SCI-ART LAB

Science, Art, Litt, Science based Art & Science Communication



 Directory of Art & Technology Programs

By Stewart Mader, last edited by Mark Tribe on Feb 12, 2010 Go to start of metadata

A Wiki Directory of Academic Art and Technology Programs
Including: Art and Science, Art and Technology, Computer Art, Cyber-Art, Digital Art, Electronic Art,
Interactive Art, Media Art, New Media Art, Science Art, Tech Art, Techno-Art, and Technology-based Art. For prospective students, faculty, and others!

Initially prepared by Michael Naimark and Mark Tribe.

Introduction
Background: In 2004, Mark Tribe asked Michael Naimark to write an overview of academic art and technology programs as part of a proposal Mark was preparing for Columbia University. Mark wanted something comprehensive but with a point of view, in a similar spirit to Michael's 2003 ArtsLab report. With the proliferation and growth of academic art and technology programs around the world, we decided to use our material as the seed for this wiki.

Another good list:
Conceptual/Information Arts Listing of Educational Programs focused on experimental media. (Includes several not posted in this Wiki)
http://userwww.sfsu.edu/~infoarts/links/wilson.artlinks.org.html#ed...


Contents:

Academy of Media Arts, Cologne, Germany

http://www.khm.de

Academic Art and Technology programs in Europe tend to be rigorous, intensely ideological, and driven by strong-willed directors responsible for getting funds from their governments. For example, the Academy of Media Artsopened in Cologne in 1990, under the direction of Siegfried Zielinski, as Germany's first institution exclusively dedicated to audiovisual media. Initially conceived as a 4-year undergraduate program, in 1994 a 2-year postgraduate program was added. In addition to basic skills, the program emphasizes the "joint development of a media/cultural identity, one conscious of its own social, political, aesthetic and ethical obligations." Students are expected to do "collaborative work with museums, art galleries, production companies, television broadcasters, etc."

Alfred University MFA in Electronic Integrated Arts

http://art.alfred.edu/graduate/mfa-eia.html

Students:  9 (fall 2008) 4 first year and 5 second year
Financial Assistance: Each accepted student will receive a full tuition waiver and a graduate teaching assistantship/fellowship.

The MFA in Electronic Integrated Arts offered by the School of Art and Design at Alfred University offers an interdisciplinary approach to electronic and digital processes.  This program creates a context to explore the relationships between the languages, processes, and forms of emerging electronic/digital technologies with those of painting, printmaking, photography, design, video and sonic arts, recognizing an emerging population of students committed to investigating these relationships through work not necessarily confined to a singular artistic discipline. Given this cross-disciplinary structure, student work can be based in any of the mediums included within Alfred's Division of Expanded Media and the Division of Painting and Photography, but should demonstrate an involvement with or integration of digital or electronic processes.

Arizona State University: Arts, Media and Engineering (AME) Program

http://ame.asu.edu
Students: 31 related grad students (50 by 2006)
Faculty: 10 full time & 57 affiliated in participating departments
Financial Assistance: about half have full support

The Arts, Media and Engineering (AME) Program at Arizona State Universityis an interdisciplinary program combining expertise and resources from a broad consortium of ASU departments, including Electrical Engineering, Computer Science and Engineering, Music, Dance, Visual Arts, Theatre, Psychology, Anthropology, Sociology, Life Sciences, Bioengineering, Architecture and Environmental Design, and Education. Rather than creating its own graduate degree, it acts as an integrator, enabling the existing departments to offer their own interdisciplinary degrees. Projects are often based around bringing in outside artists to collaborate with integrated teams, such as dancer Bill T. Jones and new media artist Paul Kaiser to collaborate with computer graphics and vision researchers on motion capture and display.

Art Center College of Design's Media Design Program

http://www.artcenter.edu
Students: 30 full time
Faculty: 4 full time core faculty & 4 adjunct faculty
Financial Assistance: some scholarship and work-study available

Art Center College of Design's Media Design Program, in Pasadena, is a unique mix of art and design. Its President Richard Koshalek, the former Director of the Los Angeles Museum of Contemporary Art, wishes to make Art Center into a new Bauhaus. The Media Design Program is a unique mix of popular culture, largely due to its current Chair Brenda Laurel, and critical theory, due to its former Chair Peter Lunenfeld. The two-year MFA program "remixes the concerns of experience, interactive, and graphic design as transmedia design strategy and practice."

Arts & Communication Magnet Academy (ACMA), Oregon, USA

http://www.beavton.k12.or.us/acma/
Students: 100-150
Faculty: 2

ACMA is a magnet school for the arts, part of the public school system of Beaverton, Oregon (in the Portland metro area). One area of concentration is in the Electronic Arts, taught in earnest since the mid 1990's. In recent years, the program has grown to offer three levels of instruction in filmmaking, graphic design, animation, and computer multimedia. Students in grades 6-12 (ages 11-18) experience digital arts training that touches on everything from digital filmmaking to interactive performance. Students seek further training in many west coast arts and technology programs and hope for careers as artists, designers and storytellers.

Arts and Media Centre (ZKM), Karlsurhe, Germany

http://www.zkm.de/

The Banff Centre, Banff, Canada

http://www.banffcentre.ca/

Located in Banff National Park, a world heritage site in the heart of Canada's spectacular Rocky Mountains, The Banff Centre is Canada's only post secondary learning institution dedicated to the arts, mountain culture, and leadership programming.

For almost 75 years, the impact of the inspiring mountain location, the creative atmosphere, the diverse group of participants from many backgrounds and disciplines, and the strong support from Centre staff have combined to make a powerful experience that is intellectually, physically, and emotionally stimulating.

Arts at The Banff Centre have a long and distinguished history. For over 70 years, The Banff Centre has provided professional career development and lifelong learning for artists and cultural leaders in performing, literary, new media, and visual arts. Work is showcased throughout the year in public concerts, exhibitions, and events, culminating in the Banff Summer Arts Festival.

