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Using Technology in the Visual Arts

Using Technology in the Visual Arts. Myron Carter Arts Education Consultant NC Department of Public Instruction. “Computer Art”. Discuss and research companies and artists who use computers as their primary means of expression.

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Using Technology in the Visual Arts

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  1. Using Technology in the Visual Arts Myron Carter Arts Education Consultant NC Department of Public Instruction

  2. “Computer Art” • Discuss and research companies and artists who use computers as their primary means of expression. • Createusing drawing applications, scanners, digital cameras, etc. Students can also create tessellations in programs such as Microsoft Paint. (DPI does not endorse any products or programs.) • To find examples of tessellations and other examples of art projects using computer software, visit:http://www.princetonol.com/groups/iad/lessons/middle/arted.htm#Technology

  3. Samples of Computer Art http://beinart.org/info/art-news.php www.smashingmagazine.com/.../ http://www.atariarchives.org/artist/images/page57-3.jpg www.computerarts.co.uk

  4. Fibonacci Numbers and The Golden Section Have students apply the Golden Ratio (0.618:1) to works of art. Links for ideas: • http://www.mcs.surrey.ac.uk/Personal/R.Knott/Fibonacci/fibInArt.html • http://www.mcs.surrey.ac.uk/Personal/R.Knott/Fibonacci/fibnat.html • http://pass.maths.org.uk/issue3/fibonacci/index.html http://fy.chalmers.se/~kuzmin/HOBBY/TABLE/STORY/Image31.gif

  5. Fractals Fractals are complex, detailed geometric patterns found throughout the natural world. In this case they are complex computer generated images or designs of amazing detail. • http://spanky.triumf.ca/ • http://fractalarts.com/ASF/Tutor1.html • http://mathforum.org/alejandre/workshops/fractal/fractal3.html

  6. Linear Perspective Linear Perspective is a way to connect mathematical concepts to art: • http://www.math.nus.edu.sg/aslaksen/projects/perspective/ • http://studiochalkboard.evansville.edu/draw.html • http://www.myamericanartist.com/2006/12/linear_perspect.html • http://www.olejarz.com/arted/perspective/ http://www.sideshowworld.com/TY-CabofCurioPT1.html

  7. ICT Literacy + Writing + Arts • Discuss the role of publicist (for a dramatic production, dance recital, choral recital, art exhibition, etc.). • Have students act as publicists to compose a publicity package using various applications on the computer. The student will become familiar with: • creating and transferring files • transferring digital images to email attachments • inserting hyperlinks

  8. “The Business of Art” • Students assume the role of a professional artist. • Create a spreadsheet to • list all of the materials to produce ten works of art • estimate the cost of materials including tax, s/h, etc. • estimate the amount of timeinvolved • estimate the value of labor • determine the retail price of each piece • Explain that other factors affect the price of artwork as well (e.g., current trends, craftsmanship, supply and demand for artwork, the economy itself, etc.).

  9. Artwork Cost Analysis

  10. USING THE COMPUTERFOR RESEARCH • Students identify certain “firsts” in art (block print, oil painting, perspective drawing, etc.) • Different cultures and times(Show examples, identify origins and ask, “How would art look without contributions from all over the world?”) • Research the contributions of: • Graciela Rodo-Boulanger of Bolivia • Lim Kok Boon of Indonesia • Raúl López García of Mexico • Nikos Chatzikyriakos-Ghikas of Greece • Vladlena Gromova of Russia, and, • many other artists

  11. RESEARCH (cont’d) • Do an online search for networking with others. Search, using: • global connections in art • global art community • art community

  12. Gaming in the Visual Arts In the late 20th century, much educational reporting was done about the harmful impact of video games and virtual worlds. That research is outdated and inaccurate.

  13. Gaming (cont’d) During the 21st century, serious games are increasingly being recognized as valuable tools in supporting and assessing student learning. http://predictiveanalytics.pnl.gov/images/projects/gaming_lg.jpg

  14. Why Teach and Assess Using Video Game Design, Simulation, and Virtual Environments? • Students are immediately attracted and engaged with video games and technologies. • Video simulations and virtual environments are the fastest growing segments in the 21st century’s entertainment market. http://game-research.com/2/wp-content/uploads/2006/05/game_sales.gif

  15. Why Teach and Assess Using Video Game Design, Simulation, and Virtual Environments? The gaming industry is not all fun and games. Video game and simulation technologies in real-world, real-life applications are used in various fields such as: • medical • military • aerospace • criminology • many others http://cache.gizmodo.com/assets/images/4/2008/08/bbq_pc_casemod.jpg

  16. Myron Carter Theatre Arts and Visual Arts 919-807-3758 mcarter@dpi.state.nc.us Christie Lynch Ebert Dance and Music 919-807-3856 clynch@dpi.state.nc.us NCDPI Arts Education Consultants Contact Information

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