Technological development became an integral part of contemporary artistic experimentation since the 1960s. The first practical as well as theoretical examples of computer and algorithmic art, digital graphics, installations of artificial realities have transformed in the following decades into works of art created in augmented and virtual realities and with the employment of artificial intelligence elements. Nowadays, the possibilities of digital technologies are being explored not exclusively by artists, but also museums, who offer virtual reality exhibitions, expanding the means of communication between audiences and their collections. The technologies of virtual and augmented reality are also changing the experience of art purchasing, with works of art created with digital technologies making a strong presence on the market. This course aims to identify and analyze key initiatives and trends happening in the art world in relation to digital technology across the spheres of art production, consumption and purchasing. It debates the multimedia approaches of such artists as Beeple, Mario Klingemann, Tomás Saraceno, and others; and looks at the collaborative projects between cultural institutions and Oculus VR, the rise of online art experiences through mobile apps, institutional and collectors’ interest towards digital art. The course offers a wider perspective on contemporary art and technologies’ fusion, allowing students to navigate their own research interest in relation to the artistic initiatives happening in the digital age. |
- Trainer/in: Nicole Lingott
Semester: ST 2022