Leveraging ICT Product Innovations by Enhancing Codes of Modern Art

PD

Updated 15.04.2020.

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: Assistant professor Ieva Gintere

Scientific consultant: dr.phys. Atis Kapenieks

 

Project duration: 01.09.2017. - 31.08.2021.

Project number: 1.1.1.2/VIAA/1/16/106

Partner: Interactive Agency Cube

In a collaboration with artists Kristaps Biters and Ieva Vīksne

 

Scientific papers

 

Gintere, I. (2020). Art Space: An Experimental Digital Art Game. Proceedings of the 14th International Scientific Conference Society, Integration, Education (SIE-2020), Rēzekne Academy of Technologies, 22nd May 2020. 

 

Gintere, I.  (2020). Towards a New Digital Game of Contemporary Aesthetics: Adding Research and Knowledge Transfer. International Journal of Advanced Science and Technology, Vol. 29, No. 10 (2020), pp. 8822-8829. Available at: http://sersc.org/journals/index.php/IJAST/article/view/26312/14219.

 

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, DOI: 10.5220/0008920603110318. 

 

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: http://journals.ru.lv/index.php/SIE/article/view/3674/3867

 

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 (indexed in the Scopus database). DOI: 10.5220/0006787304260431. SP 1. Available at: https://www.scitepress.org/PublicationsDetail.aspx?ID=ZviUvMDGMek=&t=1

Accomplished activities of the project:

Activity No.1. State-of-the art in the field of modernism codes and its intersection with ICT 

Activity No.3. Delphi method, digital art expert interviews

Activity No.6. Conference paper. 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, proceedings, Portugal, Madeira, March 15-17

Activity No.8. Concept of product prototype 

Activity No.9. Scientific publicationGintere, 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, proceedings, Portugal, Madeira, March 15-17 , vol. 1, p. 426-431.

Design of product prototype. Innovative digital art game

Activity No.10. Ethics of the project

Activity No.12. Renewal of the study path