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Digital arts / Coding : Différence entre versions

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(10 révisions intermédiaires par 2 utilisateurs non affichées)
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== Bachelor 1==
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Teachers: [[Julien Dutertre]], [[Audrey Samson]]
  
Professors : [[Yves Bernard]], [[Marc Wathieu]]
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The objectives of this program are multiple. It aims to enable students to acquire an in-depth understanding of the digital medium, to develop a critical view of its use and its implications, and to explore the different possibilities offered by digital tools in their artistic practice. The program also encourages student learning autonomy and promotes exchange and collaboration within the group.
  
Practices in the current field of digital arts are manifold. Immersive installation, Internet art, 3D printers: practices, questions and technologies are diverse in terms of approach production, circulation strategy and audience.
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Added to this is the distinction between the use of digital technology as a medium or as a tool:
Many artists use digital art in a critical perspective because of the profound mutations caused by information technologies in our social relationships and in our everyday habits. They question these mutations from their own medium (painting, sculpture, writing, etc.), or direct the attention onto the specificity of digital technologies.
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“Is it my medium or a tool in my practice?”
One of the first goals of the course is to identify this large spectrum of artistic practices using digital tools. Another aim is to teach software structures through mainstream or alternative intentions and statements. Finally, students will be immersed in the practice of computer programming.
 
  
== Bachelor 2==
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As a medium he is questioned, he apprehends poetry, its implications
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and its relation to art. He questions his very essence, his own reason and his
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status in the face of contemporary issues.
  
Professor : [[Marc Wathieu]]
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The tool / meta-tool allows him to achieve his ends. He does not question
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necessarily digital as a medium but applies to the realization
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an idea, a prototype, going beyond pre-established solutions.
  
In the second Bachelor year, the course confronts students to the artistic (history, current events), technological (materials, tools, technological watch) and conceptual (processes, methods) challenges of digital arts.
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Each learning activity is designed to explore a specific aspect of digital art. Content may include case studies of existing pieces, hands-on sessions to learn about specific tools and techniques, discussions of conceptual and poetic digital issues, as well as exercises in critical reflection and presentation of the work of artists. students. Activities cover a wide range of topics from programming, robotics, creating digital images and sounds, 3D printing and many more.
A skills base built around three axes:
 
 an introduction to programming with open source software PROCESSING.
 
 an introduction to the concept of interactivity with open source software ARDUINO.
 
 an introduction to online publishing (HTML, CSS, FTP).
 
The learning process is based on building general skills. They will be increasingly explored throughout the course, according to the personal project of the students:
 
 tools: software, hypermedia, code, bookshops, protocols.
 
 processes: algorithms, generative and/or interactive strategies, non-linearity.
 
 material: objects, data, parameters, flows.  
 
 interactivity: interfaces, action-feedback, devices, peripheral devices.
 
 spaces: networks, servers, on-site installations, immersive installations.
 
 knowledge sharing: open source, collaborative platforms, communities.
 
 references: art history, digital arts and new media, current events.
 
In fields such as: coding art, generative processes, geo-localisation, interactive video, network narrative, interactive installations, artistic web projects, interactive visual performances.
 
  
'''Bachelor 3'''
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====goals====
  
Professors : [[Yves Bernard]], [[Marc Wathieu]]
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Learning programming languages and electronics, as well as the ability to carry out a technology watch and perform reverse engineering on digital works.
  
The workshop supports students in the form of tutorial classes in order to subsequently follow up on their personal projects. Each step of the process is tracked and leads to the creation of digital documents published on line.
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Develop individually and take advantage of group synergy to confront your reasoning. It is mainly about engaging in the process of enlightened reflection.
The principle is to re-contextualize the students’ suggestions within digital and contemporary current practices by providing them references to the most significant, revealing and relevant works in relation to their projects.
 
The aim for the students is to develop their ability to express an intention, to create a project, to prototype it and to present according to a documented process.
 
  
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The digital art course takes place in two distinct parts. On the one hand, students work on their personal projects with individual support, encouraging exchanges and collective reflection. On the other hand, technical sessions are organized to demystify the tools and practices of digital art, responding to the needs of the students decided together.
  
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===cursus===
  
'''Masters'''
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◎ [[Digital arts / Coding]]<br>
  
Professor : [[Yves Bernard]]
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[[Digital arts / Coding (MA)]]
 
 
In Master 1, the workshop helps students in building their personal projects and composing their dissertation. Each step of the process is tracked and leads to the creation of digital documents published on line: statement of intent, conception file, design file, positioning in relation to the current art practices, studies/prototypes/models, documentation of the production and iteration process, documentation of the work’s exhibition and its relation with the public. In order to avoid misleading approaches and shifting toward secondary issue, an insistence will be put on the necessity of a global approach (in terms of design) for the creation of the project and its interactions with the audience and the exhibition space.
 
We will help students to re-contextualize their suggestions within current practices providing them references to the most significant, revealing and relevant works in relation to their projects.
 
Finally, students are accompanied in the experimentations and technical solutions related to their projects by helping them in their research, by directing them toward various useful resources (documentation, code, software tools, persons of reference, etc.).
 
At the end of the project, we will assess, together with the students, the potential for diffusion of their works and advise them on festivals, artistic organizations, art centers or galleries.
 
 
 
[[Catégorie:English]]
 

Version actuelle datée du 18 septembre 2023 à 14:51

Teachers: Julien Dutertre, Audrey Samson

The objectives of this program are multiple. It aims to enable students to acquire an in-depth understanding of the digital medium, to develop a critical view of its use and its implications, and to explore the different possibilities offered by digital tools in their artistic practice. The program also encourages student learning autonomy and promotes exchange and collaboration within the group.

Added to this is the distinction between the use of digital technology as a medium or as a tool: “Is it my medium or a tool in my practice?”

As a medium he is questioned, he apprehends poetry, its implications and its relation to art. He questions his very essence, his own reason and his status in the face of contemporary issues.

The tool / meta-tool allows him to achieve his ends. He does not question necessarily digital as a medium but applies to the realization an idea, a prototype, going beyond pre-established solutions.

Each learning activity is designed to explore a specific aspect of digital art. Content may include case studies of existing pieces, hands-on sessions to learn about specific tools and techniques, discussions of conceptual and poetic digital issues, as well as exercises in critical reflection and presentation of the work of artists. students. Activities cover a wide range of topics from programming, robotics, creating digital images and sounds, 3D printing and many more.

goals

Learning programming languages and electronics, as well as the ability to carry out a technology watch and perform reverse engineering on digital works.

Develop individually and take advantage of group synergy to confront your reasoning. It is mainly about engaging in the process of enlightened reflection.

The digital art course takes place in two distinct parts. On the one hand, students work on their personal projects with individual support, encouraging exchanges and collective reflection. On the other hand, technical sessions are organized to demystify the tools and practices of digital art, responding to the needs of the students decided together.

cursus

Digital arts / Coding

Digital arts / Coding (MA)