The Planetary Collegium: (CAiiA-Hub) Plymouth UK; (Z-Node) Zurich; (M-Node) Milan; (P-Node) Beijing

http://www.planetary-collegium.net

PhD Students: 43

PhD Graduates: 14

Financial Assistance: none

The Planetary Collegium is concerned with advanced inquiry in the transdisciplinary space between the arts,technology, and the sciences, with consciousness research an integral component of its work. This unique international PhD program, based in the UK, involves "collaborative work and supervision both in cyberspace and at regular meetings." The meetings, intense ten-day sessions held three times a year over a three year period, convene at different host sites around the world. Founded in 1994 by Roy Ascott,the program changed its name in 2003 from CAiiA-STAR (as originally established in the University of Wales Newport) to the Planetary Collegium(President: Roy Ascott) at its new base in the University of Plymouth, England. It has attracted an impressive number of well-established new media artists, musicians, performers, designers, architects, theorists and scholars interested in an advanced degree. The programme, based at the CAiiA-Hub in Plymouth (directed by Ascott), extends through nodes located in Zurich at the Hochschule fuer Gestaltung und Kunst (Z-Node directed by Jill Scott), in Milan at the Nuova Accademia di Belle Arti di Milano, NABA, (M-Node codirected by Francesco Monico with Antonio Caronia as Director of Studies) http://www.m-node.com/
, and in Beijing at the Peking University, School of Microelectronics and Software (P-Node directed by Ken Fields). There are also post-doc and visiting artist/scholar programmes.

The Center for Integrated Media at CalArts

http://www.calarts.edu/schools/art/programs/programs-integratedmedi...
Students: 35-40
Faculty: 6
Financial Assistance: NA

The California Institute of the Arts, one of the largest art schools in the US, offers The Center for Integrated Media in the Schools of Art, Music, Dance, Film/Video, Critical Studies and Theatre. Graduate students from any of the CalArts' six schools can enroll "in order to integrate multiple media and disciplines into new forms of expression." The Center is designed as an interdisciplinary learning environment that supports "a wide range of projects involving performative and environmental installations, video, sound, music, robotics, gaming, programming, interactivity, computer graphics and Internet art." Applications to the Center are processed through the applying student's metier. Each applicant is required to provide an Artist Statement that explains the basis of their work, details their experience working with new forms of media and expresses their interest in the Center for Integrated Media. The Director of the Center for Integrated Media is Tom Leeser.

California Institute of Telecommunications & Information Technology

Cal-(IT)2
http://www.calit2.net

The biggest news affecting the UC Art and Technology system is Cal-(IT)2, the California Institute of Telecommunications and Information Technology. With an initial commitment of $300 million ($100 million from the state and $200 million from private industry), Cal-(IT)2's mission is to "extend the reach of the Internet throughout the physical world." One of its eight interlocking "layers" is "New Media Arts," with connections to both UC Irvine and UC San Diego. This layer focuses on "computer games and novel visualization environments to provide creative research challenges likely to have impact on distance learning, collaborative work environments, and understanding large complex data sets." A major reason for such prominence of the arts is because Cal-(IT)2's Director Larry Smarr was previously the Director of the National Center for Supercomputing Applications in Urbana-Champaign, where he enjoyed a rich and productive relationship with the EVL. Two new buildings are currently under construction, one at UCI and the other at UCSD, totaling 335,000 square feet, both due to open in early 2005. The first floor of the San Diego building will be the New Media Arts research and performance facilities.

Carnegie Mellon University: Entertainment Technology Center (ETC)

http://www.etc.cmu.edu
Students: 64 full time grad
Faculty: 7 full time & 3 part time
Financial Assistance: none

Carnegie Mellon University (CMU), with its world-class computer science programs, has a long history of informal Art and Technology collaborations. In 1999, it established the Entertainment Technology Center (ETC), offering a unique Masters of Entertainment Technology degree. The ETC is a joint program of the College of Fine Arts and the School of Computer Science, with significant involvement of the Human Computer Interaction Institute and the School of Drama. The two-year program is intended to be specialized and experimental, carving out its own niche.

Carnegie Mellon University: Studio for Creative Inquiry

http://www.cmu.edu/studio
Research Fellows: 33 total
Financial Assistance: Yes

The STUDIO is a center for experimental and interdisciplinary arts in the College of Fine Arts at Carnegie Mellon University. Founded in 1989, the STUDIO connects artistic enterprises to academic disciplines across the Carnegie Mellon campus, to the community of Pittsburgh and beyond. The STUDIO's mission is to support creation and exploration in the arts, especially interdisciplinary projects that bring together the arts, sciences, technology, and the humanities, and impact local and global communities. All STUDIO projects are artist-generated. Fellows are selected by invitation and by application, using criteria based on furthering the STUDIO's mission.

Center for Culture and Communication (C3), Budapest, Hungary

http://www.c3.hu/

Concordia University Computation Arts program, Montreal, Canada

http://digital.concordia.ca Students: 120 undergraduates, 60% BFA and 40% B.Sc. (Double-major with Computer Science) Faculty: 4

Danube University Krems, MediaArtHistories MA Program

http://www.donau-uni.ac.at/mediaarthistories

A new Master of Arts program starting in fall 2006

The MediaArtHistories masters program conveys the most important developments of contemporary art through a network of renowned international theorists, artists and curators like Steve Dietz, Erkki Huhtamo, Lev Manovich, Christiane Paul, Paul Sermon, Oliver Grau and many others. Historical derivations that go far back into art and media history are tied in intriguing ways to digital art. Using online databases and other modern aids, knowledge of computer animation, net art, interactive, telematic and genetic art as well as the most recent reflections on nano art, CAVE installations, augmented reality and wearables are introduced. Artists and programmers give new insights into the latest software and interface developments.

Danube University is host of the DATABASE OF VIRTUAL ART

http://www.virtualart.at

Electronic Visualization Laboratory (EVL) at the University of Illinois at Chicago

http://www.evl.uic.edu Students: 20 MFA and 30 CS MS and PHDs
Faculty: 3 Art and 4 CS (+another 6 CS on project bases)
Financial Assistance: varies (supported largely by CS research)

If the sole metric for gauging the success of an Art and Technology programs were its influence on other Art and Technology programs as well as on the field as a whole, then the Electronic Visualization Laboratory (EVL) at the University of Illinois at Chicago would be at the top of the list.

EVL is an "interdisciplinary graduate research laboratory that combines art and computer science, specializing in virtual reality, visualization and high-speed networking. The laboratory is a joint effort of UIC's College of Engineering and The School of Art & Design, and represents the oldest formal collaboration between engineering and art in the country offering graduate degrees in visualization (MFA, MS, PhD)." The EVL has also engaged in a longstanding relationship with the National Center for Supercomputing Applications in Urbana-Champaign (more on this shortly).

The EVL has quietly been one of the driving forces of Art and Technology in both industry and academia. In 1974 its founders, Tom Defanti and Dan Sandin, brought computer video to SIGGRAPH, the world's largest conference on computer graphics and interactive techniques. From the beginning they insisted that SIGGRAPH include an annual art show and electronic theater as well as a trade show and juried papers.

In 1991, the EVL invented the "CAVE," a virtual reality theater, now the universal standard for high-end "tele-immersive scientific discovery, art exhibition and industrial prototyping."

