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Using Technology in the Visual Arts

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Title: Using Technology in the Visual Arts


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.
  • Create using 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/less
    ons/middle/arted.htmTechnology

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 (0.6181) to
    works of art.
  • Links for ideas
  • http//www.mcs.surrey.ac.uk/Personal/R.Knott/Fibon
    acci/fibInArt.html
  • http//www.mcs.surrey.ac.uk/Personal/R.Knott/Fibon
    acci/fibnat.html
  • http//pass.maths.org.uk/issue3/fibonacci/index.ht
    ml

http//fy.chalmers.se/kuzmin/HOBBY/TABLE/STORY/Im
age31.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/f
    ractal3.html

6
Linear Perspective
  • Linear Perspective is a way to connect
    mathematical concepts to art
  • http//www.math.nus.edu.sg/aslaksen/projects/persp
    ective/
  • http//studiochalkboard.evansville.edu/draw.html
  • http//www.myamericanartist.com/2006/12/linear_per
    spect.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 time involved
  • 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
QTY MATERIALS COST EACH of USES TOTAL COST TIME (HOURS) RATE TOTAL LABOR TAX RETAIL PRICE EACH
10 5 X 7 plaque 1.09 1 1.09
1 pk Sandpaper 2.29 12 .19
1 acrylic spray 1.27 10 .13
1 pk hanger 1.89 6 .32
fuel 1.35 10 .14
TOT 6.54 10 1.87 1.5 8/hr 12.00 .90 14.77
10
USING THE COMPUTER FOR 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 (contd)
  • 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 (contd)
  • 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
    centurys 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/b
bq_pc_casemod.jpg
16
NCDPI Arts Education Consultants Contact
Information
  • Christie Lynch Ebert
  • Dance and Music
  • 919-807-3856
  • clynch_at_dpi.state.nc.us
  • Myron Carter
  • Theatre Arts and Visual Arts
  • 919-807-3758
  • mcarter_at_dpi.state.nc.us
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