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Arts problem: Technology

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Literature review: Technology problem for Arts

This “Ten Problems for Arts in the 2020s” booklet identifies ten relevant areas from very recent contributions put forward at academic level in the form journal articles, conference proceedings and students theses. Ten freely accessible internet references have been selected for each area and direct links are provided at the end of each chapter for own consultation. Our selected references do not intend to mirror ranking indexes nor establish novel classifications. On the contrary, they are meant to represent peer-reviewed, diverse and scientifically-sound case studies for vertical dissemination aimed at non-specialist readers. They will also be able to scoop even more references through the bibliography that is reported at the end of each selected reference.

Without further ado, these are the ten problems that we are going to introduce in this booklet:

  1. education, 
  2. authentication,
  3. participation,
  4. entrepreneurship,
  5. aesthetics,
  6. creativity,
  7. technology,
  8. environment,
  9. science,
  10. regulation.

Each problem has its own dedicated chapter made of an introductory section, a short presentation of the ten selected references and a conclusions section.

The final chapter of this booklet will report the conclusions from each chapter again in order to provide a complete executive summary.


7 Technology

THE PROBLEM — Artists have historically deployed new technologies in unexpected and often prescient ways, making them a community able to speak directly to the changing and nuanced ethical questions. Technology in art empowers artists to push their creativity, explore new techniques, and produce incredible experiences in storytelling. The emergence of virtual reality technology has made the art design industry and teaching completely new, risking to make traditional instruction obsolete.

CASE STUDIES — … buy this booklet from Amazon …

CONCLUSIONS — Little attention is paid to the ethics in digital practices of artists and others in the cultural sector. Pipelines allow artist to iterate during productions with ease and efficiency. The influence of new media technology on two aspects of art, convergence and reconstruction, is increasing. Virtual reality technology in art design teaching can enhance the intuitiveness and simulation of teaching content. The subject matter of many works is still aligned with similar concerns and contents as can be found in contemporaneous works using traditional media. The craft of drawing is evolving to take advantage of contemporary trends and technologies. Anti-solutionist approaches argue for more openness in Human Computer Interaction to allow artists to contribute to knowledge by embracing the messiness of their practice. Holographic projections, motion-capture devices, artificial intelligence, and real-time processing will continue to innovate the world of dance with video. The more artistic side of technology design is often considered during design, but it tends to be subservient to the technical, quantitative, side due to the lack of a definite method for combining the technical and artistic concepts. Digital curation is being put at the heart of a new model of engagement within contemporary art practice.

TEN FREE REFERENCES FROM THE INTERNET — … buy this booklet from Amazon …


Arts
“Ten Problems for Arts in the 2020s” booklet for Amazon Kindle, 2020; click on the cover to go to the dedicated Amazon listing page

By TenProblems

Literature Reviews for Inquisitive Minds