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Q1
Would
you describe your program and its history?
New media
art forms are rapidly maturing into an integral part of the landscape
of contemporary arts research in academia. The emergence of these technology
based art forms are radically challenging many of our most basic notions
about art and culture -- what it means as practicing artists to be cultural
producers, what constitutes a cultural object or aesthetic experience,
and what skill sets and conceptual strategies are required for the artist,
critic and audience to understand and integrate the importance of this
new work in the future.
As these
new arts categories continue to evolve and traditional disciplines become
redefined in light of these changes, in 1998 the Department of Art Practice
at UC Berkeley targeted their first hire full-time in a decade specifically
to establishing a major new research effort in this area, and to facilitate
the development and swift introduction of long overdue digital arts research
into the departmental and campus community and curriculum.
Like most
start-up areas, an extraordinary amount of time, energy and focus has
been spent on building the research infrastructure and working relationships
critical to achieving and sustaining a world class program in digital
media at Berkeley. With little precedent on campus for this emerging arts
area, we started from scratch with the design and construction of the
laboratories and networks, organizing new computing and technology equipment
purchases, and facilitating the building of cross-disciplinary campus connections
central to research in this discipline. This foundational work was done
quickly and carefully, and within the programs first two years. Each aspect
of this new initiative has been done in a way that allowed campus and
systemwide feedback in the process, and it is being continually refined
and managed as we moved the department toward our strategic goals in this
area.
The program
beginning to be designed at UC Berkeley is a broad based interdisciplinary
research environment dedicated to the pioneering of alternative tools,
methods and thought processes involved in the creation of new and experimental
technology art genres. It is designed to present students with both a
critical review of emerging media technologies (understanding of how new
media technology impacts art, society and culture), and to encourage the
development of practical skills that embody those ideas through personal
expression, creative experimentation, and imaginative risk taking (the
practice of creating art where technology can be used in more poetic,
humane and creative ways). Questioning the nature of art, personalizing
the impact of technology, and inventing news forms of art propositions
is the central focus of the course work.
Current
courses and curricular topics under development for 2000 - 2001 include
Digital Film/Video, Telematic Studio, Modeling and Animation, Media and
Web Design, Human Machine Interface and Spatial Imaging. These time-based
digital media courses are project-driven and active learning environments
that emphasize interdisciplinary and collaborative arts research approaches.
They help demonstrate the artistic possibilities of technology by studying
the pioneering work of artists around the world who work with concepts,
tools, and information contexts not usually defined as art, and also encourage
students to reconsider the interrelationships of science, technology,
media, and culture, and to integrate the skills of monitoring scientific
research and emerging technologies as they relate to potentially important
art production in the future.
Two new
lecturer positions have recently been filled to broaden our course offerings
and to begin exploring more systematically issues of agency, database
aesthetics, machine consciousness, artificial intelligence, complex and
evolving systems, designs for distributed communication and information
networks, and immersive environments.
>> How
your new media art endeavor's positioned within the academic structure at your University?
The digital
arts faculty and curriculum on campus are essentially positioned as an
arena for meta-disciplinary practitioners who also theorize and critique
their own practice in relation to its technological, cultural, and social
implications. Emphasis is placed on creating a natural bridge across the
traditional disciplinary divide between the humanities and the sciences.
Through the drive to create new technologies, and re-purpose existing
ones to innovative artistic and intellectual ends, our digital artists
by definition adopt highly interdisciplinary models of research, often
spanning a range of research and development interests oriented toward
practical creative production. Through these broad hybridization digital
artists we are generating great enthusiasm within the university, the
corporate sector, and the public at large. Yet because of this we are
still frequently misunderstood and traditional academic analysis to site
this new work conceptually, culturally, and historically has been difficult.
Such interdisciplinary dialogue between creative production and programmatic
development is precisely how our research and teaching programs are being
created.
Q2
What degrees
do you offer?
Currently
we offer BFA's and MFA's with concentration in Digital Media. As our program
and faculty base grow, there will very likely be a new degree designation
for the area, as well as joint Ph.D's offered with allied arts and science
areas. Also, the UC Presidents Office has just funded the multi-campus
research group UC Digital Arts Research Network (UC DARNet). DARNet is
an interdisciplinary multi-campus group of UC faculty who utilize digital
media in their creative production. As an ad-hoc planning group formed
from the Presidents Digital Arts Planning Group, DARNet has been meeting
since 1997 to lay the foundation for a UC-wide program to facilitate collaborative
research and teaching within distributed digital arts community. With
this new funding UC DARNet will over a five year period lay the technical
and conceptual infrastructure for the UC to establish a systemwide digital
arts program.