EVL offers both MS and MFA degrees, as well as PhDs. Funding is through government grants (primarily NSF) more than through corporate sponsors. Collaborators range from General Motors to the Ars Electronica Center, ensuring a balance of technological enthusiasm and critical thinking.

Georgia Institute of Technology Program in Digital Media (DM)

http://idt.lcc.gatech.edu
Students: 50 master's & 15 PhD (Fall 2006)
Faculty: 13
Financial Assistance: varied

The *Georgia Institute of Technology Digital Media program offers an MS and a PhD degree that work to balance critical theory with a career-based education. A related program is the Topological Media Lab, a joint degree offered by the DM and Computer Sciences programs. Additionally, Georgia Technology has recently opened an Experimental Game Lab, whose mission is to work with computer scientists, designers, and artists to explore the frontiers of gaming.

Hunter College Integrated Media Arts Program (MFA)

http://ima.hunter.cuny.edu
Students: 77 MFA (Fall 2005)
Faculty: 15
Financial Assistance: varied

The Hunter College Integrated Media Arts (IMA) MFA program focuses on the creative production of media with a social orientation. Unlike traditional programs in film and video documentary, the program encourages students to explore a wide variety of existing and emerging forms. Students learn how to best communicate their messages in the rapidly evolving contemporary media environment. Projects by students in the program have ranged from public exhibitions, performances and screenings to online networked game environments to rich media for pdas and mobile devices.

Interaction Design Institute Ivrea, Italy

http://www.interaction-ivrea.it

The Interaction Design Institute Ivrea was folded into Domus Academy (Milan) in 2005.

International Academy of Media Arts and Sciences (IAMAS), Gifu, Japan

http://www.iamas.ac.jp

Japan has several prominent Art and Technology programs, most notably at Keio University SFC, Tama Art University, and Tokyo University, all of which are well-funded by US standards in terms of project and resource funding, for both faculty and students. Among the most well known and well-funded is the International Academy of Media Arts and Sciences (IAMAS), a component of the vast high-technology infrastructure built during the past decade by the Gifu Prefecture in central Japan. IAMAS initially opened in 1996 as a 2-year certificate program, and expanded to a graduate program in 2001. Like much of Art and Technology in Japan, the IAMAS programs are more exploratory and enthusiastic than critical of new technologies.

Kadir Has University: New Media Department, Faculty of Communication

http://www.khas.edu.tr/en/academics/graduate-programs/graduate-inst...

The New Media Department at Kadir Has offers an interdisciplinary course of study of the convergence and development of the systems, technologies, history, design, and theory of communication, media and information. The curriculum prepares students to be technologically capable, articulate thinkers, and creative media professionals.New Media Department provides an interdisciplinary, experiential approach to learning that emphasizes creativity, critical thinking, teamwork and entrepreneurship whose work may range from interactive design, internet application development, e-commerce and mobile computing. Our graduates possess a unique set of hybrid skills that provide a critical edge for leadership positions in the competitive and evolving marketplace.Prospective students need to be passionate about design, the web and new technologies. The understanding of digital media gained by joining practice and theory-based teaching means that our graduates are highly sought after within the new media and communications industries and beyond.

Lansdown Centre for Electronic Arts, London UK

http://www.cea.mdx.ac.uk

The Lansdown Centre for Electronic Arts, which pioneered computer animation from 1985, is committed to the creative and critical use of digital and electronic technologies. The Centre is at the leading edge of developments in which media have become interactive, ubiquitous, pervasive, physical and multimodal. Masters and undergraduate programmes are offered in Interactive Media, Electronic Arts and Sonic Arts, as well as opportunities for MPhil and PhD research.

Le Fresnoy, France

http://www.le-fresnoy.tm.fr http://www.lefresnoy.net

Another example is Le Fresnoy, a post-graduate art and audiovisual research center located a near the Belgian border in France an hour from both Paris and Rotterdam. Through the vision and persistence of its director Alain Fleischer, Le Fresnoy opened in 1997 in an innovative new building designed by Bernard Tschumi and was largely funded by the French Ministry of Culture. The 2-year program, with an upper age limit of 35, is project-oriented and has a "pedagogical, artistic, administrative and technical staff" of well-known leaders in the field as visiting faculty. One full day each week "is given over to "historical and theoretical lectures on various aspects of modern and contemporary art."

London College of Communication, MA in Interactive Media (MA IM), UK

http://maimm.arts.ac.uk
Students: 32 Full time Faculty:2 Full time + 4 Associate lecturers

The MAIM is located in a new $50m media block at the LCC, one of the colleges of the University of the Arts London, with 24,000 art and design students. It is one of the longest established courses in the field, but its focus is on helping students shape the way communications will change over the next 25 years. The 45 week programme continually blends theory and practice, with the emphasis on innovation, teamwork and courage.

Master in Digital Arts, Pompeu Fabra University (Barcelona, Spain)

http://www.iua.upf.es/docencia/posgraus/es/index.htm

The Master in Digital Arts at the Pompeu Fabra University in Barcelona has been offering, since 1994, a broad program for students who wish to learn both techniques and theoretical foundations regarding digital art. This programme aims to reflect on the cultural and technological nature of new media, and explore the different languages and techniques involved in the use of digital media for expressive and communicational purposes. The Master in Digital Arts is a pioneering program for spanish-speaking students, and has become a point of reference for the Iberoamerican community of digital artists.

Miami University: Armstrong Institute for Interactive Media Studies

http://aims.muohio.edu
Students: 200
Faculty: 12

AIMS is an interdisciplinary, undergraduate program, founded in 1996, that crosses the entire university landscape, including faculty, students, and space in Arts & Science, Business, Fine Arts, Education, Engineering, and Libraries. AIMS offers a major, two minors, and other curricula, including international workshops. Faculty research is presently focused on Processing and Code Art, eMarketing, Design Thinking,  Gaming, and Experiential Learning.

MIT Program in Media Arts and Sciences (MAS)

http://www.media.mit.edu/mas
Students: 123 full time (62 MS and 61 PhD)
Faculty: 23 full time
Financial Assistance: full tuition and monthly stipend for all students

To understand the evolution of academic Art and Technology programs in US, the place to start is MIT. It first artist faculty member, Gyorgy Kepes, was hired in 1946, from Laszlo Moholy-Nagy's New Bauhaus in Chicago. In 1968, Kepes founded MIT's Center for Advanced Visual Studies (CAVS) as a "closely knit work community of artists and designers who would work together with architects, city planners, scientists and engineers," and initially, with no students and no classes. Classes eventually were offered, and in 1979 CAVS, along with MIT's Film/Video section and the Architecture Machine Group (the proto-Media Lab), offered MIT's first MS degree in Visual Studies.

