Starting A Digital Art Program With Open Source
An anonymous reader writes "We are running mainly Windows on our HS campus with the exception of Macs in the visual arts department, and are just beginning to get into the process of teaching using computers in the area of art. What recommendations do you have for starting a program? I am looking fo apps that will be able to be used on both our Macs and on our PCs in the Library etc., and specifically I am looking for a program (curriculum, not software) for teaching digital art concepts using the FOSS tools that are out there. I am aware of Gimp, Blender, and Inkscape, but have not seen any curriculum per se. Any help?"
I know that python is pretty well integrated into the gimp. It should not be very difficult to make some sort of integrated tutorial type stuff.
The GeekNights podcast is going strong. Listen!
From my opinion as a student of computer arts/digital arts, the first thing you have to ask yourself is how to include the computer in your artistic work.
I can recommend the Book "Composing Interactive Music" from Todd Winkler, as I found it not only interesting for re-thinking how to use Computers in artistic installations, but also how to completely rethink computer interaction.
Winkler proposes a framework of 5 stages which i think can also be adoped for any digital works, not only music.
The book is inteded for composers working with max/msp, a visual programming language where object boxes can be "patched" together; this style of working shows fast results, as this kind of software is working "realtime", meaning you get constant ouptput of the things you are doing or the parameters you are changing.
I am working with this kind of "patchable software interfaces" for more than five years now; and this is also teached on the University of Applied Arts in Vienna/Austria, where I am studying.
If it comes to interaction (sound-visual, sound-dancers, graphics-interface, whatever) in the field of artistic work, these tools such as
PD Pure Data (windows/mac/linux) - Audio/Video/3D (GEM,Framestein) -opensource-
Cycling74 max/msp (windows/mac) - Audio/Video/3D (also see Nato and Jitter) -free 30days demo-
Native Instruments Reaktor (windows/mac) -commercial, but has education pricing-
vvvv (win) -free-
are used from lots of the people around.
there are hell lots more, you might want to take a look at the audiovisualizers.com tool shack, or pawfal.org for example.
For some visual examples and also works, you might want to take a look at
http://www.harvestworks.org/maxreel/
http://puredata.info/community/ (mostly audio)
talking chair (vvvv+hardware)
http://www.realtimearts.net/
or you might also want to take a look at the department of digital art in the university of applied arts/vienna.
currently we are a group of people trying to bring opensource and arts together. there are also workshops and lots of projects going on: http://5uper.net
for sure there are also "standard" programs teached, which are good for working with business and advertising companies -- but if we are speaking about digital arts, that's going beyond the standard approach of software use. at least for me.
parasew's non-uber-geek blog
First off, if you are wanting to teach, set aside time when you've learned the program to create some multimedia tutorials. Get camtasia studio and record tutorials, export them to flash. It's better and fast than writing a book with screenshots.
If you are wanting some linux movies, check out xvidcap.
It's a great idea to promote and use open source software. Some might say that those skills will have no marketability because the apps are open source and not industry standard. However, when teaching an art class and including computers, all you have to do is emphasize "Now this is free so you can use it at home. Photoshop is what most people in business use, but the same principles apply." Kids will remember that and they will pick up the right app if they are really interested in that field.
Save the money by using OSS and buy some really nice digital cameras for everyone to use. Have the kids go out and capture the world. They'll love it. Then bring the pictures into gimp, try different things from contrasts to layermasking, and painting. Create meaningful collages. If they learn the gimp, they'll pick up photoshop, and then freehand, etc. They'll be fine. I'd recommend gimp over photoshop elements any day.
Here are learning links I've found on blender. This is really a cool program to teach, but I know it will be difficult for some people to pick up. Teach them how to create a text object, write their name and render it with different light setups. Future filmmakers will really appreciate it I think.
http://www.bl3nder.com/tutorials/ http://www.ctr.co.at/swf/3ds_max_1_zb1_num_calc.ht m http://www.blenderama.com/index.php?id=276 http://www.vrotvrot.com/xoom/tutorials.html http://blendedmind.i8.com/tutorials.html#tutorials http://www.blender.org/modules/documentation/htmlI /
http://www.tutorialguide.net/software/blender/
http://www.blender3d.com/cms/Tutorials.243.0.html
http://www.tltsu.ru/archive/blender/BlenderTutoria lPart3_.pdf
http://project-blender.onlinehome.de/
http://www-users.cs.umn.edu/~mein/blender/
http://www.ingiebee.com/Blendermania/tutorial_list .html
http://renderosity.com/
http://developers.slashdot.org/article.pl?sid=04/0 4/30/217225
http://www.geocities.com/paulthepuzzles/aardvarks. html
http://blender.excellentwhale.com/
http://www.selleri.org/Blender/
http://www.swissquake.ch/chumbalum-soft/index.html
http://www.elysiun.com/forum/viewtopic.php?p=11202 6#112026
http://vrotvrot.com/xoom/tutorials.html
http://www.linuxgraphic.org/section3d/blender/page
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