Smarter Creativity

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Tech as Art: Supporting Artists Who Use Technology as a Creative Medium

The report Tech as Art: Supporting Artists Who Use Technology as a Creative Medium, presents findings from a field scan commissioned in 2019 by the National Endowment for the Arts in partnership with the Ford Foundation and the Knight Foundation:

This report is the result of a two-year research initiative exploring the multifaceted creative practices of artists who engage with digital technologies. The research examines the creative infrastructure supporting tech-focused artistic practices and provides insight into the existing challenges and opportunities faced by artists and organizations working at the intersection of arts and technology.

The report (available here) shares detailed findings; identifies challenges; and ends with recommendations for different stakeholder groups, including funders, arts practitioners, policymakers, and educators. Of particular interest to me is the section addressing artists creating projects within and between virtual worlds using extended reality technologies to create completely new forms of art experiences never seen before.

The following essays were commissioned as a companion to the report:

Recoding the Master’s Tools: Artists Remake Systems of Oppression and Extraction in Technology” by Vanessa Chang

How Artists Can Bridge the Digital Divide and Reimagine Humanity” by Agnes Chavez

Teaching the Co-Creators of a New Economy from Lincoln, Nebraska” by Megan Elliott

Artist Perspective: Building Afrocentric Technoculture and Community” by Ari Melenciano

Space, Time, Sustainability, Community: Giving Digital Artists What They Need” by Stephanie Pereira

How the Arts Sector Can Support Transformational Technology” by Omari Rush

Funder Perspective: Broadening Support for Arts and Technology” by Eleanor Savage

Future World-building Depends on Artists and Collaborative Networks” by Kamal Sinclair

Where Is the Public Discourse Around Art and Technology?” by Hrag Vartanian

A Call-to-Action in STEAM Education” by S. Craig Watkins