Socially Engaged Art and Digital Practice +

Artificial intelligence, basic communication, data processing, image manipulation, and even financial systems have transformed our social and political worlds and our artistic practice. This course will examine the material, ethical, and esthetic implications of a digital and networked world through the lens of socially engaged art, where art and creative work intersect directly with people and civic life. This includes discussion of how digital and networked tools both increase and complicate physical, economic, and cultural accessibility, and the ethical and social implications of the newest technologies. We will focus especially on the impact that new technologies have on the environment.

We will concentrate on creating projects that examine and critique the inner workings of digital practice through socially engaged work. Students will be asked to propose several projects as thought experiments, and fully realize one online/digital socially engaged project. We will review and discuss the different definitions of “socially engaged art” and address the ethics of developing new technologies, including discussions about “best practices,” and investigate how we approach the physical and digital social spaces around us.

We will look at artists like Stephanie Dinkins, Kyle McDonald, Ari Melenciano, and the group Forensic Architecture. We will have some meetings and activities in public spaces, field trips to organizations such as Eyebeam and Genspace, and guest lecturers.

Please feel free to reach out to me directly if you have questions about taking the course, or the course content.

Live Web +

The web has become an amazing platform for live communication.  Streaming media, audio and video conferencing, text chat and other real-time data transmission give us the ability to create a wide array of platforms that enable live cooperative and collaborative performance, real-time games, and novel real-time communications experiences.  

In this course, we focus on the types of content and interaction that can be supported through these technologies as well as explore new concepts around live participation.  We utilize browser based technologies such as WebSockets and WebRTC in combination with JavaScript and Node to build client/server based applications.  Experience with HTML and JavaScript are helpful but not required.

Connected Devices and Networked Interaction +

Tom Igoe | Syllabus | ITPG-GT.2565 | Tues 09:30am to 12:00pm in 370 Jay Street Room 450 Meetings:14
Last updated: November 11, 2024

The World Wide Web no longer stops at the edge of your screen. When it comes to products, if it powers up, it talks to another device. This class provides an overview of methods for connecting the physical world to web-based applications. We’ll consider what the emerging interaction patterns are, if any, and we’ll develop some of our own as needed. This class can be seen as a narrower and more interaction design-based complement to Understanding Networks. The latter class provides a broader overview of the dynamics of communications networks, while this class focuses specifically on the challenges of connecting embedded devices to web-based services. Neither class is a prerequisite for the other, however. This class will introduce network connection techniques for devices using networked microcontrollers and processors running an embedded operating system.

Prerequisites: Intro to Physical Computing and Intro to Computational Media, or equivalent experience with the topics covered in those classes.

Learning Objectives: Students will gain an understanding of the basics of network programming for devices with limited computing power. They will learn about current protocols for communication between devices and networked servers, and about the rudiments of security for that communication.

Reading: There will be an article or two to read each week, to foster discussion about the design of connected things.

Assignments: There will be several one-week software and hardware assignments to get familiar with different technologies and communications protocols, and one hardware and software final application project.

On Permanence: The Lifecycle of Art in Digital Works +

Tarikh Korula | Erin Sparling | Syllabus | ITPG-GT.3045 | Fri 09:30am to 12:00pm in Meetings:7-First Half
Last updated: November 11, 2024

What does it mean to make something that lasts? In this 7-week studio, we will attempt to understand the collective hallucination that is the Internet, while rationalizing the intersection of permanence, mutation, utility and ownership in creative digital work. To support this investigation, we will:

– Use hands-on workshops to understand and build various forms of generating digital art
– Consider the implications of storage and longevity
– Have a working knowledge of marketplace capabilities, and their influence on the art that they contain
– Expand on our understanding of verifiable ownership, blockchain and otherwise, and how it can have impact beyond the digital landscape

Through this class, you will develop work that considers time as a critical axis, be it the longevity of the outcome, or the impermanence of the idea. Work may live on the blockchain, utilize generative ai frameworks, or manifest as a performance in a snowstorm.

Web Art as Site +

Theo Ellin Ballew | Syllabus | ITPG-GT.2094 | Fri 12:10pm to 2:40pm in 370 Jay St, Room 407 Meetings:14
Last updated: November 11, 2024

WEB ART AS SITE addresses the history and practice of art made for and inseparable from the web, while teaching basic coding for the web. We explore key examples of web art from the early days of the internet through today, asking questions about this idiosyncratic artistic medium like: How do different forms of interaction characterize the viewer and/or the artist? What happens to our reading practice when text is animated or animates? How is an internet-native work encountered, and how does the path we take to reach it affect our reading? Who is able to see a work of web art, and what does access/privilege look like in this landscape? How are differently-abled people considered in a web artwork? What feels difficult or aggressive in web art, and when is that useful? How do artists obscure or reveal the duration of a work, and how does that affect our reading? What are the many different forms of instruction or guidance online? As we ask these questions, we exploit the internet pedagogically, collaborating online, playing with anonymity, and breaking the internet spaces we know.

Students learn web coding through specialized online tutorials; most of class time is reserved for discussion (of web art and supplementary readings) and critique. Throughout the semester, students will produce two major works of web art. Students need only a standard laptop, and will not be expected to purchase any software or text (cost of materials: $0).