Studio of Design and Digital Technology
In other words: a digital playground - creatively applied technologies, innovations, space for research, play, and experimentation.
We perceive the emerging face of the new studio as a responsibility, but also as a challenge in the liberalization of this process, which places a large part of the responsibility on the students themselves. Based on this format we expect flexibility and more intensive involvement of students during the teaching process, the very formation of the studio, is practical as well as for intellectual sharing. Part of this process should be self-knowledge, openness to various topics, critical research into deeper connections and a "return" to enthusiastic analysis, and even childish playfulness.
The basic premise for the creation of a professional artistic-technological climate should be for students to try out and get to know a wide range of digital/interactive media during their studies, including; virtual/augmented reality, motion design, gamification, electrical engineering, cybernetics, etc. Technological equipment will be part of the new building, but also adjoining the studio. The professional-theoretical part outside the basic study program will be conducted in the form of workshops, guest lectures by artists, experts, and cooperation by other schools and institutions.
Profile of the applicant:
Future students should have a common interest in self-education in the field of technology, and science-based art disciplines. Concerning their focus and self-development (it is not preferred whether they have tendencies towards illustration, typography or animation, etc.).
Profile of Graduates:
Graduates are able to create a bridge between artistic and technical thinking. They should be creative individuals who can think in terms of technology and can design a product for new media or generate creative assignments from the position of an art director (not only for coders). They find ways to use existing/new technologies in innovative ways based on critical thinking and context, which are then applied in commercial practice but also in applied and original art.
Keywords: - digital memory - blockchain - responsiveness - multiplatformity - applications - installation - virtual reality - augmented reality - interactivity - gamification - gamestudies - motion - ux