crowdsourcing

Crowdsourced Digital Art Projects: Centralization and Agency

Crowdsourced Digital Art Projects: Centralization and Agency

As digital crowdsourced art continues as a mode of art making, it is necessary to developed an understanding of which features of digital arts programming are crucial in the engagement of digital audiences. The following analysis of four digital art projects focuses on the participatory, rather than the interactive, specifically projects wherein audiences become artists by participating in the creation of  a piece of art by making one or more creative contributions.  Perhaps not surprising, agency and control were identified as significant to participation. 

Digital Humanities: Library of Congress Labs Opens Collections for Productivity and Play

Digital Humanities: Library of Congress Labs Opens Collections for Productivity and Play

Archives generally are expected to be places of preservation and documentation, as opposed to innovative research. However, the Library of Congress, America’s oldest archive, just recently unveiled a virtual laboratory space to promote experimental research and creative uses for their aged collections.

Creative Crowdsourcing: How the Smithsonian Turned Data Entry into Engagement

Creative Crowdsourcing: How the Smithsonian Turned Data Entry into Engagement

Museum collections, specifically archives, in arts and research institutions are frequently viewed negatively partially because their upkeep is expensive and complicated, taking over precious work-hours for an already overworked staff. The Smithsonian Institution's ongoing operation of a Digital Transcription Center demonstrates that this upkeep can be accomplished in a cost-saving and engaging way.

How Socially Responsible Spending is Replacing Traditional Philanthropy

How Socially Responsible Spending is Replacing Traditional Philanthropy

You would be hard pressed to find any person who has visited a grocery store or movie theater that has not been asked to donate an additional dollar for charity on top of their purchase.  It’s become a widely accepted, near expected, practice in contemporary consumer culture.  Capitalizing on existing buyer behavior is not just easy- it’s smart.  However, the model has advanced far beyond adding a few dollars onto a popcorn purchase at the cinema.  It has emerged as a way for organizations to capture financially strapped young donors, and generate creative revenue streams as traditional philanthropic avenues face increased competition.

Redefining Boundaries at the Museum: Crowdsourced Exhibition at the Santa Cruz Museum of Art and History

Redefining Boundaries at the Museum: Crowdsourced Exhibition at the Santa Cruz Museum of Art and History

Since December 19, 2014 the Santa Cruz Museum of Art and History has featured an exhibit of works relating to the ocean, with painting and sculptures by established artists alongside works by local residents. The exhibit includes a wide variety of art, ranging from professional artists’ works to two year-olds’ drawings. Everybody’s Ocean is a partially crowd-sourced and partially curated exhibition presenting everyone’s personal relationship with the sea. 

News Summary 10.2014

News Summary 10.2014

Every month, AMT Lab publishes a collection of recent arts management and technology news. This month, many articles focused on how the latest technologies, such as 3D printing, can be used to create art. Technology has had a profound impact on cultural industries, and as always we are deeply interested in following these trends.

Research Update: Google for Nonprofit Arts

Research Update: Google for Nonprofit Arts

In today’s culture, Google is seen as one of the most innovative technology companies in the world.  From its search engine to the Android operating system, Google has permeated every aspect of our techno-centric lifestyles.  Beyond the scope of their technological accomplishments, Google strives to help nonprofit organizations around the world by providing them with free online tools and access to grant monies.  Follow the development of this research here.

Technology and Social Media in Crowdsourced Exhibition

Technology and Social Media in Crowdsourced Exhibition

In recent years, crowdsourcing has become an increasingly familiar concept implemented by multiple arts organizations to develop and engage audiences. Examples include “Click! A Crowd sourced Exhibition” (Brooklyn Museum, 2008), “Soapbox!” (Museum of Photographic Art, 2013), “Boston Loves Impressionism” (Museum of Fine Art Boston, 2014), and “People Choice”(Gibbes Museum of Art).

