Art & Technology is an interdisciplinary area of study focused on the creative use, misuse and investigation of technology through art making. Students and faculty in this research area explore the relationship between art, science and technology with project based learning creating interactive installations, electronic objects and interfaces, moving images and 3D animations, 3D modeling – rapid prototyping, art games – virtual reality hacking, bio-art, tactical media, digital imaging, holography, internet art, sound, and emerging and experimental forms.
Our curriculum is designed to help students invent and discover new forms of art – science, while developing an individual aesthetic and artistic vision through understanding conceptual, theoretical, and historical art – science frameworks, while critically engaging the use of technology.
Contemporary industrial, scientific, and social technologies are explored as creative tools and agents that can lead to the production of new meaning, ideas and artistic invention. Students are encouraged to pursue their own research interests and to consider contexts and approaches that may differ from those traditional to fine art.
The Art & Tech area is located in the Department of Art and offers a 3-year MFA degree as well as 4-year BFA.
Our courses are interdisciplinary in nature drawing research, techniques and inspiration from the arts and sciences and our classes are taken by grads and undergraduates from Computer Information Sciences, Mechanical and Aerospace Engineering, Biosciences, Humanities and students pursuing the BA degree in Art and a minor in Studio Art, Majors in Film Studies and Majors in Design, among others.
Students from these departments bring their research agendas to our courses promoting an informed collaborative dialogue, fostering a classroom environment that better reflects the trans-disciplinary nature of technology in our contemporary world.
Many of our courses are open to non-art majors.
If you are considering this degree, here is an overview of careers that connect to it.
As all knowledge from our courses, results in project based learning goals and intensive production, a juried exhibition of artwork / projects / inventions occurs each semester to celebrate students’ final works created.
The exhibition component of all courses, allow our students and faculty to engage the question of the value of artistic and creative approaches to working with technology.
We seek to create a critical dialogue with our students to have them question the value of technology as an expressive tool and to look at technologies impacts on culture and environment. Many in the field consider this critical making or addivism.
Our area research questions and the exhibition themes we create, encourage students to engage the key strategic initiatives of the Ohio State University surrounding sustainability, food security, energy etc. We ask questions about what Art can contribute with expressive cultural output, though also foster invention and creation of real solutions.
Looking at the history and creation of media arts and technology, we notice it closely aligns with the invention of now commercial endeavors such as virtual reality technologies or virtual mapping technologies. The difference here is; these technologies were pioneered by artists working with technology and we endeavor and approach our projects with the future in mind.
In a seminal article by from The Ludwig Boltzmann Institute for Media Art point out “In the arrangement of processes, the artists’ practice approximates that of engineers and designers. In addition, in many cases the choreographed processes are not the means to an external end of insight, but rather the theme of the work”
See student videos from Art and Technology courses.
Faculty in Art and Technology collaborate with scientists and faculty across the university. Recently Professor Amy Youngs Art and Dr Iris Mier a Molecular Geneticist co-taught an art-science course on the nature of mcroryzeal mushroom communication networks in plants roots. Professor Rinaldo co-taught with a Greek Classics Professor Tom Hawkins Odysseus in the Oculus Rift to allow Grecian classics to serve as inspiration to production of virtual reality productions within Game engines and VR to explore ancient and modern myth-making.
Our courses and theme-based curriculum is focused on ethical practices incorporating cultural, socio/political, and ecological issues.