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1 – 10 of over 29000This paper discusses art and sustainability in the 21st century; therefore, we can't ignore the huge technological revolution that currently exists. Art throughout history has…
Abstract
Purpose
This paper discusses art and sustainability in the 21st century; therefore, we can't ignore the huge technological revolution that currently exists. Art throughout history has been associated to religion, politics and economics, but now it is also connected to technology. Hence, the question arises: Can digital technologies achieve sustainability? In this regard, the research will address the effective role of digital technology in achieving sustainability in art field and its practices.
Design/methodology/approach
The main research material is derived from my interviews with artists, professors, curators, gallerists and art historians. In addition to the references of sustainability in various fields that are related to art, as Sustainability has become a goal that all sectors are striving to achieve to preserve our planet, as much as we can, especially in the field of art which is closely related to the environment.
Findings
This paper explores the possibility of achieving sustainability in art field and its practices through digital technologies. In addition, it reveals that countries that have developed digital technologies are able to apply the digital technologies in art and its practices to achieve sustainability, in contrast, developing countries they could not achieve sustainability through digital technologies.
Originality/value
As part of a joint research project between a developing and developed country, the paper clarifies the different opinions from 14 countries about the extent to which sustainability in art is achieved through digital technology. It also outlines some successful and unsuccessful experiences in achieving sustainability in art.
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The interpretation of any emerging form or period in art history was never a trivial task. However, in the case of digital art, technology, becoming an integral part, multiplied…
Abstract
Purpose
The interpretation of any emerging form or period in art history was never a trivial task. However, in the case of digital art, technology, becoming an integral part, multiplied the complexity of describing, systematizing and evaluating it. This article investigates the most common metadata standards for the documentation of art as a broad category and suggests possible next steps toward an extended metadata standard for digital art.
Design/methodology/approach
Describing several techno-cultural phenomena formed in the last decade, manifesting the extendibility of digital art (its ability to be easily extended across multiple modalities), the article, at first, points to the long overdue need to re-evaluate the standards around it. Then it suggests a deeper analysis through a comparative study. In the scope of the study three artworks, The Arnolfini Portrait (Jan van Eyck), an iconic example of the early Renaissance, The World's First Collaborative Sentence (Douglas Davis), a classic example of early Internet art and Fake It Till You Make It (Maya Man), a prominent example of the blockchain art, are examined following the structure of the VRA Core 4.0 standard.
Findings
The comparative study demonstrates that digital art is more multi-semantic than traditional physical art, and requires new taxonomies as well as approaches for data acquisition.
Originality/value
Acknowledging that digital art simply has not yet evolved to the stage of being systematically collected by cultural institutions for documentation, curation and preservation, but otherwise, in the past few years, it has been at the front-center of social, economic and technological trends, the article suggests looking for hints on the future-proof extended metadata standard in some of those trends.
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Technology usage habits and the development of creative arts experiences and productivity are effective. In 2007, Lui argued that digital art can integrate the concept of…
Abstract
Technology usage habits and the development of creative arts experiences and productivity are effective. In 2007, Lui argued that digital art can integrate the concept of information technology, which is at the forefront of the development of the child, with art education based on the dynamics of digital culture and art. In the discovery of artistic acquisitions, it is seen that they used digital art for play in the early stages of children's lives. In the stages of development, they were seen to improve their reading, writing and arithmetic skills, respectively. In young children, it was seen as a result of research that used information gathering and artistic expression skills more effectively with multi-interactive games. We see that digital visual culture and visual intelligence, technologies such as computer games, virtual museums, movies and the internet, change children's aesthetic perspective. Digital culture art gives children and young people who are centered on learning with their own dynamics the opportunity to produce art with new technologies, expressing themselves and carrying out more activities that are independent. Children can also be brought together with artists, software developers, designers, engineers and experts in various professional groups. While the child is using the possibilities of the digital world unlimitedly, he and the experts have developed their creative thinking skills and processed new records in their visual memory with different aesthetic perspectives. Children will be examined in this study to see how they develop and benefit from an awareness of artwork, production, creativity and discovery using digital special technological equipment.
