3 research outputs found

    Un/Becoming Digital: The Ontology of Technological Determinism and Its Implications for Art Education

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    Artists have been experimenting with analog and digital technologies since the 1960\u27s; early examples include Billy Khiver\u27s Experiments in Art and Technology (E.A.T.) and Nam June Paik (1966). While countless artists have since made highly innovative use of new media such as the computer, artificial intelligence (AD, biotech, the Internet and the World Wide Web, LED, motion capture, gesture tracking, CPS, open source, and robotics, artist/ theorists such as Penny (1995), Lovejoy (1997), Weibel (1996; 2001) and Wilson (2002) have cautioned against appropriating deterministic engineering models underlying such technologies.(l)These models, predominant in commercial industry, government and the military, embrace efficiency, commodity economics, innovation, progress, and privileging explicit (as opposed to ambiguous and metaphorical) knowing. However, each of these artist/ theorists has acknowledged the extreme difficulty artists have when attempting to critique or distance themselves from the institutional values embedded in the technologies themselves

    Q-methodological Study of Student Beliefs about the Character of Creativity in the Emerging Discipline of Computer Graphics

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    Curriculum and Instructio

    Computer Graphics Curricula in the Visual Arts

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    Computers have recently emerged as commonplace on the scene in a record number of university art departments. This rapid change has created the need for new curriculum in the computer art discipline. In designing these courses I see three ideas that are paramount to any computer graphics curriculum in the visual arts. First, the courses and course work should focus on individual expression and creativity, second, the instruction should include an awareness of the "wow" factor, and third, the courses should include a balance of computer art, traditional art, computer science, and academics such as theory, art history, and criticism. Keywords: computer graphics curriculum, visual arts, higher education 1. Introduction Against many odds and tight budgets, computers have recently emerged as commonplace on the scene in a record number of traditional college and university art departments. As part of this rapid change, artists are not only using computers as an extension of many tradition..
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