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If you want to draw in the Chrome browser on your Windows, macOS, or Chrome desktop or laptop, these apps are worth a try.

When people mention drawing tools, they typically mean things like pencils, pens, markers, chalk, or more recently, tablets and styluses. That’s appropriate, since people have used those tools to draw for years.

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But the Chrome browser also can serve as an effective drawing tool when used with a well-chosen web app. All of the apps below let you use a mouse or touchpad to draw in Chrome on a computer; if your system has a touchscreen, these apps accept marks made with a finger or stylus as well. These apps let you sketch a process, capture a concept, or illustrate your thinking — all within a desktop web browser.

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Google and several developers offer drawing apps that work in a browser. Google makes at least five drawing apps, although no single Google drawing app includes a full set of drawing tools. The other browser-based apps below are listed roughly in order of ease of use, power, and price. (The two apps at the bottom of the list are both full-featured vector graphic design apps.)

Limnu is the most elegant and simple drawing app that works in a browser. It provides a limited set of colors, shapes, pens, and pen sizes, among other features. The app supports both private and collaborative boards, and also includes video-conferencing capabilities.

You can subscribe to the Limnu Pro Plan for $5 per month (or $50 per year) or the Limnu Team Plan for groups at $8 per person per month (or $80 per person per year). Get more details about Limnu pricing.

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Sketchpad supports a variety of pen types, shapes, text, and clip art. With support for layers, the apps lets you hide, duplicate, or delete any layer, in addition to moving a layer forward or backward, or to the front or back. Even better, Sketchpad is free to use online, although you may purchase a desktop version of the app ($4.95), which lets you save files offline.

Boxy SVG (scalable vector graphics) delivers a powerful vector design app. As the name implies, vector graphics scale, so the size of any images you create may be scaled up or down with no loss of resolution. The app includes a long list of drawing, text, object, and shape creation and manipulation tools.

You may subscribe to use the app from Chrome on Windows or macOS ($9 per month) or, on a Chrome OS device with access to the Chrome Web Store, buy the app for a one-time fee of $9.99.

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Boxy SVG provides a powerful vector design app, available either as a subscription (in Chrome on a computer) or Chrome Web Store purchase (on Chrome OS).

Now offered from Corel Corporation, Gravit Designer (free) and Gravit Designer PRO ($49 per year) both provide professional vector-editing features. The paid version improves access to fonts, expands import and export options, and adds many other image edit options. The upgrade also adds cloud storage, with access to project version history.

There is a free version of Gravit Designer that anyone may use and a paid version that provides professional-level vector graphics design tools.

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Android apps also may be an option. Many Chromebooks and Chrome OS devices support the installation of Android drawing apps, such as Autodesk SketchBook or Adobe Illustrator Draw. And while you won’t be able to access those Android apps when you use Chrome on another platform, such as Windows or macOS, Autodesk and Adobe offer drawing apps for those platforms.

Which of Google’s drawing apps do you use most often? Which web-based drawing app do you prefer that works in Chrome on your computer? Let me know either in the comments below or on Twitter (@awolber).

Learn how to get the most out of Google Docs, Google Cloud Platform, Google Apps, Chrome OS, and all the other Google products used in business environments.

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Andy Wolber helps people understand and leverage technology for social impact. He resides in Albuquerque, NM with his wife, Liz, and daughter, Katie.Did you hear about the AI artwork made with Midjourney that won an art prize? This begs a few questions: Is the creator really a digital artist? Or is he a curator? Perhaps he's just a guy who wrote prompts for an AI image machine and entered an art competition?

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Whatever you think of an AI-generated image winning a digital art prize, it's undeniable that artificial intelligence is making an impact on the art world.

But AI is only one facet of the digital art scene, which is growing and becoming increasingly populated with creators from all walks of life (and artificial life, as we've seen above). We’re investigating how AI affects artists, the true value of NFTs, the potential for 3D and holographic art in the 21st century, and other technologies for creative work.

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Artists have embraced computer technology ever since it became available in the 1950s, and upon taking a closer look, you'll realize that computer art is not as new as you might think.

A few notable creative technologies preceded the digital age and impacted the trajectory of artistic work. It's interesting how artists have used these pre-digital technologies to make artwork, and how many of these analog technologies were later translated into a digital format.

Technological advancements have invariably led to new developments in art and design. Throughout the ages, artists have always been interested in new ways to make images and express how they see the world. New technologies also help artists to be more productive and accurate image makers.

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Three of the earliest analog optical devices used by artists are the camera obscura, camera lucida, and phenakistoscope, which are predecessors to photography and animation.

A device used since classical times (as far back as the 4th century), the camera obscura was a pinhole camera that could take up an entire room. It was used to project a scene onto a surface so the artist could copy it. Later, photography introduced a mechanical way for the artist to capture images in a box (sounds a lot like a computer, right?).

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The camera lucida was a device with either a mirror or a prism inside that enabled the artist to look down on their drawing surface and see the scene in front of them simultaneously. It allowed the artist to draw perspective and proportions more accurately. Camera lucidas are still available today but are less popular than in the early 1800s when the device was first patented.

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Phenakistoscopes and related optical devices, such as stroboscopes and zoetropes, were invented in the 1830s to create the illusion of movement through the rotation of a series of drawings. Stereoscopes, the early versions of 3D imaging, were also invented in the 1830s.

We should also not forget the printing press, a paradigm-shifting pre-digital technology that made the mass reproduction and dissemination of text and images more accessible (sounds a lot like the internet, right?). Printing led to new modes of artistic expression, such as printmaking, illustration, book design, and graphic design.

Even though these are all analog technologies, it's clear that they paved the way for later digital devices that would solve the same "Jobs To Be Done" using computer chips and software programs.

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Live-action movies have existed since before animated feature films. A live-action film is one where camera footage is mixed with animation to tell a story.

A key concern or technique in twentieth-century Modern and Conceptual Art was the "removal of the artist's hand, " which is the concept of removing the traces of authorship and originality that make artworks so valuable and exclusive. Marcel Duchamp was one of the first artists who displayed "readymade" objects as artworks.

Many mid-twentieth-century art movements, such as Pop Art, became obsessed with the mass production and consumption of products, either completely rejecting this socio-economic crisis or buying into it.

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In both cases, the use of new technologies for making contemporary art was explored and led to artists increasingly using machines and manufactured products to make art.

Two of the earliest examples of pre-digital computer art are the computer-generated motion graphics that John Whitney Sr. made with old WWII Turing machines in the 1950s and the "machine drawings" that artist Desmond Paul Henry produced using WWII bombsight analog computers. Whitney became a film and advertising motion graphics pioneer, and Henry's machine-made drawings won him an art prize in 1961 that launched his artistic career.

Digital art defines a broad field of activity, such as digital photography, digital imaging, digital animation, and computer interactivity. Digital art is variably referred to as electronic art, computer art, computational art, new media art, multimedia art, internet art, digital installation art or immersive art, CGI (computer-generated graphics), and digital illustration.

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Let's discuss some of the most important developments in digital art history that have brought us to where we are today. It's awe-inspiring to see how digital art and design have changed how we create, experience, share, and buy artwork.

One field that has become synonymous with digital art is graphic design. Before the advent of design software, graphic designers worked with printing presses, type-setting machines,

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