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Digital language has meant a revolution in the methods of production, distribution and conservation of contemporary art. The purpose of this paper is to reflect on the new status…
Abstract
Purpose
Digital language has meant a revolution in the methods of production, distribution and conservation of contemporary art. The purpose of this paper is to reflect on the new status of museums within the digital age. Works using new media must be understood as spaces of non-hierarchical communication where an artist’s role is diluted and the public becomes a user that completes an open process. Therefore, the function of the museum is challenged, being no longer a moral authority or a place of storing physical works. Because of its instability and obsolescence, the only valid method for the conservation of digital art is permanence through change.
Design/methodology/approach
This research contrasts the theoretical material emerged in the past years related to the characteristic of new media to the practical work of conservation of digital pieces made by the new generation of museums and cultural centres. In addition, the fresh material offered by the Web itself allows analyzing the virtual activity of the museums themselves and the new platforms (online labs, databases, websites and blogs) arisen in the past decades. The latter are perfect examples of the new paths opened by the digital contemporary technology offering collective sites of communication in real time.
Findings
The preservation of digital and intangible heritage is understood as a form of development of a collective memory that can help in the understanding of our age in the future. In this way, the goals and the responsibilities are common; citizens are required to keep an active culture that is no more a culture of the accumulation and concentration by a minority. In present context, there is a new possibility, maybe for the first time in history, of achieving a new narrative really democratized and decentralized through the new ways of interacting and sharing information offers by digital media.
Social implications
The urgency of getting an open and free access to information and technology is part of the idiosyncratic of digital art. There is a real aim of generating alternative spaces of knowledge serving public interest, being apart from the economic and political interests of large corporations. In this respect, the role of the museum will be controversial. First of all, as an institution originally created to impose power and moral authority by the governments.
Originality/value
Museums remains as the main artistic institution nowadays. However, they are in a difficult position as a traditional space for preserving and exhibiting art. That is why, they are adapting themselves to the new digital context helped by offering practical databases and updated information on their collections via websites and social networks.
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Fátima García-López, Sara Martínez-Cardama and Ana María Morales-García
The purpose of this paper is to describe the creation of a catalogue of museum objects associated with two media art collections. The proposal was formulated under the Voremetur…
Abstract
Purpose
The purpose of this paper is to describe the creation of a catalogue of museum objects associated with two media art collections. The proposal was formulated under the Voremetur Project “Vocabularios para una Red de Archivos y Colecciones de Media Art y sus efectos: metaliteracy y turismo de conocimiento” (thesauri for networked media art archives and collections and their effects: metaliteracy and knowledge tourism) (HAR2016-75949-C2-1-R). Collection characteristics and typologies are discussed along with the difficulties encountered and the interoperability of the platform chosen with other Web resources that foster visibility.
Design/methodology/approach
This paper describes a case study and a review of the protocols and standards used to catalogue media art collections. Digitised descriptions were processed with Omeka software in conjunction with the expanded Dublin Core metadata schema. This paper also reviews the literature on the conceptualisation of these collections and the challenges involved in their conservation and management.
Findings
The result was the creation of a digital repository for two media art collections: one linked to Espacio P; and the other the outcome of digitising part of the MIDECIANT collection (Archivo Media ART AEMA).
Originality/value
The methodology innovates the description and analysis of museum objects on media art in Spain. The proposed cataloguing method can be replicated and used to describe similar collections and lays the grounds for creating a Spanish network of media art archives and collections.
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Dan Albertson and Amanda Haldy
The purpose of this paper is to investigate the organization and design of a real-life digital collection for the field of Book Arts. This paper also examines the challenges in…
Abstract
Purpose
The purpose of this paper is to investigate the organization and design of a real-life digital collection for the field of Book Arts. This paper also examines the challenges in building digital libraries for visual domains with specialized user pools.