Around that time, the Architecture Machine Group's Director Nicholas Negroponte convinced MIT's retiring President Jerome Wiesner to support the development of a unique integrated program called the Arts and Media Technology Facility. Midway through the planning process, the CAVS community abruptly pulled out, resulting in, among other things, the need to change the name of the Facility. It was changed to the Media Lab.

Since then, MIT has had a fractured arts community, emblematic among universities working to integrate technology research with contemporary art. On one side of campus is a large, sparkling, corporate-funded building full of interesting technological activity. On the other side of campus is a smaller, poorly funded group determined to study and make art.

Increasingly, art practice has been adopted at the Media Lab. This has happened for several reasons. For one thing, faculty and students were submitting their work to well-known international Art and Technology venues such as Ars Electronica and the SIGGRAPH Artshow, where they gained visibility. Another reason is simply that Art and Technology itself had become more visible to and accepted by both the general public and the Media Lab's sponsors. Equally important, everyone involved became better at articulating why art at a place like the Media Lab has value. Finally, two years ago, critical art theory and practice was folded in through a new group called Computing Culture.

The degree program has evolved into MS and PhD offerings in Media Arts and Sciences (MAS), with active undergraduate curricula as well. William Mitchell, who recently retired as Dean of Architecture and now directs the MAS program, hopes to fully re-integrate the arts over the next few years.

MIT Visual Arts Program

http://web.mit.edu/vap

The Visual Arts Program focuses on the development of critical visionary strategies in artistic practice within the context of the advanced technological community of MIT. Students in the Program include undergraduate and graduate students majoring in a variety of fields from engineering to media studies as well as a small, select group who make up the Visual Arts graduate program. Under the aegis of the School of Architecture and Planning, the Program has the capacity to create links with Architectural Design, HTC (History, Theory, and Criticism), the Media Lab, as well as other MIT research and teaching Units.

The Visual Arts Program emphasizes experimental approaches to studio production in both traditional and new media. Students are encouraged to consider the physical and cultural context of their artwork as central to its interpretation. Related areas of investigation include: the dialogue between art and architecture, critical approaches to public art, demarcations between public and private space, counter monuments and new instruments of collective memory, prosthesis and the extended body, and nomadic design tactics.

The Visual Arts Program is under direction by Ute Meta Bauer (co-curator of Documenta11) and professors include Joan Jonas, Krzysztof Wodiczko, Wendy Jacob, Antonio Muntadas, Joe Gibbons, Andrea Frank, and Julia Scher.

Newcastle University Digital Media Masters of Research Course

http://www.ncl.ac.uk/postgraduate/subjects/digital+media
Program began in September 2008

Digital Media is a new group straddling the School of Arts and Cultures and Culture Lab. While being practice-based, the programme recognises the importance of theoretical foundations. A compulsory theory module introduces issues of dematerialisation, cybernetics, access and the digital divide, phenomenology, and ethics. Elective modules teach essential techniques for contemporary creative practice on digital media. They focus on the main research strengths of the core DM staff and includes mobile/locative media, interactive systems, and sound/image transformations; physical computing, participatory dynamics, and sustainability; and ethnography, interpretation, and exhibition design.

The Masters is offered as full time (1 year) or part time (2 years) modes of study. We expect interest from people already working in creative sectors to pursue study part time while working. It is expected that graduating students continue in the field - as artists, in doctoral study, and in significant posts in the creative sector.

NYU Interactive Telecommunications Program (ITP)

http://www.itp.nyu.edu
Students: 230 full time graduate students
Faculty: 7 full time, 50 adjunct
Financial Assistance: varies

One of the largest, oldest, and best-known Art and Technology programs in the US is *NYU's Interactive Telecommunications Program (ITP)*in the Tisch School of the Arts, with over 200 students. It is a "pioneering graduate department in the study and design of new media, computational media and embedded computing under the umbrella of interactivity," whose goal is "to train a new kind of professional - one whose understanding of technology is informed by a strong sense of aesthetics and ethics."

A very hands-on program, ITP has developed its own curriculum, and reputation, around "Physical Computing," whose central premise is to go "beyond the idea that a computer is a grey box with a monitor, a keyboard, and a mouse." Basic instruction in the use of micro-controllers and cheap, homemade external devices are largely responsible for the collective ITP style.

ITP gains much of its visibility through end-of-term public exhibitions of its student work. ITP was founded in 1979 and has a famously tight alumni community. The technical staff members are also famously good-natured. ITP was founded by Red Burns, who remains its chair and whose vision is responsible for its unique mix of art, technology, and activism.

NYU Digital Communications and Media (DCoM) at the PaulMcGhee Division

http://www.scps.nyu.edu/dcom
direct link:
http://web.scps.nyu.edu/mcghee/degree.programs/bs-digital-communica...

Student-Faculty ratio 12:1
Financial Aide and Scholarships available

The McGhee Division at NYU offers Undergraduate BA and BS degrees in predominantly evening classes tailored to the working student. Small classes result in a very personalized relationship to professors, and credit for prior learning and professional experience accelerate your degree progress.

The Bachelor of Science in Digital Communications and Media was initiated in 2003. This program addresses the need for professionals who understand the complex and fast-changing environment created by art and technology in the workplace. Students acquire an academic Liberal Arts core and state-of-the-art knowledge in a variety of digital media technologies and formats. Students select one of the following concentrations: Game Production, Web Production, Digital Broadcasting and Telecommunications, Media Production (Film/Video) or Computer Animation and Visual Effects.

The Ohio State University Digital Animation and Visualization MFA Program

http://design.osu.edu/dept_grad.html
The Digital Animation and Visualization MFA in Design at OSU focuses on computer animation and graphics as media for diverse areas of communication, research and expression. The program of study is conducted at OSU's reknown Advanced Computing Center for the Arts and Design http://accad.osu.edu The studio-based program provides students with the multi-disciplinary education necessary for leadership in a rapidly transforming information society. It explores the use of advanced digital media in combination with aesthetic, creative, and critical thought. The program's multi-disciplinary approach aims to nurture designers, artists and critical thinkers who will use technology in innovative ways in both professional and artistic arenas.

Ohio State University Art & Technology Program

http://www.artandtech.osu.edu
Students: 40 full time BFA
8 MFA Graduate students
Studio space provided
Department faculty: 20 College of the Arts faculty: Area faculty: 2 full time, 5 adjunct and 4 lecturers
The majority of accepted MFA candidates are offered a teaching assistantship position. This includes free tuition and a monthly stipend in exchange for 20 hours of work per week.
Additional financial assistance for MFA and BFA students available through grants.

