This course, which is part of the Art class, provides the students with a theoretical and practical approach to digital art.
The key objectives of this course are to provide the student with a working knowledge of the specific codes that are necessary to understand and launch digital art projects. Besides this, the student must also gain the ability to analyse, from a critical perspective, the production and distribution processes of culture in the digital context. The student will have a historical view of art practices and their changes in parallel with the advancement of ICT, the main focus will be on the present day. Credit will be given to research that links theory with practice, doing so will serve to develop theoretical thinking that the student can integrate into their projects.
Digital art is presented as a means of research, criticism and dialogue with present times. The student will learn work methodologies from autonomous digital practices, and develop work by exploring the technologies and languages that result from them.
- Explanation and review of the teaching schedule, the content of the course, evaluation criteria, methodology and literature. A review of the main concepts of the course. Creation of working groups. Online tools and platforms. Register of user@. Distribution of subjects/people to monitor
- Remix - Reading/writing culture – Mashups - Copyright - Creative commons - Copyleft - Sampling - Fair Use - Participatory Culture – Pro user - Machinima - Anime music video - Graffiti - DJ – VJ
- Distributed authoring and cultural dissemination of content through the net - The audiovisual languages on the net - Memetics - The Selfish Gene – Viral action - Viral videos - Self-replication in networks - 4chan - GIF - Internet is for cats - Rage Comics - Tumblr and other images logs
- Free culture - Free software - The 4 rules - GNU / Linux - Source code - The cathedral and the bazaar – Licenses
- Hacking - Ethical hacker - Reverse engineering - Subvertising - Culture jamming - Media activism - Guerrilla communication - Privacy - Transparency - Leaks - Anonymous - Practical examples
- Makers - Digital manufacturing - Personal manufacturing - Open design - Free hardware - Peer production - Neighbourhood factories - Creative electronics - Internet of things - Research and development environments - Media labs
- Basics of interactivity and interaction. Basics of electricity and electronics. Analog/digital. In/out. Sensors and actuators. Switches
- interface/interfaces. Cybernetics. Physical interfaces. Interaction. Interaction design. Physical computing. Introduction to Arduino I
- Advanced design of interactive devices. Examples. Viewing examples
- Interfaces - Interaction design - Metaphors and narratives
- Interface / interaction. Design of a physical interaction device
- Network, types of network, community, crowd, collective intelligence, smart mobs, P2P, peer production
- Social networks. Virtual identity. Avatar. Trolls/stalkers. Identity management. Privacy. Lifestreaming. Identity and body. Bots, humans and cyborgs
- Visual programming languages. Interaction-oriented programming: Processing, open frameworks, pure data, scratch, app inventor, VVVV
- Specific learning outcomes.
- The students know the theoretical basis of digital and electronic art.
- Critical evaluation of varied digital artwork.
- Ability to realise a proper digital art project.
- They apply their knowledge, understanding and skills to professional design problems in creative and innovative ways.
- Make assessments on their practice, and that of others, critically and responsibly.
- SS2. Integration of knowledge and approaches related to cultural, artistic and historical references in design, to practical design projects in creative and innovative ways.
- SS4. Apply appropriate methodologies and varied research according to the subject matter, both for knowledge management and for formal experimentation and production that meets academic and professional standards.
- SS8. Mastering the use of aesthetic and symbolic codes of communication, as well as specific design languages, to adapt the communicative intention of any given project to the vision of the user.
- Observation of participation
- Monitoring of the work produced
- Realisation of works or projects
- Presentation of projects