AH20260 Digital Art: from EAT to NFTs

Academic Year 2021/2022

Digital art refers to art produced, consumed and distributed using digital technologies. Examples of digital art might include art that utilises CGI, digital video, digital animation, video game engines, VR, AR, XR, artificial intelligence, the internet and social media in its production, consumption and distribution. The module Digital Art: from EAT to NFTs will introduce students to digital art by following its evolution from the late 20th to the early 21st century. Twice weekly lectures will introduce students to histories, theories and practices of digital art. Students will learn concepts such as medium specificity, post-media, post-digital, post-internet and new aesthetic, and will be introduced to some of the thematic concerns of digital art such as identity, trans- and post-humanism, surveillance capitalism, climate change, the Anthropocene and the Cthulucene. Students will also have the opportunity to take part in class discussions of examples of digital art screened in class. The module will also explore the influence of digital technologies on the art world, specifically the curating, collecting and marketing of digital art, by focusing on recent developments including online curating, algorithmic curating, blockchain, DAOs and cryptoart.

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Curricular information is subject to change

Learning Outcomes:

On completion of the module students will:

have acquired a solid foundational knowledge of digital art histories, theories and practices from the 1960s to the present day.

understand the relationship between digital art and its political, economic, social and cultural context.

recognise the importance of criticality for digital artists.

have been introduced to a variety of online resources (libraries, archives and galleries) for viewing and researching digital art.

have honed their skills in reading, writing and critical analysis.

Indicative Module Content:

Computer art, electronic literature, video art, tactical media, digital animation, VR and AR, video game art, net art, social media art, biometric art, AI art, critical making, post-digital, post-internet and new aesthetic, post-digital publishing, art on the blockchain and curating digital art.

Student Effort Hours: 
Student Effort Type Hours
Lectures

24

Specified Learning Activities

38

Autonomous Student Learning

38

Total

100

Approaches to Teaching and Learning:
This module will be lecture based but there will also be class screenings and opportunities for class discussion. 
Requirements, Exclusions and Recommendations

Not applicable to this module.


Module Requisites and Incompatibles
Not applicable to this module.
 
Assessment Strategy  
Description Timing Open Book Exam Component Scale Must Pass Component % of Final Grade
Class Test: Slide Test Week 12 n/a Graded No

50

Essay: 2,000 word essay Week 7 n/a Graded No

50


Carry forward of passed components
Yes
 
Resit In Terminal Exam
Autumn No
Please see Student Jargon Buster for more information about remediation types and timing. 
Feedback Strategy/Strategies

• Feedback individually to students, post-assessment

How will my Feedback be Delivered?

You will receive written feedback on your essay and will have the opportunity to discuss this and your exam performance with the lecturer concerned.

Name Role
Ms Rhona Henderson Lecturer / Co-Lecturer