Art & Technology is an interdisciplinary studio arts program in computer mediated art, which includes interactive robotic sculpture, electronics, kinetics, multimedia, digital video, 3D modeling, rapid prototyping, experimental 3D computer animation, digital imaging, bio-art, holography, web based works, installation and sound.

MFA and BFA students are encouraged to consider content, contexts and approaches that may not fit with the traditional definitions of art or display venues. In addition to full time professors in this area, affiliated professors in physics, photography, glass, sculpture, printmaking and biology bring expertise and knowledge to these approaches, while promoting interdisciplinary experimentation. The Art and Technology program is situated in one of the top art departments and universities in the world and the conceptual and facility resources are vast with options to take advanced coursework in engineering, computer science, architecture, comparative studies, music, etc. http://www.osu.edu/index.php

Graduate students are encouraged to engage and explore the use of technology in the arts and culture beyond departmental lines by utilizing the vast university community in developing their artistic voice. The Fergus-Gilmore Computer Studio (FGCS) ,provides special capabilities for exploration into digital imaging, digital video, wide format printing, 3D modeling, animation, sound and multimedia.

The New Media Robotics laboratory allows development of interactive micro processor and computer based control for robotic sculpture, interactive video and environments. The area has added a color ZCorp rapid prototyping system and access to 4 axis CNC, laser cutter and SLS rapid prototyping systems. Two Holography laboratories administered by Art and Technology and the Physics Department provide access to special capabilities for holographic imaging and experimentation with light. The sound lab provides high end software, keyboards and sound mixing capabilities. The Advanced Computing Center for the Arts and Design (ACCAD) also provides computing and research possibilities for Art and Technology graduate students. The Wexner Center for the Arts and an ongoing visiting artist program both from the Wexner and the Department of Art are also major components for the program. Recent visitors include Stelarc, Jason Salavon, DJ Spooky, Mel Chin, Gail Wight.

Parsons' Design and Technology Program

http://dt.parsons.edu
Students: NA
Faculty: NA
Financial Assistance: NA

Parsons' Design and Technology Program, in New York, offers a 2 year MFA degree connecting students with the design community. It "integrates critical discourse, theory, experimentation and hands-on production, with an emphasis on the critique." The program is centered on "the required critique environment known as the 'Major Studio.'" Technical competence in web development, programming and scripting, and interactive design is a pre-requisite. If not, students can take "Digital Boot Camp," a month-long summer program, before entering. Like other programs at Parsons, the Design and Technology Program has a long list of "Industry Partnerships."

Pratt Institute Digital Arts Research Laboratory

http://dal.pratt.edu

The Digital Arts Research Laboratory is a research facility dedicated to the interdisciplinary exploration, invention, study and creative inquiry at the nexus of the arts, technology, and culture through rigorous scholarly research and innovative thinking to establish new knowledge and forms of creative expression. With a focus on creating an open environment where artists, technologists and students can work at the convergence of art and technology, are encouraged to be experimental, to work far from the center of accepted practice, and to break down the existing silos of creative disciplines.

Current research areas include Computer Vision and Intelligence, Social Networks, Open Source Culture, Cultural Informatics, Alternative Game Interfaces, Assistive Technologies and Experimental Open Source Animation Platforms.

Pratt Institute Department of Digital Arts

http://dda.pratt.edu/

Enjoying a history of artistic accomplishment since its founding as the Department of Computer Graphics and Interactive Media in 1987, the Department of Digital Arts (formerly CGIM) is one of the first degree-granting programs in the digital arts.

Part of the program's strength is attributed to its interdisciplinary relationship within Pratt's School of Art and Design. Comprised of 14 departments and offering a wide range of both traditional and technical art courses and 25 separate art-related degrees, the School of Art and Design has one of the most comprehensive curricula in the arts anywhere in the world.

Since its founding, DDA has established itself as one of world's leading academic digital arts programs. The faculty is composed of distinguished professionals who have achieved wide recognition for their professional accomplishments. The DDA faculty and also alumni have been historically represented and honored in virtually every major professional conference, both nationally and internationally. Our students have even been honored with Emmy awards for their graduating theses. DDA alumni have been recruited by the world's leading creative studios.

Rensselaer Polytechnic Institute (RPI) Arts Department (iEAR Studios)

http://www.arts.rpi.edu
Students: 200 undergrad & 15 grad
Faculty: 14 tenured or tenure track plus 7 non-tenure or adjunct
Financial Assistance: grad only (tuition waiver plus stipend)

The Arts Department of Rensselaer Polytechnic Institute (RPI) has been offering the MFA in Electronic Arts since 1991. The undergraduate program has expanded to include BS degrees in Electronic Arts and in Electronic Media, Arts, and Communication, and the department will offer a PhD in Electronic Arts beginning Fall 2007.  Located in Troy, NY, near Albany, RPI was founded in 1824 and is "the first degree granting technological university in the English-speaking world." In 2001, RPI received a gift of $360 million from an anonymous donor and has been expanding; a new Experimental Media and Performing Arts Center will open in 2008. Faculty have backgrounds in video, film theory and production, interactivity, performance art, computer music, sculpture, painting, animation, bioart, robotics, and other forms of new media.

Rhode Island School of Design Program in Digital Media

http://digitalmedia.risd.edu
Students: NA
Faculty: NA
Financial Assistance: NA

Rhode Island School of Design has recently opened a new MFA program in Digital Media, which "fosters exploratory work which seeks to exhibit a high degree of innovative visual, sonic, and/or textual expression, conceptual clarity, and technological skill." Its Chair, Bill Seaman, is an artist whose work explores the poetic nature of text, image and sound. The program has "an emergent focus - hybridizing, redefining and re-articulating the digital arts as an ongoing pursuit." A novel method for integrating the program is a "laptop computer requirement," in which all Digital Media MFA students are required to purchase a laptop computer, software, upgrades and insurance "specified by the department."

Royal College of Art Department of Interaction Design, London, England

http://www.crd.rca.ac.uk http://rca.ac.uk/pages/study/ma_interaction_design_171.html

London's Royal College of Art, the "world's only wholly postgraduate university of art and design," has a department of Interaction Design which opened (initially as "Computer-Related Design") in 1990. It accepts about 16 students per year and has the same number of permanent staff (most of whom practice commercially). Professional diversity is a high priority, with students and staff having backgrounds in "engineering, cybernetics, graphic and product design, psychology, architecture, film, fashion, textiles, theatre design, fine art, and music." In addition to studies, the program includes a "Research Studio," with projects funded by the EC, museums, and corporations. The founder of the original RCA program, Gillian Crampton Smith, has since became the founding director of a new independent graduate program in Italy founded by Telecom Italia and Olivetti, called the Interaction Design Institute Ivrea.

