Creativity and flexiblity characterise the Digital Art Project. To turn the project concept into an actual digital arts laboratory, a pilot was designed which dedicated the realisation/production of the Digital Art Lab. This pilot paid attention to facilities/promotion/research/training/coaching necessary to provide of solid ground for the lab in the upcoming years. The challenge was to create a challenging research and development environment (aRt&D lab) to connect the digital world of the net generation with physical world of the traditional arts.
Location
The Digital Art Lab is located near the foyer of the Centrum voor Kunst & Cultuur (CKC) Zoetermeer. The Lab is not just a physical location, but a place dazzling with digital creativity. It has 15 work stations consisting of iMacs with the necessary creative software (i.e., Final Cut Pro, Logic Pro, Isadora, MaxMSP, Arduino Processing, Game Maker, SuperCollider, Adobe Suite). The lab wouldn’t be complete without an extensive set of digital tools (i.e., audio recording devices, photo & film cameras, arduino’s, sensors,and so on). This allows the lab to become a place where digital imagination floats freely.
Method
A so called ‘processpatching’ approach – developed by Anne Nigten – was used as methodology for creative research and development. This approach links together techniques/methods/knowledge from different disciplines. The combination of different perspectives generate tailored working models suitable for specific situations.
Objectives
The Digital Art Lab offers a place where young people could explore their digital creativity, whether individually or in a group. A place where digital creativity and traditional arts (e.g., fine arts, ceramics et cetera) aren’t two distinct areas of expertise, but a place where they come together and play. To accomplish this ambitous goal, the project Realisation Digital Art Lab was developed. This project was the pilot year in which the Digital Art Lab was embedded in the CKC. This year was dedicated to innovative ideas and experimentation. The following mix of executive and competence enhancing goals were composed specifically for this pilot: (1) attract new audiences (particularly adolescents), (2) develop digital art productions/events, (3) educational innovation, (4) synchronise traditional with new teaching models.
Thematic Training
To ensure educational innovation, the Patching Zone team got expert training in the following fields: video, sound, motion tracking and gaming. The goal was to get acquainted with new teaching models. Training cycles of each theme included: an intensive expert workshop (participated by the Patching Zone as well as the CKC design team) -> concept development (brainstorming) -> prototyping -> testing & try-outs -> realisation (transform workshop model into product). Continue Reading…
Process
The objectives were divided into several work packages. Each work package had its own purpose and goal. The process involved the following work packages : 1. Initial Design, 2. Training/Coaching, 3. Cross-media Productions, 4. Promotion, 5. Research, 6. Continuity, and 7. Upscaling. It should be noted that the Patching Zone team was predominantly involved in the first 5 work packages. Contiue Reading…