Author Archive
Media Scoping Study Map
Wednesday, December 31st, 2008Media Art Scoping symposium collaborate with ASPERA
Wednesday, December 31st, 2008Media Art Scoping symposium will be a combined session on the 5th July 2009 in collaboration with CreativeArts Australian Screen Production Education & Research Association (ASPERA) to form a Media Arts Congress. The day will consist of a number of roundtable sessions to explore teaching and research involving image-making.
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Friday, November 21st, 2008Welcome to Media Art Scoping Study
Thursday, November 20th, 2008Nina Stromqvist & Keith Gallasch: Media Arts
Saturday, August 23rd, 2008RealTime Issue 86 Special Feature: Nina Stromqvist is a freelance artist and writer, and
formerly a staff member in the Inter-Arts Office of the Australia Council for the Arts.
imearts.net/article/86/9109
Educating Artists for the Future: Learning at the Intersections of Art, Science, Technology, and Culture
Thursday, January 3rd, 2008Edited by Mel Alexenberg
Educating Artists for the Future
In Educating Artists for the Future, some of the world’s most innovative thinkers in higher education in art and design offer fresh directions for educating artists for a rapidly evolving post-digital future. Their creative redefinition of art at the interdisciplinary interface where scientific enquiry and new technologies shape aesthetic and cultural values offers groundbreaking guidelines for art education in an era of emerging new media. This is the first book concerned with educating artists for the post-digital age, propelling artists into unknown territory.
A culturally diverse range of art educators focus on teaching their students to create artworks that explore the complex balance between cultural pride and global awareness. They demonstrate how the dynamic interplay between digital, biological, and cultural systems calls for alternative pedagogical strategies that encourage student-centered, self-regulated, participatory, interactive, and immersive learning. Educating Artists for the Future charts the diaphanous boundaries between art, science, technology, and culture that are reshaping art education.
A Computer in the Art Room: the origins of British computer arts 1950-80
Thursday, January 3rd, 2008Catherine Mason
Art History: Lecturing and Research
Based on four years of research and numerous interviews with practitioners, this book uncovers the little known history of early British computer art. It is an amazing story and hard to comprehend that before the onset of personal computers, propriety software and the internet there was a real struggle for access which touched off an explosion of true British pioneering spirit. Computer art can be described as “art created through the agency of a computer in which the computer operates simultaneously as medium, tool and context in addition to its organizational and interactive elements” and it is important to bear this in mind as the reader considers the vagaries of comprehension by the establishment and the countering powerful support of the art colleges. A number of art schools played a crucial role in fostering these important cross-disciplinary digital collaborations. These are described for the first time here, along with over 140 illustrations, many not seen in print before. The book introduces British artists in the postwar period who were inspired by science and began to consider the use of computing. They found the requisite technology and expertise at innovative art schools including the Royal College of Art, the Slade School of Art, Leicester Polytechnic, Middlesex Polytechnic and Coventry Art School. A direct link is traced from tutor to student through the British art school system. This was a unique period in which art students could learn to program computers and construct their own hardware. These pioneers had a real vision of the arts and sciences coming together for greater understanding and creativity on both sides
IE2007 Australasian Conference on Interactive Entertainment
Wednesday, December 5th, 2007IE 2007 will focus on the idea of convergence and cross-platforming and its impact on the past, present and future of gaming and digital industries. This conference will provide professionals, researchers, and developers an opportunity to discuss some of the critical and hypothetical frameworks for emerging modes and models of interactive entertainment.
Delegates in the areas of digital games, media and content in Australia and internationally will be invited to attend IE 2007. This is a strategic event at which professionals and researchers can present their exciting innovations and latest works. IE 2007 will also act as a forum to facilitate international collaboration in research and development in these fast emerging areas.
Digital Media and Arts in Western Australia
Wednesday, November 28th, 2007
INTRODUCTION
‘Oh no, not another report!’ This was the common reaction from stakeholders when contacted for this study. There have been numerous state and federal reports written over the past decade echoing the need to develop the digital content industry. These reports have repeatedly identified the tremendous economic and cultural benefits of developing the digital content industry, the fact that Western Australia (or, depending on the report, the country as a whole) is lagging behind the global market, and the desperate need for government support to achieve industry growth. And these reports have also offered numerous recommendations outlining positive steps to achieve growth and establish the digital content industry as a global market player.
Independent Review of the Operations of ScreenWest, 2001: “The online market will increasingly become a video-rich broadband service, extending further the opportunities for the industry to place and develop creative material into new and potentially lucrative market environments. This development represents a significant opportunity for screen industry creators.”
Creative Industries Cluster Study: Stage One Report, DCITA, 2002: “Another key finding is the small scale of digital content and applications development activity in Australia. This presents a major limitation that must be
faced in any strategy to position Australia’s industries in global value chains…Australia’s relatively small and fragmented domestic industry contrasts with the rising direct government support and increasing levels of vertical and horizontal integration observed in some industries overseas.”
The Role of Government Agencies as Marketplace Participants in Digital Content Markets, DCITA, 2003: “…our firm conclusion is that, while Agency spending with digital content and applications suppliers might be small, the multiplier effects on industry development and innovation are very significant and important.”
Digital Communities: A Study to Determine the Feasibility of Creating a Digital Content Industry Cluster in Western Australia, DET/DoIR/DCA, 2004: “Over the longer term the creative digital sector has other opportunities exporting product into the global educational and entertainment market. Provided they are given the opportunity to flourish, both of these clusters will provide high value employment opportunities to the WA community, and begin to position WA as the “State of Digital Innovation.”
Growing WAdigital Report, 2005:
“If Western Australia is to obtain its share of the benefits of the digital content industry it needs [to] raise its profile, and all the various fragments need to pull together and become a cohesive force.”
Australian Film Commission, Australia Council for the Arts and AFTRS Joint Submission to the House of Representatives Standing Committee on Science and Innovation, 2005: “…technological innovation and the pathways to commercialisation can only be achieved in today’s global economy through engagement of the creative industries and adequate, targeted resourcing of the government cultural agencies which are dedicated to the development of these industries.”
Unlocking the Potential: Digital Content Industry Action Agenda Report, 2006: “In order to grow, the Digital Content Industry needs regulatory and investment frameworks that operate under technologically neutral principles and encourage interoperability, innovation, investment and competition.”
ScreenWest Strategic Development Plan Phase III, 2006: “Innovation and increased knowledge are essential for the future, if the WA screen industry is to penetrate new markets, raise its profile in existing markets or even maintain its current position in the marketplace.”
The State Government’s Role in Developing and Promoting ICT in WA, 2007: “There is a need for enhanced digital content industry support schemes targeting management skills development, incubators, marketing and investment attraction.”
Strengthening the Creative Innovation Economy, Cultural Ministers Council, 2007: “Opportunities for the independent production sector in the interactive digital environment are enormous. They can be defined as creative, cultural and commercial
in nature, having the potential to be realised in short, medium and longer term time frames. Once implemented, these initiatives will provide ongoing benefits to the society and the economy.”

