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Class Art, Copy and Code

  • Presentation

    Presentation

    Digital art is an artistic work or practice that uses digital technology as part of the creative or presentation process. In this chair, we seek to explore and reinterpret, through their integration by software life, artistic practices from other moments in art history.
    Through digital interface mechanisms, an attempt is made to establish a tangible bridge between the digital and material universe.

  • Code

    Code

    ULHT93-17985
  • Syllabus

    Syllabus

    • Code art - context and theory

    • Visual programming with Max / MSP / Jitter

    • Tangible interfaces via a connection with Arduino sensors

    • Synesthesia and art - Pictorial and kinetic

    • Programming animation

    • Multimedia installation

  • Objectives

    Objectives

    Lead students to question the connection between Art, Design, and Technology;
    Demonstrate to students that the connection between these three focuses will be relevant for the formation of their conscience as Future Designers, namely as a structuring reference for information for Inspiration and for their creative process.
    Develop students' critically informed awareness of their own research-based practice taking into account these fields of knowledge.
    Demonstrate and empower students of the value of appropriation and the reuse of ideas, concepts, images, objects, as a creative starting point for the act of designing in Design
    The student must acquire basic code skills, in the specific context of this UC, that is, for its application in the creative exploration of basic languages of interaction.

  • Teaching methodologies and assessment

    Teaching methodologies and assessment

    Learner-centred Problem-Based Learning (PBL) is proposed which involves groups of learners working together to solve a real-world problem. Students are encouraged to understand concepts through problem-solving skills. Students will have the opportunity to develop skills related to teamwork, project management, oral and written communication, self-awareness and evaluation of group processes, critical thinking and analysis, explanation of concepts, self-directed learning, application of course content to real-world examples, research and information literacy, and problem solving across disciplines.

  • References

    References

    • Reichardt, Jasia (1974). "Twenty years of symbiosis between art and science". Art and Science. XXIV, (1): 41¿53
    • Taylor, G. D. (2012). The soulless usurper: Reception and criticism of early computer art. In H. Higgins, & D. Kahn (Eds.), Mainframe experimentalism: Early digital computing in the experimental arts. Berkeley, CA: University of California Press
    • Wands, Bruce (2006). Art of the Digital Age. Thames & Hudson
    •  Frank PopperArt of the Electronic Age, Thames & Hudson, 1997
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