Design/methodology/approach
A qualitative study was conducted. An online survey asked participants from the field of Book Arts to provide free-text descriptions of randomized visual representatives taken from the collection using open-ended question and answer boxes. Themes extracted from the survey were coded and presented using basic statistical measures.
Findings
The results of this study identified a set of specialized access points for items that were selected as being significant for Book Arts and perhaps other areas in the Fine Arts. Results informed retrieval of visual information for this domain along with user interface design and evaluation strategies. In addition, the survey used in this study demonstrated the ability to collect longer, more in-depth answers and category terms alike from the participants.
Originality/value
This study was necessary for the practical purpose of organizing a digital collection of the Book Arts, a unique collection. While similar studies have been conducted, even for collections deemed to be from the “Fine Arts”, previous studies do not agree on what is important for organizing digital collections including varying opinions of certain bibliographic access points and visual representation.
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The purpose of this paper is to examine the impact of digital platforms on the contemporary visual art market. Drawing on the theoretical insights of the technology acceptance…
Abstract
Purpose
The purpose of this paper is to examine the impact of digital platforms on the contemporary visual art market. Drawing on the theoretical insights of the technology acceptance model, the meaning transfer model and arts marketing literature, the authors conceptualise the role of user participation in creating the meaning and value of contemporary artworks in the online art market.
Design/methodology/approach
The authors conduct a qualitative study of Saatchi Art as an instrumental case for theorising. It is an online platform for trading visual artworks created by young and emerging artists. The data for this study were collected through direct observation and documentary reviews, as well as user comments and buyer reviews from Saatchi Art. The authors reviewed 319 buyer comments Art and 30 user comments. The collected data are supplemented with various secondary sources such as newspapers, magazines, social media texts and videos.
Findings
The growth of digital art platforms such as Saatchi Art provides efficiency and accessibility of information to users while helping them overcome the impediments of physical galleries such as geographical constraints and intimidating psychological environments, thereby attracting novice collectors. However, users’ involvement in the process of valuing artworks is limited and still guided by curatorial direction.
Research limitations/implications
The first limitation of this research is that the data in this research cannot capture interactions between users, though users’ intention to use Saatchi Art is affected by the social influence of other users. Second, this research has not examined artists as users of digital art platforms and their interactions with other types of users. Artists’ intention to use the online platform might be underlined by enhancing their status in the peer group or seeking legitimacy in the field by following other artists and getting recommendations from important referents.
Practical implications
The outcomes of this research suggest that newcomers in the online art market should acknowledge that users’ intention to use the online art platform is determined by not only technological usefulness of the website but also the symbolic capital of the information provider.
Originality/value
User participation in the online art market is guided by curatorial direction rather than social influence. This confirms re-intermediation of marketing relationships, highlighting the role of new intermediaries such as digital platforms in arts marketing.
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Aleksandra Webb and James Layton
The COVID-19 pandemic has accelerated the need to embrace digital ways of producing work and reaching audiences in the hard-hit sectors such as performing arts. In the context of…
Abstract
Purpose
The COVID-19 pandemic has accelerated the need to embrace digital ways of producing work and reaching audiences in the hard-hit sectors such as performing arts. In the context of post-pandemic recovery, this paper explores the notion of digital performance and proposes a framework for categorisation of digital skills currently associated with the digital making and sharing of performance work. It also aims to review the current digital skills offering in the performing arts training at Scottish universities and suggests strategies to drive accelerated digital skills development in performance education.
Design/methodology/approach
Literature on digitalisations, digital skills and digital performance have been reviewed to provide the context and inform the proposed Digital Skills for Performance Framework. Subsequently, a pilot desk-based study selected 15 Scottish Higher Education Institutions in the area of performance and analysed their publicly available programme documentation for the presence of digital skills.
