Today, AMT Lab is taking a look back on our content about technology and the arts’ roles in education, gamification, and public policy.
Education
Virtual Reality In Arts Education: Katelyn Clement gives a history of the development of AR and VR, and how improvement of the technology has brought it to the education space. She discusses its uses in education as a whole, and its specific role in arts education.
Virtual Music Collaboration Tools: The Alteration Of Rehearsal And Performance Spaces Post-Pandemic: The pandemic greatly shifted how society works and how the approaches to work changed, as remote work became the norm. Olivia Browdy explains how students, particularly music students, were affected during remote education. In this article, she gives insight on how music collaboration tools work, as well as their benefits to musicians in a pandemic and post-pandemic world.
Gamification
Gamification in Arts Education: Lydia Kilian, the 2019-2020 Chief Editor of Research, provides a robust overview of gamification. This piece provides a breakdown of the history of gamification, what it is, as well as the benefits and challenges of using it for arts education.
Implementing Gamification For Museum Engagement: Gamification is routinely used in arts institutions, which has greatly expanded since the onset of the pandemic. Yuxin Du gives examples of the use of gamification for interactive exhibits, how it can be accomplished with little technology, as well as its remote usage.
Public Policy
Comparing Digital Access With Arts Vibrancy In The U.S.: Lutie Rodriguez, AMT Lab’s 2020-2021 Chief Editor of Research, highlights the importance internet accessibility in a post-pandemic world where the internet is deeply ingrained into daily life. With an estimated 18 million households that do not have internet access, the majority of which are Black and Hispanic, this article discusses a lack of accessibility and its impacts arts vibrancy.
What The Arts Need To Know About Big Tech: Earlier this year, I wrote about Big Tech and why it is important to the arts. Big Tech companies have become key players in many other industries other than their own, and after tech, are the most prominent in entertainment. Thus, in addition to data privacy concerns present in the same era that nonprofits wish to become more involved with their patron data, organizations must be aware of how Big Tech influences daily business operations.