Q3
Computers
and networks are profoundly conceptual media in the context of literature and the arts. Yet there is also a
seemingly unavoidable necessity for students to learn technology skills in a constantly changing technological
environment. This seems to demand both a very theoretical/art-historical approach to teaching as well as a
need for high-tech education. Does your program have a specific approach to pedagogy in new
media arts, especially as pertains to the balance or blending of theoretical and technical instruction?
Discussed
above.
Q4
Theorists and practicing artists approach new media and network media
from a wide range of interdisciplinary perspectives. Film and cinema theory, communications
studies, literature, linguistics and semiology, fine art, activist art, computer science, information
science, engineering, philosophy, biology, and other fields are platforms
of theory and practice which have influenced new media and/or technology art. Which
interdisciplinary approaches are most influential in your program, and how is your program
integrated with other departments or programs at your institution?
Both our
course focus and student composition are highly interdisciplinary. Though
the courses are offered under the aegis of the Department of Art Practice,
they are 75% non-art majors from every possible field of study at the
University. Strategic research alliances in the area include fine art,
film studies, theater arts, computer science, rhetoric, information science,
and engineering.
In February,
2000, the Digital Media Program co-sponored CRASH: the Berkeley Symposium
on Critical Issues in Net Art. Sponsored by grants from the Berkeley Consortium
for the Arts, the Department of Art Practice, the Berkeley Art Museum,
the College of Engineering, and the InterCampus Arts Association, the
symposium devoted its energies toward identifying critical, aesthetic,
and art historical issues raised by the emergence of a new form of art,
"net.art": art specific to the Internet. The Symposium was designed to
bring together an interdisciplinary group of art historians, theorists
and critics who had little prior exposure to net.art, and engage in an
open dialogue to discuss how and if this new genre of work can be
sited, conceptually, critically and historically. During the first evening
of the symposium, Steve Dietz, a curator at the Walker Art Center and
an authority on net art, presented a campus wide lecture on a cross section
of net art projects, and the participants in public and private sessions.
Net based artists visited the campus for the symposium and simultaneously
gave public lectures to the campus community, and workshops in other arts
and science disciplines. An edited transcription of the symposium dialogue
will be compiled and published both on the web and in print this Summer
2000. Some of the invitees included, David Ross, SF MOMA, Hal Foster,
Princeton, Steve Dietz, Walker Art Center, Patricia Failing, University
of Washington, Peter Lunenfeld, Art Center, Pasadena, Anne Wagner, Martin
Jay, Heidi Zuckerman-Jacobson, Randolph Starn, from UCB, Victoria Vesna,
from UCLA, and Lev Manovich, from UCSD.
Q5
How does your program engage with and relate to the traditional institutional
artworld of museums and other art institutions?
Critical
to sustaining and extending the dialogue of emerging technology research
our digital media students are encouraged to simultaneously question the
validity of traditional venues for exhibiting emerging work, as well as
engage with close working relationships with many Bay Area museums including
our own Berkeley Art Museum, and Pacific Film Archives. These engagements
include ongoing outside student research projects that pose these questions.
This past year we worked closely with Steven Seid, curator
of video at the PFA to speak to our classes and show new and historical
video work from the archive, as well as sponsor the very first premiere
of experimental student "digital videos" from the Department of Art Practice
at the Pacific Film Archives. A broad range of student work selected by
the PFA curators from our Art 160 Digital Video course was shown in December
at the new home of the Archive on Bancroft. The premiere screened 15 to
20 new student works plus offered a post show question and answer session
with student film makers responding to the public.
Concurrently
this past Fall we organized an opportunity for the digital media students
to assist resident French artist Valery Grancher, in constructing his
new "24Hr00" internet project commissioned by the Berkeley Art Museum.
24 Art Practice students were asked to take a photographic portrait every
hour, on the hour for one entire day. Each photo would be accompanied
by a single word that described their feelings at the moment. The images
were scanned and coded into a grid on the museum web site, where
visitors could then construct over 600,000 24 frame sequences of temporal possibilities
from these images. The web site allows viewers to choose the time, an
individual or their state of mind in the project to generate a kind of
short web-based filmic montage of a day in the life of these Berkeley
art students. Along with their attendance at his public lecture, Grancher
was also invited by the students to join us in class for a discussion
of his work and their intimate participation in the collaborative design
of his project.
