New technologies in contemporary art - course 395,000 rubles. from the British Higher School of Design, 1 year training, Date: November 29, 2023.
Miscellaneous / / November 29, 2023
Media art (new media art, time based art) is a general name for a variety of practices in which artists use and critically comprehend forms of communication and modern technologies. Media art or media art includes video art, science art, experimental cinema, sound art, digital and interactive art, computer animation, robotic installations, digital communities and blockchain and others forms.
What distinguishes new media from old ones is the presence of a digital component, the artist’s use of the Internet as a natural habitat. But very often in media art, digital and analog are mixed for the sake of expressing an artistic idea.
What do media and technology mean for world culture? How does scientific thinking help artists share their worldview with audiences, engage and unite them?
This program is one of the first educational programs in Russia that combines an introduction to contemporary art, skills in working with modern technologies and professional tools implementation.
The program focuses on the history and theory of media art in the context of contemporary art and philosophy. All areas of audiovisual art will also be considered: visual culture and history of modern art, video art, Internet activism, experimental cinema, science art, AR and VR, immersive and gaming environments, sound theory, generative installations, locative media.
Graduates will be able to freely navigate the trends of modern culture and implement their ideas in the form high-quality works of art, using an arsenal of current technologies, and most importantly - to think visionary.
Anna Buali, curator of the program: “New or old media are the tools that the artist uses to establish contact with the viewer. Good media tends to disappear - we do not notice the interface, we dive into the video image, we handle technology intuitively. But in reality, the media environment has enormous critical potential. Artists need to peer into technology, rethink the scientific apparatus and force us to see what is really made of what the post-digital reality is, who controls it, and how it affects the ability to produce and perceive art".
WHO IS THE PROGRAM FOR?
- practicing artists who are interested in technology and want to integrate into the artistic environment and gain systematic knowledge on the history of modern art;
- specialists involved in the creation of digital content (video, motion design, animation, 3D images, UX design, commercial photographers). The program will allow them to move from commercial orders to the practice of creative self-expression, having received the necessary knowledge and tools for this, in particular, the ability to navigate the world visual culture, connections with the artistic environment, experience of not an instrumental, but a free creative process in digital or offline;
- students or graduates of creative specialties who are looking for themselves and want to realize themselves as modern artists. The program will help them navigate the methods, ways and tools of creative production, and history contemporary art and what forms of artistic expression are possible now using new media and technologies.
THE PROGRAM INCLUDES
- theoretical disciplines in the form of lectures, seminars of reading groups conducted by media critics, philosophers, anthropologists, curators;
- practical disciplines: artist talks with current artists, programmers, researchers; practical tasks; joint visits to exhibitions and laboratories; interaction / general classes with MSSI students of other specialties;
- artistic practice in digital and offline using digital drawing, modeling, programming and others digital methods: creating your own works of art, curatorial projects, gathering interdisciplinary groups, creating a graduation project;
- a block of disciplines devoted to personal development tools: studying the basics of conducting research work, self-presentation, the basics of legal protection of one’s works, etc.
At the end of the training, students will hold an exhibition of their own work.
Depending on the availability of a diploma, upon completion of training the student receives a diploma of professional retraining or a certificate.
Theoretical modules:
History of modern art
A course on world and Russian contemporary art, revealing the chronology of artistic thought, starting from the Impressionist revolution, through the history of conceptual art from 1945 until today.
History of media art
A large overview course on methods, themes, names in media art. Its task is to show the multiplicity of directions, the evolution of thought, optics and tasks of artists working with technology. The course will include an introductory block and three series of in-depth classes in several key areas.
History of the moving image: video art, experimental, interactive cinema
Screen and spatial experiments since the beginning of the 20th century, main topics and methods.
Sound: history of avant-garde music, sound and noise experiments, sound-art
The most important phenomena and names through art history, physics and sound perception.
Technological thinking: science art and interdisciplinary projects
The history of interaction between science and art through the prism of the best works and projects. An introduction to technological and innovation thinking.
Philosophy of media
A course that includes lectures, seminars and reading groups. Modern philosophical concepts, dark theories, media criticism - all the basic concepts and names that will allow you to navigate the critical apparatus of modern culture.
Time and space
Approaches to creating environments through cinema, theater, architecture, virtual reality, astronomy. A series of meetings with theorists and practitioners who will talk about the evolution of spatial thinking and the principles of functioning of environments.
Practical modules:
Artistic practices
- Sound art laboratory. Creation of sound works
- Video art laboratory. Optics, editing, post-production, distribution
- Interactive technologies. Gamification of experiences and gaming environments. Navigate tools and features
- Performative practices and media. Digital performance, the use of modern technologies to work with the viewer
- Animation
- Neural networks
- Science Art
- Net and web art
- 2D computer graphics
- 3D computer modeling and VR
- Creating 3D Objects
- Wearable technology
Project management
- Workshop on self-presentation: drawing up a portfolio, CV, artist statement
- Principles of research: working with sources, fact-checking, research methods
- Creative project management and time management