Art and Contemporary Technologies

The new follow-up master’s degree programme in Art and Contemporary Technologies combines artistic thinking with technological and practical competences. The programme is taught in Czech.

  • Title of the programme: Art and Contemporary Technologies

  • Type of study programme: follow-up master’s degree

  • Study programme profile: professional

  • Form of study: full-time

  • Length of study: 2 years

  • Language of study: Czech

  • Degree awarded: MgA.

The programme focuses on exploring the possibilities of different technologies (from digital modelling, 3D scanning and printing to game engines or installation solutions) and their connection to artistic, conceptual or experimental thinking with an emphasis on an environmental perspective. This two-year programme with a professional profile is based mainly on modular teaching, practical courses and workshops, and external professional practice, which is complemented by theoretical teaching not only in the field of art history and theory, but also in the relationship between art and contemporary technologies and the theoretical foundations of artistic creation.

Modular instruction, which is the focus of the curriculum of this programme, is a modification of the studio form of instruction used in other degree programmes taught at AVU. It consists of three modules: the Material and Environmental module, the Contemporary Theory module, and the Virtual and Game Worlds module, and takes place in the form of collective meetings, debates with invited guests, thematic blocks or practical demonstrations, but also through peer critique and collaboration. The openness of the module allows for a more flexible response to the rapid development of technology, places more emphasis on the learners' ability to identify current issues independently, provides space for self-creation, and gives the opportunity to consult with a wider range of experts. At the same time, it allows for a more focused and targeted focus on specific issues and content. Its output is a semester final project or a thesis.

The interconnection of the module teaching with other forms of practical teaching implemented within the programme is important; the conceptual and practical components are constantly linked, which corresponds to the interdisciplinary nature of digital work. These are mainly integrated courses in the form of workshops aimed at acquiring specific competences in the field of individual technologies and familiarizing oneself with their possibilities and uses. Given its professional profile, an important component of the program's curriculum is also professional practice taking place at partner workplaces in selected institutions and commercial companies. Its purpose is to give students a clear idea of the possibilities of working in the field, work experience and contacts that they will be able to maintain and further develop.

  • Material and Environmental Module - reflects new material and technological possibilities of production not only in art, with an emphasis on 3D environments (scanning, printing, modelling) and innovative technologies, taking into account environmental friendliness and sustainability as starting points.

  • Contemporary Theory module - based on the media, political and aesthetic complexity of the contemporary world. It does not primarily provide students with theoretical knowledge, but rather with the competence to navigate media technologies (including issues of AI, neural networks, web 3.0 or machine learning) and to understand their theoretical assumptions, including the speculative, environmental or neo-materialist turn in the humanities and arts.

  • Virtual and Game Worlds module - focuses on the use of the gaming medium and virtual reality technology in applied and artistic work. The aim is not to compete with the fields of game development (programming, game graphics creation, VR), but rather to provide a holistic overview of the medium, the development of original projects and the use of the technologies in a range of possible outcomes and functions.

The graduate of the Art and Contemporary Technologies study programme is versatile in current 3D technologies, has experience with their practical use and is prepared for the technological challenges of the 21st century. During their studies, they master a range of 3D technologies in which they further specialize themselves (3D modelling, 3D scanning, 3D routing, game development, critical and theoretical reflection on 3D technologies). A unique quality of the graduate is the ability to understand 3D technologies as a whole, as opposed to disciplines that specialize only in graphics, game development, art or theory. Another unique feature is the intertwining of these technologies with art, again not primarily in the direction of technical competence, enriching the free creation of the artist, but in the direction of artistic thinking, enriching the work with the technologies.

The graduate knows how to search for and find their own creative solutions to technically demanding projects, installations or presentations. In doing so, they draw on a broad overview of the possibilities of individual technologies and their own practical experience with them, involving invention, self-criticism and experimentation. They are able to use 3D technologies in different fields and situations and can think about them in the context of social and aesthetic issues. The graduate sees the environmental perspective as a natural starting point for creation in the 21st century, taking a practical and critical attitude towards the future and the creation of new conditions in the context of contemporary technological and environmental issues.

Graduates find employment in the broader cultural and artistic production as well as in applied arts, creative industry, fund management or installation design. These areas include:

  • Creative solutions for technologically demanding projects, especially in the cultural sphere;

  • installation of specific objects and entire exhibitions, spatial design, exhibition architecture;

  • 3D and VR presentations and visualizations, AR and VR applications;

  • 3D modelling and 3D graphics;

  • 3D printing in industry and development;

  • 3D scanning of objects or locations; digitization of objects and collections with an emphasis on 3D;

  • game design and design of gamification systems, game criticism, game theory (game studies);

  • position of consultant for technological solutions;

  • art and technology education;

  • free artistic creation.

The basic criteria for admission to study at AVU are a demonstrated relationship to contemporary art, motivation to study, adequate cultural insight and the ability to further creative development and theoretical reflection on one's own work.

In addition, the Art and Contemporary Technologies candidate must demonstrate a clear interest in pursuing contemporary technologies, including a basic orientation in the field and the ability to reflect critically. Knowledge of the basic tools of digital image production and 3D space are a strong advantage. The candidate must be motivated to find their own ways of using current technologies and related skills.A bachelor's degree in a related field, i.e. one that deals with artistic and creative activities, or technology or media, is a prerequisite for admission.

Teaching staff

Mgr. Pavol Fabuš, Ph.D.

palo.fabus@avu.cz

Ing. arch. Barbora Tauerová

barbora.tauerova@avu.cz

MgA. Adam Trbušek

technolog

adam.trbusek@avu.cz