This Spring
digital media students in the Department Art Practice at UC Berkeley and
museum studies students at Sonoma State University Art Department collaborated
on a project entitled CU, using the Internet and digital video to explore:
how personal and social meaning is conveyed through art objects, their
presentation in gallery installations, and their representation in electronic
media; and how art can be a locus for interaction - multiple exchanges
of meaning between many different agents from gallery visitor to museum
cataloger. Students began by interacting anonymously via the Internet
(a typical mode of interaction on this medium), using assumed identities
to explore the roles of multiple different agents (artist, gallery visitor,
critic/historian). Berkeley students created art works based on the notion
of collections and installed them in the Worth Ryder Gallery. They reinterpreted
the art using web-cams to create digital videos. Sonoma students viewed
the digital videos online to uncover traces of meaning about the work
and the artist. They responded via the website by writing a poetic personal
response to the work, creating a museum catalog record for the work, and
then creating a profile of the artist, all based only on the evidence
of the online video. After these series of interactions, the students
met in the gallery for the first time to see how viewing the works through
the "lenses" of different art agents and different technologies extended,
informed, or changed their interaction with the art and with each other.
Also, in
collaboration with Berkeley's newly formed Consortium for the Arts and
Cal Performances, the digital media area helped organize graduate arts
faculty and their students from around the UC system to come to Berkeley
and engage in a hands-on performance-demonstration of Merce Cunningham's
groundbreaking digital dance notation project "Biped". Funding from Autodesk
and the ICA supported both the production and travel funds to bring representatives
from other UC campuses to the Berkeley performance, as well as the research
events planned around Cunningham's visit during the weekend of April 23-25,
1999.
Cunningham's
company performed twice at Berkeley, and offered open rehearsals on Saturday
afternoon to arts students and faculty. The accompanying demonstration
event was on Sunday. The event was important, because Autodesk's Kinetix
Character Studio Software allowed the creation of a new notation technique
and dance construction in virtual space. It also presented the broad range
of research possibilities integrating live performance and virtual environments
that has a unique potential in the digital arts. Discussion at the demonstration
consisted of dialogue on what this innovation involves for dance, on the
relations between technology, agency and the body as instrument in traditional
performing arts, and on the models of aesthetic judgment that we bring
to such work.
Q6
Do you receive industry support or maintain relationships with companies
who are interested in your graduates?
Yes, we
have received all levels of major grants and awards to support emerging
technology research in digital media including: The Boxlight Corporation,
The National Institute of Health, The Intel Corporation, Silicon Graphics,
Newport/Klinger Research Corporation, Apple Computer, IBM GmbH, The National
Endowment for the Arts, The Corporation for Public Broadcasting, Leica
and Hughes Aircraft.
Q7
Can you describe the type of studio work that your digital media students
are primarily engaged in, and is theory and writing an important component of your program?
Exceptionally
broad and ranges from physical computing and telepresence projects, to
more typical technology based works in performance, installation, net
art and video.
Q8
Is there anything that is important for prospective students to understand about your program
that may assist them in choosing a place of study?
Concurrent
with the projected increase in campus enrollment over the next decade,
the art department has already noticed an extraordinary jump in the numbers
of students wanting to enroll in our courses, and most importantly the
request for majors (these are up 100% this last semester). The Department
attributes this both to the beginning of revitalization of the department
with a new hire, and an increased awareness by the student body and culture
at large that the unique intellectual discovery and metadisciplinary approaches
provided in the visual arts translates into an important strategy in the
culture of innovation. It is this perception that the arts are where
highly original research is nurtured and developed, and students understand
that this is specifically where they can begin to stake out new cultural
territory in an increasingly visual culture.
The revitalized
art department model we are developing is a realistically sized, intensely
interdisciplinary department with faculty expertise in many areas in and
outside the arts. The new model will be intricately woven into the research
fabric of the total university enterprise, including complex research
alliances throughout the campus. Because of our current size and the growing
demand for integrated digital arts education, an across the board increase
of full-time fte's and staff is being sought. This increase will help
us shore up the standing commitments we currently have, and help us quickly
develop important research alliances with other arts and sciences units
on campus and throughout the system. Along with these potential new hires,
we are committed to developing joint faculty programs with other collaborating
units including; engineering, dance, drama, music, architecture, rhetoric,
etc.
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