+ All Categories
Home > Documents > Using Technology in the Visual Arts

Using Technology in the Visual Arts

Date post: 07-Jan-2016
Category:
Upload: washi
View: 30 times
Download: 0 times
Share this document with a friend
Description:
Using Technology in the Visual Arts. Myron Carter Arts Education Consultant NC Department of Public Instruction. “Computer Art”. Discuss and research companies and artists who use computers as their primary means of expression. - PowerPoint PPT Presentation
Popular Tags:
16
Using Using Technology Technology in the in the Visual Arts Visual Arts Myron Carter Arts Education Consultant NC Department of Public Instruction
Transcript
Page 1: Using Technology  in the  Visual Arts

Using Using Technology Technology

in the in the Visual ArtsVisual Arts

Myron CarterArts Education ConsultantNC Department of Public Instruction

Page 2: Using Technology  in the  Visual Arts

““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

Page 3: Using Technology  in the  Visual Arts

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

Page 4: Using Technology  in the  Visual Arts

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

Page 5: Using Technology  in the  Visual Arts

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

Page 6: Using Technology  in the  Visual Arts

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

Page 7: Using Technology  in the  Visual Arts

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

Page 8: Using Technology  in the  Visual Arts

““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.).

Page 9: Using Technology  in the  Visual Arts

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

Page 10: Using Technology  in the  Visual Arts

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

Page 11: Using Technology  in the  Visual Arts

RESEARCH (cont’d)

Do an online search for networking with others. Search, using:

global connections in art global art community art community

Page 12: Using Technology  in the  Visual Arts

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.

Page 13: Using Technology  in the  Visual Arts

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

Page 14: Using Technology  in the  Visual Arts

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

Page 15: Using Technology  in the  Visual Arts

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

Page 16: Using Technology  in the  Visual Arts

NCDPI Arts Education Consultants NCDPI Arts Education Consultants Contact InformationContact Information

Myron CarterMyron Carter

Theatre Arts and Visual Arts

[email protected]

Christie Lynch Christie Lynch EbertEbert

Dance and Music

[email protected]


Recommended