Findings
While all of the programme specifications mentioned the use of “digital portfolios” and “digital performance”, there was little specific detail concerning “baseline” (transferable) and “specific” (technical) digital skills such as competency in the use of specific technologies. More notably, there was a complete absence of content relating to digital aesthetic identity.
Originality/value
Upskilling future performance makers in digital competencies seems particularly important at present. This paper offers a useful categorisation of the digital skills in performing arts context, which higher education programmes can use to update their curricula, prepare the work-ready graduates and explore technological opportunities for the sector's long-term post-pandemic recovery.
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The purpose of this project is to study how art museum practitioners use current image‐indexing practices and services to retrieve images from museum collections. The…
Abstract
Purpose
The purpose of this project is to study how art museum practitioners use current image‐indexing practices and services to retrieve images from museum collections. The investigation examines several areas, including image needs, information‐seeking strategies, information queries, search functions, display formats, and human‐computer interaction.
Design/methodology/approach
The six participating museums are in Washington, DC, and the states of California, Illinois, Massachusetts, New York, and Ohio. The investigator interviewed 35 museum practitioners in various departments at the six museums about their image sources, search behaviors, and use of images.
Findings
Wide variations and internal conflicts exist among curators, IT staff, slide librarians, registrars' offices, educational staff, faculty, and photographers. Museum practitioners' knowledge and expertise should inform the design and presentation of digital images of museum collections as well as the images' relationships with the construction of digital museums.
Originality/value
Digital technologies have pushed museum practitioners to initiate organizational changes to accommodate the effects of technology. Museums' digital images and their relevant information are the foundation of the digital museums. Museums must incorporate a re‐examination of their roles in the digital age. An ideal digital museum is not just an online version of the museum, if that is achievable, or an online catalog of museum collections with pictures. It is also a resource that must be founded upon museum practitioners' expertise and professional practices.
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Nikolaos Gryllakis and Maria Matsiola
The aim of the present study is to reflect upon the use of digital audiovisual content for the marketing of cultural events in the relative organisations and foundations during…
Abstract
Purpose
The aim of the present study is to reflect upon the use of digital audiovisual content for the marketing of cultural events in the relative organisations and foundations during the turbulent times of the COVID-19 pandemic by conveying experts' interviews. The main question that the study seeks to touch upon is whether the digital audiovisual techniques implemented by cultural foundations and festivals in Greece during the COVID-19 pandemic were efficient in promoting artwork and stressing on social presence and whether their marketing and distributing processes of the artistic and cultural products manage to attract audience engagement and further enhance the foundations' brand. What the research seeks to examine is issues such as digital content creation, arts marketing, use of digital media and new technologies, brand identity and strategy building. Particular digital campaigns of foundations will be reviewed from a closer focus.
Design/methodology/approach
The qualitative research is based on experts' interviews. The primary foundations that are in focus are the organisations of Thessaloniki International Film Festival (TIFF), Dimitria Festival in Thessaloniki, Greece and a major cultural foundation in Athens, Greece the Onassis Foundation.
Findings
A proper combination of interesting audiovisual content and precise brand aspirations in terms of identity and vision are what will lead a foundation to the audience it desires. Adaptability is the element that defined the foundations in the turbulence of the times of a pandemic, and creativity is what made some foundations differentiate themselves from others. The digitization that the pandemic brought can be considered as a positive dimension as well, since foundations can combine digital and physical spectacles in the near future so that they can always be relevant.
Research limitations/implications
This study identifies certain limitations that could be investigated by future research, the main one being the small number of the organisations and foundations under research and the limited number of interviewees. Furthermore, the fact that the research was performed in cultural institutions and that audiovisual features were integral in the artwork they serve could be considered as a limitation.
Originality/value
The originality of this research lies in the examination and registration of the implementation of innovative digital audiovisual techniques by cultural foundations in Greece to reach their audience during the COVID-19 pandemic.
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