shadow.
5. If you intend to take a posed shot, position your subject where you want in relation to the location,
background, and source of light.
6. If you intend to take a candid shot, position yourself where you can capture the most interesting,
amusing, touching, or engaging moment or expression.
7. Take a variety of shots—ranging from far shots showing the surroundings, to medium-distance
shots concentrating on the main subject, to tight or close-up shots that focus on details of the subject.
You can then choose from among all these for the best photo or photos.
Video Games / Digital Painting / Imaging Videos
Video Games
For today’s younger generation that grew up in a digital world, even entertainment now
becomes courtesy of computer devices. A major component of such entertainment is in the form of
video games of every conceivable genre, subject matter, and skill level.
These range from educational games and mind twisters, to building and construction games, to ones
that entail physical interaction by the users (sports, fitness, dance). Then there are the tremendously
popular games of strategy, war, science fiction, and mythical worlds that employ amazingly complex
and realistic graphics, motion, sound, and other special effects.
Like image creation and manipulation, it is now possible for video game fans to become
video game creators themselves. Online tutorials and guides are available on sites like e-how and
You Tube. Plus, there are available programs that can be downloaded and used immediately, with
no need for prior knowledge on coding or web development.
Examples of such programs are:
Twine - http://twinery.org/
Stencil - https://www.udemy.com/create-your-first-computer-game-withstencyl/
Game Maker - https://www.yoyogames.com/learn
Digital Painting
Digital painting is a method of creating an artwork using a computer. This is, however,
different from the image generating devices and programs discussed above, which create, modify,
store, and share images entirely on a laptop, tablet, or android phone. Digital painting still makes use
of traditional painting mediums such as acrylic paint, oil, ink, and watercolor and applies the pigment
to traditional surfaces, such as canvas, paper, polyester etc. But it does so by employing computer
software that drives a type of robot device (such as a plotter) or an office machine (such as a printer)
that takes the place of the artist’s hand.
Digital painting also refers to a technique using a graphics software program to create an
artwork that is totally virtual. The canvas, brushes, paints, and other tools are all virtual, existing only
within the computer. And the finished work is also stored in virtual format, to be shared through cyber
space.
CTRL Paint is an example of an online resource for teaching yourself digital painting for free,
via simple videos and mini tutorials.
Video Technology / Imaging Videos
Social media purposes - Another tremendously powerful and innovative field that digital technology
has revolutionized is that of creating and presenting videos. The explosion of social media in recent
decades has provided a new platform for video materials targeting the “netizens” of today. Not only
are there online advertisements that continuously bombard the users’ computer screens and mobile
phone displays. But there are also millions of personally produced videos that are constantly
uploaded to online platforms like You Tube—from music, dance, and stage performances to tutorials
of all kinds to recipes to documentaries to news clips to marriage proposals.
Again, the digital technology to capture and edit such videos is contained right in your tablets and
android phones. And just as with the still images discussed above, the raw video clips can be
enhanced and modified with a myriad of effects depending on the video application you have installed
in your device.
Medical/scientific purposes – Another extremely valuable use of today’s video technology is that of
imaging videos in the fields of medicine and science. You may be familiar with Magnetic Resonance
Imaging (MRI), Computerized Tomography (CT scans), and the like which are used to create and
record visual images of a patient’s internal anatomy to diagnose and treat diseases and injuries.
There are also ultrasound tests or sonograms, which translate sound waves bouncing off physical
objects into images that can be studied—whether a baby developing in the womb (in 2D, 3D, and 4D
options), growths or malformations inside the body, structural flaws in buildings, as well as objects in
outer space, underground, and deep in the ocean.
VOCABULARY LIST:
• Technology-based art – is computer-generated or manipulated visual arts. Modern digital artists
employ the ever-expanding powers of image manipulation programs and applications to create
their masterpieces which can appear in an entire range of media – whether as physical output or
virtual experience.
• Computer/Digital Arts – make use of technological, electronic, and mechanical devices rather
than just the artist’s own hands.
• Balance - A principle of art having to do with visual equilibrium, or two parts or sides of an artwork
having equal “visual weight”
• Rhythm - A principle of art resulting from the repetition of elements or components of an artwork
in a specific pattern
• Unity - A principle of art referring to the integration of all the components of an artwork to create
a meaningful whole
• Variety - A principle of art referring to the use of differences or modifications to create visual
interest
• Proportion - A principle of art having to do with the relative size and positions of components in
an artwork; also called “scale”
• DSLR – Digital Single Lens Reflex
• Digital – using or characterized by computer technology
• Digital Painting – is a method of creating an artwork using a computer.
• Digital – using or characterized by computer technology
• Twine – is an open-source tool for telling interactive, nonlinear stories.
• Stencil – is a game creation software; intuitive toolset that accelerates your workflow
• Game Maker - is a very flexible tool in making your own game
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