Experimental Media Art Practices (M.Cr.A.)

  


“Somewhere, something incredible is waiting to be known” - Carl Sagan


Vision

The Master in Creative Arts in Experimental Media Art (EMA) is a field of artistic practice, dialogue and inquiry that integrates the arts, sciences and technology. It embeds theoretical and practical experimentation to foster experimental uses of technologies, media and modalities. The transdiciplinarity of the course encourages collaboration, innovation and sustainable approaches to express and create experiences.

The program is aimed at creative art practitioners interested in a variety of media and modalities. Specifically, the program invites students and practitioners interested in exploring the cognitive, visual, experimental, scientific, interactive, and narrative aspects of the sciences and technology.

Students from a variety of backgrounds, such as the arts, computer engineering, humanities, the sciences, and social sciences are encouraged to pursue this interdisciplinary masters program.

The two-year M.Cr.A. incorporates research and studio exploration of a topic of the students’ choice, with the goal of producing a refined body of work that culminates in a M.Cr. A. exhibition.

The principal areas of artistic practice and research include: electronic arts’ history and practice, sound art, human and machine interface, complex and adaptive natural and biological systems, creative cartography, citizen science, smart materials, and bio-arts.

Through a combination of studio, theory and projects, students develop the formal, intellectual, and conceptual aspects of their art practice and process.

There are also opportunities for artists to develop their artistic practice through long and short-term artist-in-residence programs.

In the first year of the program, students are immersed in theory courses that expose them to new ways thinking and making. The second year is devoted to thesis definition, exploration, and production, through a series of studio and seminar courses.


Key Values in the Curriculum

  • Experimental frameworks and practices
  • Experimenting, failing and learning
  • Challanging existing theoretical and practical paradigms and processes
  • Connecting, informing, learning and sharing knowledge with communities and practitioners
  • Creating new forms of expression, interpretation and experience
  • Challenging assumptions with hands-on tinkering and making


Course Structure

  1. Studios encourage active, contextual learning where students develop core disciplinary skills and knowledge. Studios facilitate collaborative and creative design solutions to complex, open-ended problems
  2. Workshops provide intense learning experiences in making and doing, across the different disciplines.
  3. Internship with an industry or a design studio is compulsory for students at the end of 1st year for M.Des.
  4. Self Initiated Project is an end of the semester challenge that allows the student to engage in research / enquiry or design based projects. Students begin by writing their project proposal and defining the scope of their project and they are mentored by faculty / design professionals.
  5. Electives are liberal arts courses aimed to cultivate intellectual and reflective abilities in students and motivate them to probe deeper and approach their design process in a holistic manner.
  6. Capstone Project is the culmination of the research, capabilities and knowledge gained over the last three semesters. Students are required to submit their design output and a mandated thesis document. Students are mentored during this final project and go through seminars to get feedback from faculty and peer groups


Learning Approach

  • Provides a framework to develop practical skills and critical analysisthat challenge and rethink existing knowledge systems, usages and applications of art, science and technology.
  • Acquire a repertoire of tools to critique, reflect and create; and build a solid theoretical foundation to engage and contextualize their practice within the larger boundaries of society, culture, commerce, and science.
  • Exposure to ideas through visuals, texts, artifacts and audio, dealing with the history of media, arts and sciences, human use of technology, influences of sciences on visual culture and memory, perception and cognition.
  • Labs for developing and using tools / software/ technology/ experiments that sustain independent practice and research.
  • Active engagement and criticism with and of, non-traditional, traditional and contemporary practices and processes.
  • Framework and tools to cultivate independent research & practice that develop into a line of inquiry and build a corresponding body of work.
  • Exposure, immersion and engagement with communities, institutions, and professionals for critique and reflection.
  • Mentorship (artist-in-residence, professionals), participation in workshops, symposiums and conferences, to explore different schools of thought and disciplines.


Capabilities

  • Developing transciplinary and experimental approaches to their practice and research.
  • Developing frameworks that integrate a variety of technologies, media and modalities for expression and experience
  • Constructing an independent line of inquiry, and developing experimental methods for their practice.
  • Intergating and conceptualizing a variety of theoretical perspectives, critiques to develop new theoretical ideas
  • Developing strong narrative and storytelling skills
  • Critically situating one's practice, research and perspective within the larger natural and social world


Opportunities

The potential/prospective domains of practice/work are the following:

Art

  • Arts Science (sonic art, bio art, optics, etc.)
  • Computational and Generative Art,
  • Multimodal Installation
  • Multimedia Platforms and Publishing
  • Interactive and Digital Objects
  • Creative Arts and Education (games, language learning, etc.)

Design

  • Interface and Experience Design
  • Multimodal Interactive Platforms (tactile, sonic, etc.)
  • Communication Design (mobile, software, applications, etc.)
  • Multimodal Data Visualization and Presentation
  • Creative Industries

Creative Media

  • Special Effects and Animation
  • Gaming
  • Experimental Film
  • Smart Media and Objects (textile, mobile, etc.)
  • Digital Narratives and Storytelling


Enquiries

For further information, kindly email Meena Vari at meena@srishti.ac.in
or
email Abhiyan Humane at abhiyan@srishti.ac.in



Disciplinary Intersections

The program is informed by the following learning disciplines:


Research and Collaboration

Students under this program will have the opportunity to work at the following labs at Srishti.


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