Video and media have attracted artists for decades. At first, painters, sculptors, musicians, and dancers saw the new and constantly updated electronic tools as both relevant and open ground to reclaim. During its relatively short life, media art has progressed from a defiant fringe to being considered museum-worthy and remarkably mainstream.
Acceptance of the field has coincided with market-driven technological advances. Today's ubiquitous and easy-to-use devices are indispensable and at the heart of everyday life. Speaker Barbara London describes the transformation.
The conference deals with design as a process that stimulates creative ecosystems. The strategic possibilities of design make it possible to promote an innovation derived, not only from the appropriation of technologies, but also from the ethical and aesthetic questions that the projectual action proposes for society. In this area, the development of scenarios to imagine alternative futures that challenge the current trajectories of organizational, social and cultural development becomes central.
Image: Jorinde Voigt, Scenes of Lovemaking (mid 1680's),"Japanese Erotic Art, 17th - 19th Century"
Coordinator of Graduate Studies and Associate Professor of Industrial Design at the University of Cincinnati. His work brings together design, science and technology to experiment, design and prototype innovative interactive products in the field of health and inclusion. His specific interests lie in application areas designed for aging, with an emphasis on humanizing technology, empowering users, engaging communities, and celebrating the value of simplicity and tangibility in user-product interactions.
Approach to the old and always persistent concept of fetishism. Image fetishism and commodity fetishism share and exchange strategies and values in contemporary society, including the world of art. Study of cases where images, image-producing devices and image corporations update their ideological projects.
Award-winning international Broadway producer Marc Routh will take audiences through the steps of creating commercial entertainment from the first spark of an idea to opening night and beyond, explaining the different development steps and refinement of each. element to the extent that the creative process develops. It will also explain the international distribution of post-opening productions and the integration of new technological advances in theater production, as well as their implementation both in the development process and in actual productions.
An exploration of contexts for experimentation in the media arts, breaking down the barriers between art, people and technology through recent case studies and the work of FACT, Liverpool.
Topics covered How can we create collisions between art and science, social commitment and creative industries? What contexts can we create to make relevant and politicized programs that address issues such as climate change or the future of the world of work through art and artists?
What does a Think Can Do lab look like? How can we reinvent art centers through social relationships to create deeper affection?