Crowd-Sourced Curating at the Brooklyn Museum

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As the arts world continues to discuss and reconsider what it means to participate in the arts, the Brooklyn Museum is testing a new construct of audience engagement with its current exhibit GO: A Community-Curated Open Studio Project.  GO combines two existing tactics: inviting the public into studios of working artists to see where and how artwork is made, and crowdsourcing the selection of that artwork through an open voting process. Unlike ArtPrize, an art competition in Grand Rapids, MI, that awards cash prizes to artists as determined by public vote (juried awards were added in 2012) and cited by the Brooklyn Museum as inspiration for the current exhibit, GO asks participants to nominate artists—rather than specific pieces—whose work they would like to see exhibited at the museum. The catch is that to be eligible to vote, participants must first visit at least five artist studios, which in turn requires that the museum be able to track where people go. The answer is a multiphase project begun this past September and culminating in an exhibit of Brooklyn artists, on display through February 24.

To participate, the museum first asked individuals to register on the GO community project website. Then, over a two-day open studio event involving nearly 1,800 artists in 46 Brooklyn neighborhoods, participants “checked-in” at each studio visited by way of a unique number displayed onsite. By sending that number to the museum either by text message, a free custom iPhone app, or the web, participants documented where they traveled. Those who checked-in at five or more studios received an email with instructions on how to vote, having earned the opportunity to nominate up to three artists. The museum tallied the results, sent two of its curators to review the work of the top ten nominated artists, and selected five to exhibit.

But GO didn’t stop when the voting was done. By asking participants to check-in, the museum was able to analyze how many people went where, when, and what platform they used to check-in, all of which was then shared in a series of posts on both the GO blog and through the Statistics section of the GO website. (Among those findings: Despite multiple mobile-friendly options designed especially for the event, nearly half of the 6,100+ participants chose to simply write down studio numbers throughout the day and check-in via the project website once back home, surprising project coordinators.) The website also provided a forum for participants to discuss (in real time and afterward) what they did and did not like about the process, share stories from their studio visits, learn about nominated artists, receive updates on the creation of the exhibit, and provide reactions to the final exhibit itself.

The exhibit has been criticized by some for not aptly representing the rich artistic quality Brooklyn holds, and is generating commentary on the age-old curatorial question of who should decide what constitutes “good” art. While a worthwhile debate, it seems to belie the larger point of the project: to expose people to the creative process, and ideally, to facilitate a better understanding of it. On that score, GO appears to have succeeded mightily. As project coordinators tagged entries in the Shared Stories section of the website, one of the most frequent themes to emerge was that of discovery. It seems that by opening studio doors, inviting people to participate in the curatorial process, and sharing reactions online, GO fostered meaningful interactions among artists, voters, volunteers, and museum staff, and in the process, created an innovative approach to engage audiences in the arts.

Looking at the Land: The Crowdsourced, Digital Exhibition from Flak Photo’s Andy Adams

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He needs no introduction, but for new visitors to our site it is my pleasure to welcome back Andy Adams to Technology in the Arts. You may remember our conversation with Andy in May when we discussed the concept of Photo 2.0 and the role of Web 2.0 technologies in redefining the field of photography.

Andy’s newest success, “Looking at the Land: 21st Century American Views,” is a digital exhibition of 21st Century American Landscape photography. The exhibition, prepared in collaboration with the Museum of Art, Rhode Island School of Design, is a discussion (both in photographs and in interviews) with eighty-eight photographers on the practice and meaning of landscape photo-making in the 21st Century. On the website, Andy discusses the current status of the exhibition, including the presentation of twenty of the photographs in physical form at the FotoWeek DC 2012 festival.

Andy and I again had the chance to discuss the themes of photography and online-presenting, but this time focused on the process of organizing a digital exhibition, his experience with crowdsourcing creativity, and his thoughts on the effects of digital projection on viewing. While my full interview with Andy will be posted here on Technology in the Arts soon, I encourage you to view the online exhibition beforehand (available for viewing below).

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Check back in next two weeks for more of Andy’s insight on the future of photography, digital exhibitions, and crowdsourcing creativity.