MAT200A Arts & Technology Seminar Fall 2004: What is Digital Media Arts?

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University of California, Santa Barbara MAT200A Arts & Technology Seminar Fall 2004: What is Digital Media Arts? George Legrady legrady@arts.ucsb.edu, Instructor Eunsu Kang kangeunsu@kangeunsu.com, TA

What is Digital/New Media Arts? An umbrella term covering a wide range of practices in which digital technologies are integrated into the artmaking process to create works of art Digital Media implies the production of art with technological media Focus on the technological process as source for research October 2, 2004 2

What is Digital/New Media Arts? A technologically driven project that synthesizes within it meaningful cultural questions: who are we, what are we doing, where are we going? Requires knowledge from multiple disciplines. Digital media art is a hybrid. Part art, part social science, part science Digital media artists are generalists in contrast to the scientific specialist Collaborative approach is the rule, reaching out across disciplines October 2, 2004 3

Some Components & Methods of Digital Art COMMUNICATION: share information through phenomena, narrative, metaphor and other means IT IS CULTURAL: make visible something that has yet to be given a name, to be put into words IMPACT: New form of information, or communication may distabilize, or confront. Intent is to breakdown audience's comfort zones to create communication Aesthetics is a complex form of understanding, a feedback mechanism to make sense of the world October 2, 2004 4

Examples of Practices & Approaches Physical Spaces and objects: Interactive Installations (intelligent space), Robotics (sculpture), etc. Virtual: NetArt (internet based), Virtual Reality, etc. Some are narrative based (tell a story in some way) Others create phenomena (create an experience) Other projects reflect on the condition of what it means to be a digital artwork project (analytical) Many are time based processes, algorithmically driven October 2, 2004 5

Some Art-Science Research Areas (Steve Wilson) Kinetics & Robotics, Sound, Virtual Reality, Motion, Gesture, etc, Artificial Intelligence, Information Systems, Speech, Computer Media, Telecom - radio, Telephone, Wifi, Telepresence, Web Art, Microbiology, Animals & Plants, Ecology, Body & Medicine, Math, Algorithms, Artificial Life, Particle Physics, nanotechnology, Dynamic Systems, Geology, Chemistry, Rapid Prototyping, Space Science, GPS, etc. October 2, 2004 6

Tool or Medium? Investigation of the Medium Focus on technology as a medium where the artwork produced with the technology produces a result that could not have been achieved without the technology October 2, 2004 7

Methods Meta-level analysis of digital media technologies Digital Media as cultural practice Interdisciplinarity and hybridization Advanced skills in technological processes Focus on the technological process as source for research Computer programming as artistic practice and authorship October 2, 2004 8

Digital Media Arts as Research Investigate unexplored questions, complexity in content, perception, aesthetics through doing (project production, experiment, artwork, etc) By-products: New methods, concepts, aesthetics, perceptions, cultural reflection, tools, etc. October 2, 2004 9

How may an Artwork be Differentiated from a Scientific Research, or Business Project Pure (free form) research: driven by need to find out, or personal interest May explore areas discarded by science research or market Content and process driven, rather then product based External goal defined by practitioner Public & evaluation: specialized audience and institutions October 2, 2004 10

To be continued. October 2, 2004 11