Leveraging ICT Product Innovations by Enhancing Codes of Modern Art

PD

Updated 15.04.2021.

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 in the Scopus database

Gintere, I. (2020). Developing the Noise Music Trend in Digital Edugaming. Proceedings of the 4th European Conference on Electrical Engineering and Computer Science, ELECS-2020, International Journal of Circuits, Systems and Signal Processing, vol. 14, pp. 1176-1180.

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.

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.

Scientific paper in the Web of Science database

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.

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. 2. In-depth interviews and their analysis

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

Activity No. 4. Methodology of the art game creation

Activity No. 6. Study of the design science research methods

Activity No. 7. Conceptual design of product idea & development roadmap

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.

Activity No. 10. Ethics of the project

Activity No. 11. Experimental development of the ICT model/prototype. Creative lab 

Activity No. 12. Renewal of the study path

Activity No. 13 Creation of art gaming methodology