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