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Dirk Habenschaden and ChatGPT, Oct 7, 2025

Differences Between AI Art, Immersive Art, and Digital Art

Everything you need to know about the differences between AI art, immersive art, and digital art: the comparison table gives you a clear overview.

The following table compares the three central movements of contemporary art and highlights how their origins, technologies, artistic roles, and objectives differ:

Digital art, which uses software and computers as a new mode of expression,
Immersive art, which incorporates space and the senses,
AI art, which redefines the creative collaboration between human and machine.

Criterion Digital Art Immersive Art AI Art

Definition

Period of Emergence

Central Idea

Technologies

Role of the Artist

Role of the Audience

Representative Artists

Artistic Approach

Goal / Effect

TTypical Presentation

Art created or presented using digital technologies (computers, software, graphics, video, internet).

1950s–1960s (early computer art, plotter graphics)

Using digital tools as a new form of artistic expression.

Computers, software (Photoshop, 3D, animation, video), internet.

Designer, programmer, or composer of digital media.

Viewer of digital works (on screens, online, projection).

Vera Molnár, Nam June Paik, Manfred Mohr, Rafael Lozano-Hemmer.

Technology as medium and tool.

Expanding artistic expression through digital means.

Screens, projections, digital galleries, online platforms.

Art that allows the viewer to enter the work spatially, visually, and often multisensorially.

1990s–2000s (installation art, video mapping, VR)

Dissolving the boundary between viewer and artwork; sensory immersion.

Projections, VR/AR, sensors, sound, light, spatial architecture.

Spatial director creating a multisensory environment.

Active participant, often interactively integrated.

Olafur Eliasson, teamLab, Refik Anadol, Ryoji Ikeda.

Space, perception, and experience as core themes.

Holistic, emotional experience involving the entire body.

Spatial installations, projections, interactive exhibitions, VR experiences.

Art generated or influenced through artificial intelligence — algorithms, neural networks, machine learning.

2010s–present (machine learning, neural networks, text-to-image systems)

Collaboration between human and machine; algorithmic creativity.

AI models (e.g., Midjourney, DALL·E, Runway, Stable Diffusion), neural networks, data analysis.

Curator and conceptual author interacting with or training the AI.

Observer or co-creator, e.g., by entering prompts.

Mario Klingemann, Sofia Crespo, Refik Anadol, Beeple.

The machine as creative partner or autonomous creator.

Reflection on creativity, authorship, and the human–machine relationship.

Digital platforms, NFTs, AI exhibitions, online galleries.

Dance with the Devil

Limited fine-art prints from the age of binary control. What remains when humanity becomes a variable? Nine facets — poetically encoded, visually unleashed.