Using Using Technology Technology
in the in the Visual ArtsVisual Arts
Myron CarterArts Education ConsultantNC Department of Public Instruction
““Computer Art”Computer Art” Discuss and research companies and artists
who use computers as their primary means of expression.
Create using drawing applicationsdrawing applications, scannersscanners,
digital camerasdigital cameras, etc. Students can also create tessellationstessellations in programs such as Microsoft Paint. (DPI does not endorse any products or programs(DPI does not endorse any products or programs.))
To find examples of tessellations and other examples of art
projects using computer software, visit: http://www.princetonol.com/groups/iad/lessons/middle/arted.htm#Technology
Samples of Computer ArtSamples of Computer Art
www.smashingmagazine.com/.../ http://beinart.org/info/art-news.php
www.computerarts.co.uk http://http://www.atariarchives.org/artist/images/page57-3.jpgwww.atariarchives.org/artist/images/page57-3.jpg
Fibonacci Numbers and The Fibonacci Numbers and The Golden SectionGolden Section
Have students apply the Golden Ratio (0.618:1) to works of art.
Links for ideas:
http://www.mcs.surrey.ac.uk/Personal/R.Knott/Fibonacci/fibInArt.html
http://www.mcs.surrey.ac.uk/Personal/R.Knott/Fibonacci/fibnat.html
http://pass.maths.org.uk/issue3/fibonacci/index.html
http://fy.chalmers.se/~kuzmin/HOBBY/TABLE/STORY/Image31.gif
FractalsFractals Fractals are complex, detailed
geometric patterns found throughout the natural world. In this case they are complex computer generated images or designs of amazing detail.
• http://spanky.triumf.ca/
• http://fractalarts.com/ASF/Tutor1.html
• http://mathforum.org/alejandre/workshops/fractal/fractal3.html
Linear PerspectiveLinear Perspective Linear Perspective is a way
to connect mathematical concepts to art:
http://www.math.nus.edu.sg/aslaksen/projects/perspective/
http://studiochalkboard.evansville.edu/draw.html
http://www.myamericanartist.com/2006/12/linear_perspect.html
http://www.olejarz.com/arted/perspective/
http://www.sideshowworld.com/TY-CabofCurioPT1.html
ICT Literacy + Writing + Arts
Discuss the role of publicist (for a dramatic production, dance recital, choral recital, art exhibition, etc.).
Have students act as publicists to compose a publicity package using various applications on the computer. The student will become familiar with:
creating and transferring files transferring digital images to email attachments inserting hyperlinks
““The Business of Art”The Business of Art”
Students assume the role of a professional artist.
Create a spreadsheet to• list all of the materials to produce ten works of art • estimate the cost of materials including tax, s/h, etc.• estimate the amount of time involved• estimate the value of labor• determine the retail price of each piece
Explain that other factors affect the price of artwork as well (e.g., current trendscurrent trends, craftsmanshipcraftsmanship, supply and demandsupply and demand for artwork, the economythe economy itself, etc.).
Artwork Cost Analysis
QTY MATERIALSCOSTEACH
# ofUSES
TOTALCOST
TIME(HOURS)
RATE TOTALLABOR
TAX RETAILPRICEEACH
10 5 X 7plaque
1.09 1 1.09
1 pk
Sandpaper 2.29 12 .19
1 acrylicspray
1.27 10 .13
1 pk
hanger 1.89 6 .32
fuel 1.35 10 .14
TOT6.54 10 1.87 1.5 $8/hr $12.00 .90 $14.77
USING THE COMPUTERFOR RESEARCH
Students identify certain “firsts” in art (block print, oil painting, perspective drawing, etc.)
Different cultures and times (Show examples, identify origins and ask, “How would art look without contributions from all over the world?”)
Research the contributions of:• Graciela Rodo-Boulanger of Bolivia• Lim Kok Boon of Indonesia• Raúl López García of Mexico• Nikos Chatzikyriakos-Ghikas of Greece• Vladlena Gromova of Russia, and,• many other artists
RESEARCH (cont’d)
Do an online search for networking with others. Search, using:
global connections in art global art community art community
Gaming in the Visual Arts
In the late 20th In the late 20th century, much century, much educational educational reporting was done reporting was done about the harmful about the harmful impact of video impact of video games and virtual games and virtual worlds. That worlds. That research is outdated research is outdated and inaccurate.and inaccurate.
Gaming (cont’d)
During the 21st century, serious games are increasingly being recognized as valuable tools in supporting and assessing student learning.
http://predictiveanalytics.pnl.gov/images/projects/gaming_lg.jpg
Why Teach and Assess Using Video Game Design, Simulation, and Virtual Environments?
Students are immediately attracted and engaged with video games and technologies.
Video simulations and virtual environments are the fastest growing segments in the 21st century’s entertainment market.
http://game-research.com/2/wp-content/uploads/2006/05/game_sales.gif
Why Teach and Assess Using Video Game Design, Simulation, and Virtual Environments?
The gaming industry is not all fun and games.
Video game and simulation technologies in real-world, real-life applications are used in various fields such as:
medical military aerospace criminology many others
http://cache.gizmodo.com/assets/images/4/2008/08/bbq_pc_casemod.jpg
NCDPI Arts Education Consultants NCDPI Arts Education Consultants Contact InformationContact Information
Myron CarterMyron Carter
Theatre Arts and Visual Arts
Christie Lynch Christie Lynch EbertEbert
Dance and Music