Leveraging ICT Product Innovations by Enhancing Codes of Modern Art: a post-doctoral research project


Updated on March, 2023

The aim of this project is to raise the interest of a wide-ranging public for contemporary art and to point out the newest creative tendencies in the collective thinking of art. On a larger scale, the project tends to describe the language of art in the nearest future. The task is to create an innovative digital game in the cross-cutting genres of arthouse, educational and serious game. 

As interactive media, digital games have a great potential to integrate people into fields that would otherwise not meet their interest. The game would develop the creative skills of players and teach them the current trends in digital art. The game would also collect the results of players forming a database of artistic means that will lead to scientific conclusions about future art. In the meantime, the game would project the inheritance of art from the age of modernism into the digital world by teaching the player to recognize it (for instance, pixel aesthetics is a successor to cubism and constructivism).

The Design Science Research method will be used in this project in order to cross-cut such remote fields as the general public and the arthouse world, codes of modern art and the taste of the general public. Taking into account that art today is largely interactive, the new game will let its user play around with trends of modern art such as vaporwave, glitch and others, and to create new ones. Thus, the project deals with the problem of knowledge cache and cultural segregation that characterizes modern art: being specific to a great extent, it is difficult to access a large segment of the public.

Keywords: knowledge society, modernism art, culture codes, ICT product development, intellectual capital, knowledge transfer.

PostDoctorate Research Project

Supported by ERDF

Project manager: researcher, PhD Ieva Gintere

Scientific consultant: dr.phys. Atis Kapenieks

Project duration: 01.09.2017. - 31.08.2021.

Project number:

In a collaboration with artists Kristaps Biters (Latvian Academy of Art) and Ieva Vīksne (Vidzeme University of Applied Sciences)

Scientific papers 

Scopus database

  1. Gintere, I. (2021). An Educational Digital Environment of Contemporary Aesthetics Focused on Slow Gaming. Proceedings of the 13th International Conference on Computer Supported Education, Prague, 23-25 April, 2021 (CSEDU-2021). Institute for Systems and Technologies of Information, Control and Communication, Prague, SciTePress library, vol. 2, pp. 163-168,
  2. Gintere, I. (2020). Developing the Noise Music Trend in Digital Edugaming, International Journal of Circuits, Systems and Signal Processing, vol. 14, pp. 1176-1180,
  3. Gintere, I. (2020). A Perspective on a New Digital Art Game: The Approach of Research and Knowledge Transfer. Proceedings of the 12th International Conference on Computer Supported Education (CSEDU-2020). Institute for Systems and Technologies of Information, Control and Communication, Prague, May 2nd, vol. 1, pp. 311-318,
  4. Gintere, I., Zagorskis, V., Kapenieks, A. (2018). Concepts of E-learning Accessibility Improvement – Codes of New Media Art and User Behaviour Study. 10th CSEDU International Conference on Computer Supported Education, 1, pp. 426-431. Portugal, Madeira, March 15th -17th 2018.

Web of Science database

  1. Gintere, I. (2020). The Inclusion of Research and Knowledge Transfer in Art Games. Proceedings of the 12th International Scientific Conference “New Challenges in Economic and Business Development – 2020: Economic Inequality and Well-Being”, Riga, 2nd October 2020. University of Latvia, pp. 150-159,
  2. Gintere, I. (2020). Art Space: An Experimental Digital Art Game. Proceedings of the 14th International Scientific Conference Society, Integration, Education (SIE), Rēzekne Academy of Technologies, 22nd May 2020, vol. 5, pp. 649-660. Available at:
  3. Gintere, I. (2019). A New Digital Art Game: The Art of the Future. 13th International Scientific Conference “Society, Integration, Education” (SIE-2019) Proceedings, vol. 4, pp. 346-360. Rēzekne Academy of Technologies. Available at:

Vidzeme University of Applied Sciences

Cēsu street 4, Tērbatas street 10, Valmiera, LV-4201, Latvija

Company reg. Nr. LV90001342592