Digital Arts Workshop
Objectives
1. Understand the main practices that coexist in digital arts; 2. Develop technical editing skills trough digital tools. 3. Interpret and design structures with different approaches: the created platform should show some ethical, social, emotional and cognitive concerns and also be able to appeal to fiction and narrative in a playable art and design strategy (playable media and cross narratives); 4. Acquire the ability to define a specific research territory, adapting it to the nature of the work to be explored and which highlights the coherences of the set of choices made during the process. 5. Explore the creative potential of digital technologies in a group production project since the script till the prototype;
General characterization
Code
722011028
Credits
10.0
Responsible teacher
Rodrigo Amarante Guerreiro Gomes
Hours
Weekly - 3
Total - 280
Teaching language
Portuguese
Prerequisites
Basic knowledge of Adobe Photoshop and Adobe Premiere or other similar program.
Bibliography
Galloway, Alexander R. 2012. The Interface Effect. Polity Press. Flusser, Vilém. 2012. O Universo das Imagens Técnicas. Imprensa da Universidade de Coimbra. Steyerl, Hito. 2017. Duty Free Art - Art in the Age of Planetary Civil War. Verso. Rancière, Jacques. 2010 O Espectador Emanicipado. Orfeu Negro. Debord, Guy. 2012. A sociedade do espectáculo. Antígona. Bellour, Raymond. 2012 Between-the-Images. JRP | Ringier & Les Presses du Réel Denson, Shane. 2020. Discorrelated Images. Duke University Press.
Teaching method
The student must be able to apply the acquired knowledge for the production of a project that shows mix of different strategies. The proposal should consist in a project document (digital or analogue) with all theoretical and practical process learned during the lectures.
Evaluation method
Método de avaliação - i. Short paper with concept and practical intentions (5 pages)(20%), ii. Presentation (main concept and research for critical feedback)(30%), iii. Digital tools knowledge for practical use: , 20%; v. Final oral presentation of the project in class: 30%.(50%)
Subject matter
1.Contextualization of digital arts, influences and integration within the contemporary arts; 2.The relationship of the body to video in the late 70s. Video and audio as na exploration of spatial transgression and as a pretext for reconfiguring the perception of time. 3.Montage/ media manipulation and the image presence on the public sphere; 4.Interface concept and the reading effect in different societies, digital context, political, cultural, economic and in war.