San Francisco Art Institute Digital Studies Program

http://www.sfai.edu/database/cdm.asp
Students: 20 majors
Faculty: 10
Financial Assistance: A majority of Digital Studies students receive merit scholarships and awards.

Perhaps more than any American institution, the 133 year old San Francisco Art Instituteis proudly and defiantly about art and only art, with no pretense of teaching design, technique, or technology. Its history with Art and Technology is a dicey one. SFAI was one of the first art schools to embrace video art in the 1970s, where it naturally folded in to the already strong presence of performance and conceptual art. But when its first graphics computer arrived in the mid-1980s, the amount of training required (especially compared to video) was overwhelming to all but a few technically committed students. Perhaps it was too early. The video art program, originally called Performance/Video, evolved into New Genres, and eventually a new program called Digital Studies appeared, as computers and digital media became more usable.

San Francisco State University Conceptual/Information Arts (CIA) Program

http://www.sfsu.edu/~infoarts
Students: 80 undergrads (20 part time), 5 MFA
Faculty: 2 full time, 8 adjuncts

Financial Assistance: 2 grad assistants and undergrad work study

*San Francisco State University Conceptual/Information Arts (CIA)*Conceptual/Information Arts (CIA) is the experimental program within the Art Department at San Francisco State University dedicated to preparing artists and media experimentors to work at the cutting edge of technology. Students learn contemporary digital production skills while questioning the cultural context of technology and experimenting with newly emerging technologies.. -- No art or computer background required. BA, PostBac, and MFA. Examples of classes include: conceptual strategies, intro to computers and art, social art tactics, visualization and information systems, locative media and gps, art & biology, motion detection based events, art and science/tech researchers, physical computing, robotics, & electronics (classes offered on rotating basis). It's longtime director Stephen Wilson has written several introductory and overview books on Art and Technology, and the program reflects a broad, big picture approach. http://www.sfsu.edu/~swilson. The other core faculty member is Paula Levine (http://www.sfsu.edu/~plevine.

San Jose State University CADRE Laboratory for New Media

http://cadre.sjsu.edu
Students: 55 BFA, 16 MFA, 4 MA plus about 30 other student taking classes
Faculty: 3 full time, 1 part time
Financial Assistance: teaching associates

San Jose State University CADRE Laboratory for New Mediais in the School of Art and Design and offers BA and MFA degrees on the "experimental application of new media and information technologies." CADRE is in the heart of Silicon Valley and "reflects the entrepreneurial spirit of the region." It is concerned with "the cultural implications, research domains and theoretical discourses appropriate to digital media art practice." A prominent component of the graduate program is the production of a new media critical art journal called SWITCH (http://switch.sjsu.edu/).

School of the Art Institute of Chicago Art and Technology Studies Program

http://www.artic.edu/saic/programs/depts/graduate/ats.html
http://www.artic.edu/webspaces/ats_mfa/
Students: 25
Faculty: 8 full-time and approximately 12 part-time
Financial Assistance: One merit scholarship and some work-study available

The School of the Art Institute of Chicago (SAIC) Art and Technology Studies carved out its own niche in the 100 year old art school connected to one of the world's most prominent art museums. Being ensconced in an MFA program offering traditional art media, the Art and Technology Studies program emphasizes invention. Incoming graduate students "should have a strong background in technology, electronics, computers, and technical experimentation and should be prepared to integrate these skills into the creative process."

School of the Visual Arts (SVA) Computer Art Department

http://www.sva.edu/mfacad
Students: 90 full time & 10 part time
Faculty: 44 adjunct faculty
Financial Assistance: no scholarships but some work-study

The School of the Visual Arts (SVA) Computer Art Departmentis the oldest "computer arts" department in the US, offering a 2 year MFA degree, "dedicated to producing digital artists of the highest caliber." Its reputation coming largely from "a faculty comprised of well-known working professionals," SVA serves as an important vehicle for connecting students with the arts community.

Southern Methodist University Guildhall Program

http://guildhall.smu.edu
Students: 70 full time (adding 60-75 students)
Faculty: 11 full time & 2 adjunct (adding 5 full time & 2-3 adjunct)
Financial Assistance: some scholarships, loans available

The popularity and economics of the digital game industry is beginning to have an impact on academia. An extreme example is the new Guildhall program at Southern Methodist University in Dallas, TX, a major center of the game development industry. The Guildhall program "combines art, software development, team dynamics, business process, game history, mathematics, physics, story-telling, and level design — elements of the 21st century's first new academic discipline." The program offers both a 21 month master's degree and graduate certificate in game development.

Stevens Institute of Technology: Art & Technology Program

http://www.hum.stevens.edu/ArtMusicTechnology/artc.shtml
Students: 20 full time BA
Faculty: 2 full time & 5 adjuncts
Financial Assistance: 80% have some form of financial aid

The Art & Technology program at Stevens Institute of Technology takes an interdisciplinary approach to art. Students are encouraged to seek out collaborations with Stevens' larger community of engineers and scientists. Many students elect to minor or "double major" in Computer Science, Business, or Engineering. A few complete their Masters degree while simultaneously receiving their Bachelor of Arts.

Transart Institute MFA in New Media

http://transartinstitute.org
Students: 25 full time (adding 50 students in 2006)
Faculty: 6 full time & >100 mentors
Financial Assistance: 12 scholarships in 2006, private student loans

Transart Institute, in cooperation with Danube University Krems, offers an international low residency graduate art program leading to a Master of Fine Arts (MFA) in New Media. Students pursue work in media art-related genres and create their own course of study. For two years, students work independently on art and research projects off-site with the support of faculty and self-chosen artist mentors. Lectures, critiques, performances, exhibitions, seminars and workshops take place in three intensive summer residencies on-site. The low-residency format permits students to continue with their professional life while participating in the program.

Genres include: Animation, Architecture, Curatorial work, Cyber Art, Film / Video, Game Design, Graphic Design, Installation Art, Interactive Art, Interdisciplinary Art, Performance Art, Photography, and Sound / Music.

