Critical Intermedia Laboratory Stream

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Critical Intermedia Laboratory: Studio ILOs
Revised by Linda Lai after CIL Studio meeting on March 14, 2006
Core Values:
 Inter-disciplinarity is the core value of the studio:
o We recognize that new media technologies often cut
across existing disciplinary boundaries and artistic formats.
 Students and faculty will explore the future of digital art in relation
to the principles of playing and gaming:
o The design of rule-based or constraint-based systems;
o The experimental discovery of new possibilities;
o The study of systems that encourage goal-based and
strategic action
o The design of active user experience
 The studio maintains a strong connection to the tradition of
contemporary art, especially those tendencies that emphasize
playfulness,
conceptual
examination,
and
technological
exploration.
 Integration of (a) critical thinking, (b) technological literacy, and (c)
artistic creation
 The studio emphasizes the in-depth exploration of digital
technology:
o Conceptually (philosophical and social aspects of
technology).
o Artistically (the possibilities and limitations of technology in
relation to contemporary art).
 The studio upholds research-based, process-oriented approach to
creative work.
Main studio areas:
This stream emphasizes a conceptual and experimental approach to
creative work, informed by philosophy, narrative studies, cultural
studies and historical understanding, to achieve in-depth exploration
of new media technologies.
There are five core studio areas:
1. Play and Game Studies. The word “game” is broadly understood as
the design of rule-based systems where players must compete with
one another or struggle to overcome obstacles. Students will
explore both practical and conceptual issues in play art and game
design.
2. Technological literacy: Theoretical and creative work should be
grounded in an in-depth knowledge of media technology.
3. Generative and code-based art. This area pertains to the design of
rule-based systems and art works that engage with the construction
of digital programs. This may also include the creation of non-linear
and interactive narratives and computational films.
CIL-studio ILOs/1 of 3
4. Contemporary/conceptual art and critical theory: students will be
encouraged to reflect on the conditions, possibilities, and limitations
of their practice, and its relation to the tradition of contemporary art.
Students will also explore new media theory, particularly about play
and game, generative and code-based art, expanded (future)
media, new narrative forms, and digital technologies.
5. Integration: this pertains to work that brings all other four studio
areas in the form of practical projects and other activities.
Integration should take place all across the curriculum, but there are
specific courses designed to promote student integration through
participation in festivals, exhibitions, social actions, or the
production of an art work.
Students’ learning outcome (ILOs):
At the end of the 2-year studio program, a CIL student is able to:

describe the fundamental principles of digital technology;

analyze and discuss the philosophical and social aspects of new
technologies;

design for user experience in a digital context;

apply computer programming to the production of creative
works;

produce works that cut across the fields of digital art, literature,
philosophy, and critical theory;

theorize his or her own creative practice in relation to the
development of media art and media technology;

adopt a research-oriented approach to creative works that
values exploration, innovation, and cross-disciplinary work;

document the concept and process of creating an artwork in the
form of a clearly organized portfolio;

Independently manage a research process and justify the
decisions made in the process;

present the concept and technique of his or her works to specific
audiences clearly and accurately; and

engage in social, cultural issues through critical/creative
activities.
Projected ILOs for future careers:
The primary aim is to produce artists and scholars who will play a
leadership role in thinking about the future possibilities of media art.
Students will become interactive game designers, interactive
designers, new media writers for games and other interactive forms,
scholars, arts administrators, curators, critics, video editors,
installation artists, etc. Because of its strong theory content, this
stream is also appropriate for students who wish to move on to
advanced degrees in critical/cultural studies.
CIL-studio ILOs/2 of 3
Goals for the next five years:
 to identify new problems and areas of research in the theories and
practice of new media, in connection to play studies and digital
technologies.
 to create new forms of cinematic production and reception
 to explore the future of narratives in a digital age
 to explore the role of computing in the creative arts
 to shape play studies as an academic field
 to extend generative arts and code-based programming to include
server-based programming
 to explore new research tools and methods for a critical
investigator, such as the creation of virtual archives
In particular, we strongly believe that both play studies and digital art
are emerging fields of artistic and academic research that will play a
central role in the future. CIL will cultivate staff and students who will
make a central contribution to the future direction of these crucial
areas.
CIL-studio ILOs/3 of 3
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