VOL. 2 NO. 2 SUMMER 2005
Published: May 15, 2005
Editor’s Note
The summer issue of the International Digital Media and Arts Association Journal highlights some of the discussion and events of the spring conference. In addition it creates a platform for more thoughtful consideration about specific areas that make up digital media and art. Sometimes that thoughtfulness is triggered by humor. And before all the serious reading the journal presents Iddy O’Digit, who answers questions from our readers frustrated by change.
The first section presents six papers, two each on the subjects of games, pedagogy and change. Issues that surround the development of gaming programs are complex and wide ranging and these two papers reveal the breath of issues. David Menchaca outlines inconsistencies in the field as game development finds a place in various academic programs. Fajardo and Schmidt look at alternative ways to create a more socially conscious approach to game development and play.
Kenny and Kalwinsky both research the integration of digital technology and the implications for teachers and the design of instruction. Kalwinsky looks specifically at wireless technology and what worked best and what needs arose from the integration. Kenny presents a comparative analysis of two groups of learners. One group grew up before and the other group grew up after the dawn of the digital era.
Papers five and six are about change and, in particular, the change occurring to some fundamental expectations. Mike Niederman compares old and new narrative paradigms with discussion about how to bridge the differences. Scott Olson leads us through a comparison of rule and action based ethics and asks us to consider the possibility of shifts in how we define and teach moral obligation in the digital age.
The review section contains papers that are in-depth analyses of subjects covered in conference workshops. The authors took from their participation and discussions at the conference, defined the terms and synthesized the issues for us. Robert Lawrence covered the collaboration workshop. Chris Blair reviewed the three questions that were addressed by the curriculum workshop. Gail Rubini looked at visualization and the rational for blending science research with digital arts. Moshell, Gibson and Costa describe the problems of digital asset management. Their review covers the state of development in the DAM field and the importance of DAM to a wide range of activities.
Finally, John Marshall, who was in Manchester, UK for the conference, participated via an iSight camera in the workshop devoted to video and urban space. Marshall, working with Cornerhouse Gallery, hosted the screening of members’ videos on the BBC’s Bigger Screen in Exchange Plaza. His paper outlines and discusses the implications of artists using digital media to intervene in public environments.
Thanks to all the contributors to this issue. This issue demonstrates the wide diversity of digital media and arts and the common ground that all of us share as the expanding adoption of digital processes continues to spread. Your thoughts, comments and participation are always welcome.
Conrad Gleber
Editor
In this issue
About the Journal
The Journal of The International Digital Media and Arts Association responds to the rapidly developing field of digital media and arts in a variety of settings—academic, educational, artistic, political, and social. Membership in iDMAa includes a subscription to the journal. Get more information on becoming a member.
The annual subscription rate for institutions is $95 which covers access to the electronic version. To subscribe to the journal, click button below and email request to subscribe.
-
V2N2: Dear Iddy
By Iddy O’Digit | March 12, 2013
Having problems coping in the digital world? Dear Iddy is a Dear Abby for the 21st Century. Send your questions to Iddy in care of this periodical. _________________ Dear Iddy: I’m a film professor at […]
-
V2N2: Digital Asset Management and Academia
By J. Michael Moshell, Ian Gibson, John Costa | March 8, 2013
What is Digital Asset Management? Digital Asset Management (DAM) represents an organized approach to the problem of storing digital content together with metadata that describes it. Metadata can include the author, project, purpose, intellectual property […]
-
V2N2: Digital Deontology
By Scott Robert Olson | March 8, 2013
What do a bootleg download from Morpheus, the appearance of Hayden Christenson as Anakin Skywalker at the end of the 2004 remastered version of the film Return of the Jedi, and a strangely familiar undergraduate […]
-
V2N2: Digital Media and Arts Curriculum Development: Defining Digital
By Chris A. Blair | March 8, 2013
The workshop on Digital Curriculum Development at the 2005 International Digital Media and Arts Association Conference highlighted the major challenges facing digital media and digital art programs. Though some discussion focused on teaching technology, funding […]
-
V2N2: Growing Up Digital: Implications for Teaching and Learning
By Robert F. Kenny | March 8, 2013
Robert McMahon (1996), an early media literacy pioneer with the New Mexico Media Literacy Project, once quipped that if you want to keep a child’s attention in school, all you have to do is show them a commercial once every seven minutes. He may have been more right that he knew. [...]
-
V2N2: Held Together by Thin Air: Pedagogy, Technology and New Media
By Robert Kalwinsky | March 8, 2013
Those of us who are educators strive to find and create landscapes for inquiry within and beyond the classroom. At the surface, our disciplines contain information and perspectives; these inform and enrich each other, and with active learning, shared world experience, observation, collaboration, and reflection, they become the knowledge and culture of critical thought.
-
V2N2: The Changing Narrative Paradigm Analog to digital and what that means
By Michael Niederman | March 8, 2013
A narrative paradigm shift has occurred, the catalyst being the technology shift to digital in virtually all form of communications. Kuhn suggests that human experience will qualitatively evolve under the influence of a new invention. […]
-
V2N2: The Generative Game Engine
By Rafael A. Fajardo, Chad Schmidt | March 8, 2013
Our collaborative, SWEAT, has been working at making socially conscious video games that function as multi-level critiques. These critiques include analyzing the tools and methods of making digital art—and of games in particular—and we have […]
-
V2N2: The State of Game Studies Programs: The Muddle of Design and Analysis
By David Menchaca | March 8, 2013
Any review of the current state of “game studies programs” in academia must begin with a determination of what is studied and what is taught.1 There is some inconsistency about what “game studies” means in […]
-
V2N2: Toward a Definition of Collaboration
By Robert Lawrence | March 8, 2013
Collaboration is ‘in’. As during the creative world’s embrace of political art in the 80’s, a lot of people who have been working collaboratively for a while are quite excited about this development. But with […]
-
V2N2: VIBE Summer 05: Grabbing attention - the function of public video art
By John Marshall | March 8, 2013
VIBE: Video In the Built Environment is an ongoing, international, artist-led project that explores the impact of media in the built environment through curated, site-specific interventions, presentations and published documentation.
-
V2N2: Visualization –
By Gail Rubini | March 8, 2013
What we see influences the way we process information — and ultimately, decision-making itself. Intelligence alone doesn’t enable you to make sense of information. Working with information to understand it, determine what should be done […]
