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Summary and Recommendations
Pages 1-14

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From page 1...
... These results have taken such forms as innovative architectural and product designs, computer animated films, computer music, computer games, Web-based texts, and 1
From page 2...
... Development along with implementation of such strategies is the challenge addressed by this report. · ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ MULTILEVEL STRATEGIES FOR ITCP ITCP can be engaged at multiple levels by individual artists and designers who deal with IT tools, media, and themes; in the structuring and management of cross-disciplinary research and production groups working in the ITCP domain; in directing educational and cultural institutions with interests in ITCP; at the level of regional development strategy aimed at fostering ITCP clusters; as an aspect of national economic and cultural policy; and in multinational collaborative efforts.
From page 3...
... As IT has matured and been assimilated into the mass market, the IT tools and media available to artists and designers have become both more diversified and more affordable. There are popular, standardized tools for performing such tasks as creating, editing, and distributing images, audio, and text; there are variants on standard tools customized to the needs of particular artists or designers; and there are highly specialized, purpose-built tools used by nobody but their creators.
From page 4...
... The growing numbers of artists and designers becoming skilled programmers or hardware developers, like the smaller number of computer scientists and technologists engaging seriously with the arts and design, demonstrates that this is feasible. But it is not easy: Colleges and universities focus mostly on established disciplines, and the cross-disciplinary programs that do exist vary widely in their institutional support, effectiveness, and quality.
From page 5...
... By contrast, mainstream arts and design organizations museums, galleries, arts and design fairs, arts and design publishers, and so on have played a lesser role, although they have begun to embrace ITCP more as the products of ITCP have played a larger cultural role and as these products have developed in quality and interest. Much pioneering exploration of ITCP has taken place in studiolaboratories, which build on the tradition of earlier centers of crossdisciplinary research and education in the arts, design, and new technology of the time, such as Germany's Bauhaus in the pre-World War II years, the postwar New Bauhaus in Chicago, and the Center for Advanced Visual Studies established by Gyorgy Kepes at the Massachusetts Institute of Technology (MIT)
From page 6...
... This path is illustrated by the film and entertainment industriesthese ITCP pioneers overcame difficulty and expense and now can produce major commercial successes. A focused example is the flourishing video game industry, a direct outcome of the rise of ITCP.
From page 7...
... · ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ FOSTERING THE CULTURE OF I N FORMATION TECH NOLOGY AND CREATIVE PRACTICES Providing new tools and media for artists and designers, providing opportunities to develop ITCP skills, and creating environments that support ITCP are all necessary to form thriving ITCP clusters, but
From page 8...
... At the same time, arts and design departments on campuses and arts schools have sought to internalize ITCP facilities and to develop their own research and teaching programs in ITCP. The situation echoes earlier efforts to formalize computer science as a field, establish a theoretical foundation for it, and provide it with some level of autonomy from its predecessor and sister fields.
From page 9...
... It is important to recognize, however, that serious ITCP research goes beyond appropriation of established IT concepts and techniques for artistic or design purposes, or use of straightforward examples 2In transdisciplinary ITCP work, artists and designers interact as peers with computer scientists, a model that is described in detail in Chapter 4.
From page 10...
... Issues arising from the arts and design have motivated challenging and important domains of computer science and technology research, such as three-dimensional geometric modeling and scene rendering directed at the practices and needs of designers and animators. Sometimes arts-oriented researchers raise cultural, social, ethical, and methodological questions for computer scientists that would not be obvious in a more narrowly focused technological context.
From page 11...
... Those new approaches, in turn, may require new skills and participants in funders' decision-making processes. Grant program definitions should specifically embrace ITCP, but without that, progress in ITCP will depend on grant seekers' ingenuity in influencing program definitions and relating their ideas to existing programs.
From page 12...
... building, emphasizing designs that are extensible and tools that provide support for improvisation, and for providing broad access to the resulting tools. Expand research program support for work in aspects of distributed control, sensors and actuators, video and audio processing, human-computer interaction, information retrieval, artificial intelligence, networking, embedded systems, generative processes, and other technological areas that are critical to advancing ITCP, with a particular focus on arts-and-design-inspired applications of these technologies that extend beyond conventional uses.
From page 13...
... 12. Underwrite research on the formation of creative clusters and the role that ITCP can play in promoting regional development.


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