SCQF Level: 07
Module Code: ART105
Credit Value: 20
Term: Term 2
School: School of Arts, Media and Games
This module challenges student’s notions of the boundaries and relationships between physical and digital spaces. Students will study the historical, contextual, cultural and current factors contributing to digital art which breaks barriers between real and digital space and will use these sources to inspire the creation of their own artwork. Students will develop the skills to create ‘interactive’ and ‘immersive’ works and will use this technical know-how to underpin their own conceptual development.
The aim of this Module is to develop skills and knowledge of a range of technologies and to explore their creative implementation in an artwork that examines the relationship between the real and the imagined. The module is primarily aimed at artists and designers looking move their work off screens and to integrate it into real space and time.
By the end of this module the student should be able to:
1. Demonstrate critical understanding of the concepts of enhanced reality.
2. Research, test and evaluate intricate inter-relationships between hardware, software and environment.
3. Devise and present digital artwork which makes creative use of contemporary tools to occupy three-dimensional space.
1 Enhanced Reality – What is it?
Explore, discuss and understand applications of sound, images and motion to alter spaces. Examine the role of technologies such as AR, VR, projection mapping, motion capture etc. in the culmination of enhanced reality projects.
2 Screen Space and Real Space.
Examine the differences and relationship between two dimensional (2D) and three dimensional (3D) space.
3 Augmentative Technologies
Investigate and develop appropriate skills to employ tools for the creation and execution of digital sound, images and motion to alter spaces.
4 ‘Interactive’ Spaces
Explore interaction in augmentative artworks whether direct, interpretive or otherwise.
5 Space and Message
Evaluate the communicative nature of artworks, considering the artist, the audience and the space.
6 Visual Research and Development
Plan, design and create digital sound, images and motions for the purpose of altering spaces.
7 Imagined Concepts and Real World Constraints
Considering the realities of installing work in spaces – budgets, health and safety, risk assessment etc. and evaluate their impact upon the project plan.
8 Creative Development
Prototype designs for 3D spaces, evaluate their potential and iterate upon the work.
Present and discuss designs and/or artworks to augment a physical space.
Constructively evaluate the successes and weaknesses of one’s own work and the work of others.
Statement on Teaching, Learning and Assessment
Students will be supported by a combination of 12 x 3 hour slots. Weekly this will typically be either a 3 hour lectorial, 3-hour studio based activity or 2 hour studio based activity with a complementary 1 hour small group seminar. Students will be provided with practical assignments that will inform the development of a portfolio of experimental work within the first half of the semester. The second half of the semester will focus upon student led conception and development of a response to the themes of the module. At the end of the module, students will submit a portfolio of work, expressing their playful experimentation with the techniques explored within this module and documentation relating to their development of a final creative outcome inspired by the boundary between the physical and digital. Students will also reflect upon their creative, conceptual and contextual development over the course of the semester, and will present this reflection within portfolio annotation.
Teaching and Learning Work Loads
|Supervised Practical Activity||24|
|Unsupervised Practical Activity||0|
Credit Value – The total value of SCQF credits for the module. 20 credits are the equivalent of 10 ECTS credits. A full-time student should normally register for 60 SCQF credits per semester.