UC Berkeley Art, Technology, and Culture (ATC) Colloquium

http://www.ieor.berkeley.edu/~goldberg/lecs

UC Berkeley has had a disparate presence in Art and Technology and is mostly known for its monthly Art, Technology, and Culture (ATC) Colloquium, now in its seventh year. The ATC Colloquium has been an important forum for community building, one that has recently paid off. Last year, the UC Berkeley administration invited submissions for new interdisciplinary programs and offered new faculty slots for them. A joint program in "New Media" was proposed by a team with core members in Film Studies, Art History, Art Practice, Engineering, Information Management and Systems, and Architecture. As one of the winners of the competition (with Computational Biology and Nanotechnology), it will receive two new faculty slots next year.

UC Davis Program in Technocultural Studies

http://technoculture.ucdavis.edu
Students: (beginning this fall)
Faculty: 6 full time and several affiliates from other departments
Financial Assistance: none

UC Davis, a university with a long history in California arts and culture, has a new Program in Technocultural Studiesintegrating "the fine and performing arts, literature and cultural studies" in the Division of Humanities, Arts and Cultural Studies. It focuses primarily on cultural theory rather than technology or practice, and places at the core of its mission questions of "poetics, aesthetics, history, politics and the environment."

UC Digital Art Research Network (UC DARnet)

http://ucdarnet.org

Perhaps it's unfair to consider all of the Art and Technology programs in the University of California system as a group, since they mostly began independently and for different reasons. But a group has emerged, initially for coordination and communication, which recently opened its own website: The *UC Digital Art Research Network (UC DARnet)*is a network of UC Berkeley, UC Davis, UC Irvine, UCLA, UC Riverside, UCSD, UCSB, and UCSC, eight of the ten UC campuses. The website is rapidly becoming vital, with its own "New Media Map" (for both California and the world) and its shared list of faculty openings (there are currently no less than six unfilled positions).

UC Irvine Graduate Program in Arts Computation Engineering (ACE)

http://www.ace.uci.edu/
Students: 10 Masters (MFAs & MSs)
Faculty: 4 core faculty, 20 courtesy appointments, 3 support staff
Financial Assistance: ACE has offered full funding in the first year to most students and ongoing funding based on merit and need. TA-ships, RA-ships and Fellowships have been available. Out of state and international students are encouraged to seek outside funding and will be assisted by the program to achieve this.

ACE is a transdisciplinary Graduate Program in Arts, Computation and Engineering at the University of California, Irvine, supported by the Claire Trevor School of the Arts, the Henry Samueli School of Engineering and the Donald Bren School of Information and Computer Sciences The ACE program consists of three masters level degrees: ACE MS Engineering concentration; ACE MFA Fine Arts concentration; ACE MS Information & Computer Science concentration.  ACE is a two year program, and admitted its first grad students in Fall 2003.

ACE attempts to be rigorously interdisciplinary. The ACE program is oriented towards informed production. ACE students make things that work, and they understand the technical, historical and socio-cultural locations of their work.  ACE favors originators of novel techno-cultural formations, makers of machines, responsive environments, socio-politically situated action and non-standard technological systems.  Theoretical and historical perspectives from the Arts, Cultural Studies, Critical Theory, Science and Technology Studies, Human-Computer Interaction, Artificial Intelligence, Cognitive Science, and a variety of other sources are combined to provide students an intellectual and practical foundation that combines analytic and practical perspectives germane to their practice.  The sensibilities of sculpture, installation and performance art, graphics, improvisatory dance, drama and music are central in the production of new cultural forms. Real time computation, robotics and motion control, microcontroller and sensor technologies, immersive media technologies, computer graphics, networking/telematics, gaming, embedded and wireless technologies are key technical areas.

UC San Diego, Visual Arts Department

http://visarts.ucsd.edu
Students: over 900 undergrads from inter-related programs, 50 MFAs, about 20 PhDs
Faculty: 42 full time plus about 20 temporary (depending on how one counts)
Financial Assistance: tuition and stipends for PhD and MFA, financial assistance available for undergrads

Visual Art Department at UC San Diego has one the oldest and largest digital arts curriculum: the instruction in digital art started in 1973 and today the department has eight full-time faculty members in this area: Amy Alexander, Sheldon Brown, Jordan Crandall, Ricardo Dumbinguez, Adriene Jenik, Natalie Jeremijenko, Lev Manovich, Brett Stalbaum. On the undergraduate level, the department offers a popular Interdisciplinary Computing in the Arts major (ICAM) between Visual Arts, Music, and Computer Science. The PhD in the History, Theory, and Criticism of Art has a track in new media theory; currently the only other PhD program in this area in the U.S. is offered by Georgia Institute of Technology. UCSD has a unique set of resources for the students in digital art and theory which include CRCA (Center for Research in Computing and the Arts) and CAL-IT2, the largest research institute for IT in the U.S. (over 900 faculty and graduate and researches.) New CAL-IT2 building which opened in 2005 has probably the best set of facilities for digital arts research anywhere in North America.

UC Santa Barbara Media Arts and Technology (MAT)

http://www.mat.ucsb.edu
Students: 42 full time master's (PhD doctoral program begun in 2006)
Faculty: 11 full time
Financial Assistance: some

The *UC Santa Barbara Media Arts and Technology (MAT)*program "fuses emergent media, computer science, engineering, and electronic music and digital art research, practice, production, and theory." It was co-founded by faculty in the College of Engineering and College of Letters and Science, offering MS, MA and PhD degrees. The program has three areas of emphasis: multimedia engineering, electronic music/sound design, and visual/spatial arts. It is closely affiliated with the National Science Foundation IGERT Multimedia doctoral research program (http://media.igert.ucsb.edu). MAT is moving into new research facilities in the CNSI California NanoSystems Institute, with research facilities in motion sensing, interactivity, robotics/signal processing, and a three story high fully immersive sphere.

UC Santa Cruz Program in Digital Arts and New Media

http://digitalarts.ucsc.edupublic site
http://danm.ucsc.edu student wiki
Students: 36 (maximum over 2 year)
Faculty: 30 (from a variety of disciplines)
Financial Assistance: Usually at least three quarters of teaching assistanceships are available. For more information refer to http://reg.ucsc.edu/catalog/html/04_06grad_studies.htm#fin_supp

UC Santa Cruz has an MFA graduate program called Digital Arts and New Media (DANM), with faculty and students drawn from a variety of backgrounds such as the arts, computer engineering, humanities, the sciences, and social sciences to pursue interdisciplinary artistic and scholarly research and production, in the context of a broad examination of digital arts and cultures. The program is for students who wish to redefine art using the possibilities of 21st century technology. It is not a course in using software to realize old forms of art, it is about inventing new forms and the processes needed to realize them.

