Aim 1
Explore and practice ways to bring together painterly emergence and figurative realism (the holy grail!). Develop my painting to be freer and more creative & lively and continue to find ways of integrating AR work with painting in relation to select folk horror thematics [aesthetics]
Aim 2
Investigate the use of Maya, After Effects, Pro and Photoshop for additional affordances for the animation/AR work, building on Artivive work [digital skills]
Aim 3
Collaborate with NSA and Cornish artists to produce AR and VR-based work [community/tech & co-design learning]
Aim 4
Participate/curate in two exhibitions/competitions showcasing AR work [Gardens app Launch event, NSA show and others] including artist talks about the AR work [engagement/Presentation/curation]
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By tanyakrzywinskablog
After working in the computer industry and spending some years conducting research into cinema and digital media, I became convinced that the innovative qualities of videogames as participatory media required closer academic attention. As such I have spent most of my career championing the inclusion of games within the academy, and arguing for games as an art form, a role I continue as a Professor at Falmouth University. Alongside this, and my scholarly work on the Gothic, I also maintain, in various forms, a visual art practice. This blog comes out of enrolling on the MA Fine Art degree programme at Central Sr Martins. It is mainly a record of my reflections on the work that I have undertaken for the degree. After having written about folk horror in games and cinema as an academic, this blog will focus on folk horror as a focus for my art practice.
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