Technologies Transforming Arts
This survey course examines the sweeping technological shifts that have redefined the boundaries of art in the 21st century. Beyond just “using” tools, students will investigate how technologies like Virtual Reality (VR), Augmented Reality (AR), haptics, and blockchain are altering the very nature of how art is experienced, bought, and sold. The curriculum combines theoretical analysis with practical exposure to emerging mediums, preparing students to work at the cutting edge of the “Phygital” (Physical + Digital) art world.
§ 01 By the end you can
- Analyze the impact of immersive technologies (VR/AR/XR) on gallery engagement
- Evaluate the role of Blockchain and NFTs in digital provenance and ownership
- Explore "Internet Art" and the aesthetics of networked culture
- Experiment with projection mapping and spatial augmented reality
- Critically assess the environmental and social footprint of high-tech art production
§ 02 Sixteen sessions
The whole semester.
- 01The Shift from Object to Experience
- 02Extended Reality (XR): VR, AR, and MR
- 03Spatial Computing & Digital Sculpture
- 04Projection Mapping: Transforming Architecture
- 05Sensors & Physical Computing (Arduino/IoT)
- 06Internet Art & Net.Art History
- 07Glitch Art & The Aesthetics of Error
- 08 · MidtermMidterm Examination
- 09Haptics: Touching the Virtual
- 10Holography & Volumetric Displays
- 11The Metaverse: Art in Virtual Worlds
- 12Bio-Art: Technology & Biology
- 13Blockchain, Crypto Art & Smart Contracts
- 14Digital Preservation & Archiving
- 15Future Trends: Brain-Computer Interfaces
- 16Final Project: Tech-Integrated Art Proposal
Midterm around session 8. Final project briefed at session 8 or 9 and developed in stages until the juries.
§ 03 Final project
Final Project: Tech-Integrated Art Proposal
Recommended reading
- Digital Art by Christiane Paul
- Virtual Art: From Illusion to Immersion by Oliver Grau
- The Internet Does Not Exist by e-flux journal
- Radical Technologies: The Design of Everyday Life by Adam Greenfield
- Art and Electronic Media by Edward A. Shanken
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