The program is organized into four interdependent and equally important pursuits: New Praxis, comprised of critique and art practice; Studies, in core seminars exploring an array of recent methods and approaches to Digital Arts and Culture; Pedagogy, in the training of future arts academics through practical experience; and Collaborative Research. Collaborative Research engages faculty and students in projects resulting in publications and exhibitions. It is comprised of three focused areas that represent the current research of the DANM faculty: Participatory Culture, exploring the role of information and communication technologies in a culture of participation and social engagement; Performative Technologies, exploring new methods for combining media and technology to create the visual, aural and connective material of performance; and Mechatronics, exploring the functional integration of mechanical, electronic, and information technologies.

Prospective students should have enough background and experience in both art and technology to feel confident they can succeed in both these areas. Their art background will be reflected in the portfolio of work that is submitted. They should speak to their technology background and how it relates to their art in their personal statement and goals.

UCLA Design | Media Arts Department

http://dma.ucla.edu
Students: 160 undergrads & 16 grads
Faculty: 9 permanent full time, 7 adjunct and visiting, plus 6 part time lecturers per year
Financial Assistance: some scholarships for grads, financial aid for undergrads

The UCLA Design | Media Arts Department is part of the enormous "UCLArts" School (1,200 students, 100 faculty). The undergraduate program focuses on visual communication design and media art. The curriculum integrates basic design elements with theory, history, and media arts studio courses. The MFA program focuses on the theory, history, and practice of media art.

University of Florida | Digital Media Art

http://digitalmedia.arts.ufl.edu/

Technology and mediated information are transforming the world in which we live, resulting in shifts in social interaction and the way we perceive ourselves as well as our environment. Art and artists are increasingly responding to these changes by integrating the language and methods of science. The Digital Media Art program in the School of Art and Art History at the University of Florida prepares students to become artists by facilitating the conceptual, technical, and creative development of an informed and critical practice. The program approaches forms and technologies located at the "cutting-edge" of science and commerce as sites of potential creative discourse, simultaneously realizing alternative possibilities and connections with the continuing dialogue of art. Learning is viewed as a participatory experience where students learn to think critically and gain aesthetic, technical, and production skills in a hands-on environment. Students are encouraged to approach art from a transdisciplinary perspective, using technology to critically explore and understand the world as well as technology itself. Digital Media Art not only empowers artists to produce effective art, but also provides skills that allow students to excel in any endeavor that rewards creativity and innovation.

University of New Mexico Arts Technology Center (ATC)

http://atc.unm.edu/menu/menu.htm

The *University of New Mexico Arts Technology Center (ATC)*opened in 2001 with relationships with the Art and Computer Science departments and grants from the NEA and the Rockefeller Foundation. The ATC is primarily a project-oriented center, and has collaborated with the UNM Albuquerque High Performance Computing Center and the LodeStar Astronomy Center Planetarium. This unique combination has allowed artists the opportunity to produce 3D real-time dome theater experiences, and has been used for expressive animation as well as for research-oriented work with the Santa Fe Institute.

DXARTS | University of Washington Center for Digital Arts & Experimental Media

http://www.washington.edu/dxarts
Students: 50 undergrad & 20 PhD full time, plus another 750 undergrad & 250 grad students non-majors annually
Faculty: 9 Full time & 8 Affiliates
Financial Assistance: Full funding for PhD students (includes tuition, fees, medical and competitive stipend)

Perhaps the most ambitious new Art and Technology program is the University of Washington's Center for Digital Arts and Experimental Media (DXARTS). DXARTS offers both MFA and PhD degrees and is a fully-funded and "entirely independent degree-granting arts program." The program has 50% non-majors "by design," while "DXARTS majors learn different methods of inquiry, tools, processes from these allied majors and we export our creative wealth to the central research core." The program emphasizes that its goal is not commercially-oriented but one of research, discovery, and challenging assumptions.

USC School of Cinematic Arts Program in Interactive Media

http://interactive.usc.edu
Students: currently 32
Faculty: 11 full time and 8 part time
Financial Assistance: varied fellowships, loans available

Hollywood's best-known film school, the University of Southern California's School of Cinematic Arts, has recently opened a program in Interactive Media, chaired by virtual reality pioneer Scott Fisher. The program is designed to "prepare students for creative careers in the emerging field of interactive entertainment." The program offers an MFA degree, but unlike similar programs, this one requires 3 years, with the entire third year dedicated to an "advanced interactive project." The program currently has 32 students and is based in the School's new digital production facility. The IM program is designed in the spirit of the School's 75-year history of "focusing on content with technique and technology always serving the creative vision." An underlying challenge is to understand what the equivalent to Hollywood film is for interactive entertainment, and where digital games fit in. The program announced an $8 million gift from the game company Electronic Arts.

University of Minnesota, Minneapolis - Time & Interactivity Area within the Department of Art

http://artdept.umn.edu/
Students: 39 in the Graduate Program, 5 within the Time & Interactivity Area (substantial number of undergraduates participate in courses and activities)
Faculty: 21 full time faculty with 2 faculty currently within the Time & Interactivity Area
Financial Assistance: varied fellowships, loans available

The Time & Interactivity Area within the UMN Department of Art is an emerging new media area. In addition to the time-based media of video and sound art, interactive technologies are now being introduced. Diane Willow joined the faculty following a multi year appointment as Artist in Residence/ Research Associate at MIT's Media Lab. Emerging areas of interest incorporating digital technologies include tangible media, responsive environments, interactive installation, and experimental media. New courses such as the Body Electric and Transgenic Art? explore cultural contexts that inform our notions of the body, interactivity, space and the experience of being human within contemporary forms of art. This program is based in a state of the art facility that opened in 2003. Rich in the resources of material-based art media, augmented with digital fabrication techniques, the new media area of Time & Interactivity has an unusually broad creative palette with which to experiment.

University of New Mexico - Interdisciplinary Film and Digital Media Program

http://finearts.unm.edu/ifdm.htm
Students: 65 full time (to a maximum of 200)
Faculty: 15 full time core faculty
Financial Assistance: some scholarship, fellowshop and work-study available

The Interdisciplinary Film and Digital Media Program (IFDM) at the University of New Mexico builds on ARTS Lab (Arts Research Technology and Science Laboratory), and coordinates with Fine Arts, Engineering, Arts and Sciences, and Anderson Schools of Management, along with other schools and colleges. Students in the program (currently Undergraduate only but with initiatives for Graduate students coming soon) pursue their studies in one of four different colleges within the University:  a Bachelor of Fine Arts degree through the College of Fine Arts in Critical Studies or Production, a Bachelor of Science degree through the School of Engineering in Computer Engineering or in Computer Science with a concentration in Digital Media, or Digital Media tracks at The Anderson School of Management and the College of Arts & Sciences.

 
Source:   Wiki.brown.edu

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