Experimental Media Arts (B.Cr.A.)

  


“The future is now” - Nam Jun Paik


Art Practice and Methodologies in New Media Art : work by Dushyant Dhiren


Vision

The Bachelor in Creative Arts in Experimental Media Art (EMA) is a field of creative practice, dialogue and inquiry that integrates contemporary art, design, the sciences and technology for innovation and social intervention. Through exploring their intersections, students acquire unique hands-on skills and develop transdisciplinary approaches to creative practice and research.

The Experimental Media Art students will be able to work across disciplines and fields of work, and initiate collaborations with professionals in areas such as the arts, gaming, speculative design, scientific experimentation, electronics, and education.

During the course of their studies, EMA students will develop innovative ways of exploring, observing and making—in class, in laboratories, in makerspaces, and in public areas.

The field of studies EMA encompasses are New Media (film, gaming, internet, virtual reality/mixed reality/augmented reality, interactive environments, etc.), Media Activism, Histories of Science and Technology, and Natural and Biological Science to inform the production of Art&Science projects and experiments. .

The students will engage in DIY processes of modifying, tinkering, creating and playing with everyday objects, media, and digital artifacts. This will be informed by histories of technology, media theory, digital culture studies, ethics and speculative methodologies to re-image and re-invent.

The EMA graduates will be creative practitioners able to understand historical, contemporary and emerging technologies, and their connections and influence with the world we inhabit.

  • Innovative use of interactive platforms and technologies to create participatory installations (VR, AR, Gaming, Social Networks, etc.).
  • Develop unique forms and aesthetics that challenges sensorial interactions (Touch, Sound, Sight, Smart textiles, Mapping, etc.).
  • Futuristic approaches to create perceptual and embodied experiences (Neuro-sensors, AI, Biomimicry, Human-Machine Interaction, etc.).

Create unique approaches to making and engineering materials and artifacts to sustain our lifestyles and re-imagine our future (Energy, Transportation, Critical Use of Data, etc.).

Key Values

Hands-on tinkering, making
Critical Thinking Across Disciplines
Play & Invent
Exploration of forms and materials
Sharing and fostering knowledge
Developing collaborative strategies
Connecting with peers and social communities (DIY, Open Access)



Physical Computing : Instrument Raju (experimental vocalist of Robot band)



Modeling and Simulation


Course Structure

The curriculum comprises of different ways of learning as follows:

  1. Foundation Studies introduces students to basic principles and tools of Art, Design and Technology as methods, tools and processes
  2. Disciplinary Studios are learning spaces where students develop core disciplinary capabilities, while navigating a trans-disciplinary environment
  3. General Studies: A common and compulsory programme of study that integrates Humanities, Sciences, Development and Policy Studies and also offers Languages-English, Indian- Hindi and Kannada as well as Foreign (Spanish, French and German)
  4. Interim: An introduction to practice in new and emerging areas of art and design
  5. Electives: Of three kinds- this program allows students to expand their skills, develop the interests as well as provide opportunities for travel exchange
  6. Internship/Apprenticeship: Compulsory work experience done over the summer-break between the 6th and 7th semester
  7. Project involves the application, synthesis and demonstration of capabilities acquired, and is a qualifier to the thesis
  8. Thesis is culmination of the 4-year program, which allows for demonstration of an integration of values, positions, capabilities and practice.


Learning Approach

  • The philosophy and pedagogy of EMA is rooted in the arts and new media studies while it engages in research and projects across disciplinary boundaries.
  • Hands-on engagement with traditional and digital technology and processes.
  • Open space learning through collaborations in the form of labs, events and exhibitions.
  • Exposure to the research and work of practitioners and artists-in-residents at the Centre for Experimental Media and Arts (CEMA) and ArtScienceBLR.



Signal Interruption Workshop



Prototyping with medium and materials



Physical Computing : Aashish Shakeel building Tommy the guitar


Capabilities

  • Developing an innovative mind and sense of curiosity for speculative and futuristic technologies and their use.
  • Ability to take risks in developing ideas, working with the unfamiliar and re-creating the existing to find something different and unique solutions
  • Possessing a mindset and skills to renew, alter, make changes to something established or to introduce something new.
  • Creatively using and transforming media (text, video, sound and touch, etc.); technologies (everyday tools, microprocessors, sensors, screens, etc.) and modalities (code, prototyping, simulation, modeling) to create tangible and intangible forms
  • Synthesizing practical skills and critical thinking to work with media technologies and practices


Opportunities

The EMA capabilities set could lead to practice and work in fields such as:

Arts

  • Media Art projects (contemporary art, computational and generative art, interactive installations such as vr, ar, mapping)
  • Art & Science studios and labs (sonic art, bio art and neuro-art)
  • Experimental moving-image

Design

  • Interface and experience design (iot, apps)
  • Multimodal interactive platforms (tactile, sonic, etc.)
  • Communication design (social networks, mobile, software, applications, etc.)
  • Multimodal data visualization and presentation (journalism, etc.)

Creative Industries

  • Special Effects and Animation
  • Gaming
  • Multimedia publishing (digital storytelling and communication)
  • Smart Media and Objects (textile, mobile, etc.)



Sensors Probes and Detectors : Reimagining Seymour Papert’s Turtle


Disciplinary Intersections

The program is informed by the following learning disciplines:

Contemporary Art Practices
Curatorial Studies
Digital Media Arts
Film
Game Art, Design and Development
Mathematics
Natural Sciences and Biology
New Media Theory


Research and Collaboration

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

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