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MEDIA DIGITAL ART AND CULTURE IN FLANDERS BELGIUM - BAM

MEDIA DIGITAL ART AND CULTURE IN FLANDERS BELGIUM - BAM

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esearches the design processes of play and games in the current societal<br />

context. Both Social Spaces and Play work in close collaboration with the<br />

social and the cultural field as well as with scientific labs and small and big<br />

companies engaged in the development of serious games, alternative media<br />

interfaces and mobile applications. The engineering school Group T also has an<br />

research group investigating games. This research is primarily conducted from<br />

an engineering perspective, but occasionally also gathers designers and artists<br />

in their projects.<br />

Besides the recently started artistic research institutes, networks like<br />

Crosstalks, Arteconomy and Flanders District of Creativity try to make the link<br />

between arts and industry. They specialise in building bridges with the industry,<br />

bringing creative and critical actors into companies and large organisations in<br />

order to innovate their practice.<br />

T O C O N C L U D E : I M A G I N I N G O T H E R P O S S I B L E W O R L D S<br />

It seems that the expertise of media artists in Belgium has been finding its<br />

way in a large number of art and science and art and industry collaborations.<br />

Although things are starting to change, the art of mediating or media art is still<br />

an underexposed field. Hiding in the border area between people, disciplines<br />

and domains, it takes many forms and is present in many contexts and many<br />

actors still consider the cross-over between art, science, technology and<br />

industry as time-consuming, odd or utopian. The advantage then of all this is<br />

that there is still much to discover.<br />

We find that media artists explicitly perform (and dramatise) the art<br />

of mediating. Several methods are implicitly and explicitly used to – at the<br />

same time – bridge and stress differences between people, disciplines or<br />

domains. This essay zoomed in on media artistic methods such as creating<br />

risky things, introducing fiction in order to critically probe technology and<br />

networks, appropriative or participatory activities in artistic, academic and<br />

commercial environments. Here, the difference between actors is used as a<br />

method to produce different media: no standardised, slick, transparent or<br />

efficient interfaces, but things with a risky character, imagining other possible<br />

worlds. This approach to media can enrich and probe the broader media field in<br />

an important way. Therefore it is important that a continuous effort is made to<br />

apply the art of mediating in different contexts, domains and disciplines.<br />

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