Advocacy

The Connection of Digital Placemaking and Inequity

The Connection of Digital Placemaking and Inequity

Through a narrative-focused approach to digital placemaking, users gain an understanding of the environment they inhabit and perhaps a sense of “home.” However, A true collective experience cannot take place when certain populations lack the access and/or ability to participate in events, particularly in a digital space. Digital inequity has been entrenched as a significant barrier to education, employment, healthcare, and commerce in the 21st century.

The Current State of Linguistic Representation and Accessibility in the Artistic Sector

The Current State of Linguistic Representation and Accessibility in the Artistic Sector

Language-based diversity and the related questions of physical accessibility are regularly left out of these conversations; whether conscious or not, DEI efforts in popular arts and media regularly function on the outskirts of language-based representation and accessibility. For members of minority and underrepresented demographic groups, representation in arts and entertainment not only impacts how the world sees them, but guides how they see themselves.

The Arts Education for All Act: A Catalyst for STEAM Education

The Arts Education for All Act: A Catalyst for STEAM Education

The demand for STEM practitioners is growing in tandem with the demand for workers who are equipped to think about their social and ethical aspects. The intrinsic values of the arts, such as empathy, community, and imagination, combined with the logic of the STEM model, create a more well-rounded experience for youth. Agnes Chaves, a new media artist and founder of STEMarts Lab, advocates for the idea that STEAM education practices allow students to understand the ethics behind new technologies and their impact on nature and humanity when approaching a problem. Particularly for larger societal problems such as digital inequity, it’s crucial that students perceive themselves as caretakers of the planet and global citizens.

Theatre Futures: Data and Strategy

Theatre Futures:  Data and Strategy

The 2022 Theatre Communications Group conference offered virtual, hybrid, and in-person experiences. Hosted in Pittsburgh, the conference adeptly revealed the opportunities and challenges facing the field as theatre artists and institutions navigate their futures. The following summary offers two core takeaways from the conference, focusing on a theatre administration future of human-centered strategies allowing adaptive innovation within a constantly changing ecosystem.

“Pinkwashing” NFTs: Risks and Opportunities

“Pinkwashing” NFTs: Risks and Opportunities

Deemed as a white, male-dominated space, many female artists and celebrities have voiced their enthusiasm for inviting more women into the Web3 movement. While many NFT projects focus on education, philanthropy, and providing visibility for women creators, some have been criticized for using social justice issues as selling points, undermining their risks and actual contribution to the cause. Is NFT an outlet for women to express and achieve financial independence, or is it another “tokenizing” marketing gimmick to exploit female audiences? What are some of the risks and opportunities with “pinkwashing” the NFT market?

The Key Role of VR in Preserving Cultural Heritage

The Key Role of VR in Preserving Cultural Heritage

Virtual reality (VR) has quickly become a mainstay for exhibiting arts and cultural organizations. When looking at it as a concept, “VR has the potential to simulate imaginative and existing physical environments along with their processes. The simulations can be tuned to a highest level of multisensorial realism in order to affect users' visual, auditory, tactile, vestibular, and even olfactory and gustatory senses.” But what does it mean to museums and cultural organizations, and how can it help the arts?

The Impact of Emerging Sustainable Practices in the Film Industry

The Impact of Emerging Sustainable Practices in the Film Industry

Sustainability is important to every industry, especially film, as each production (with an average $70 million budget) produces a carbon footprint of 3,370 metric tons. TV and film productions create an abundance of carbon emissions, significantly affecting the atmosphere. However, carbon emissions are not the only aspect of sustainability the film industry must focus on. Sustainable Development Goals (SDGs) provided by the United Nations (UN) show that practicing sustainability involves much more than climate change. While the film industry is making many strides towards greener productions, there are many issues that have yet to be addressed. Such issues include livable wages (SDG 8), gender equality (SDG 5), and responsible production and consumption (SDG 12). These are a few of the most prevalent ways that the film industry can follow the path of sustainability per the UN guidelines.

Creating Sustainability in the Film Industry

Creating Sustainability in the Film Industry

When thinking about sustainability the first thought that often comes to mind is climate action, net-neutrality, or carbon emissions. Sustainability, in fact, has many other aspects beyond the climate. The United Nations developed a list of 17 goals in 2016 with a goal for the world to reach in 2030. These goals address holistic sustainability ­­­– aiming to help increase the quality of life worldwide. As organizations become conscious of their environmental impacts, more approaches in greening the industry and a tangible plan to fight climate change will be more readily implemented by the film industry, while still producing new content for the world.

VR and Cultural Heritage Recreation

VR and Cultural Heritage Recreation

As museums and heritage attractions are restricted by distancing and capacity rule during the COVID-19 pandemic, digital strategies undoubtedly gather more interest than ever before. Virtual Reality (VR) has been put to use in the cultural sector a way to deliver exciting and immersive exhibitions. The communication between archaeologists and technicians is critical for the accuracy of the VR reconstruction and museums should work closely with their technology team and emphasize their obligation to public education in these creations. This insures that museums can keep the integrity of cultural heritage exhibits while providing an exciting and immersive educational experience of the past with technology that looks toward the future.

Exploring Accessible Technology in Theatre: Captioning

Exploring Accessible Technology in Theatre: Captioning

According to the National Institute on Deafness and Other Communication Disorders, one in eight people in the United States ages 12+ have hearing loss in both ears. Given the prevalence of hearing loss in the United States, it is in performing arts’ organizations best interest to include solutions to make their work as accessible as possible. Disability advocates have spoken out about the need for better accessibility in the arts. No matter the medium captionins is provided, whether looking off stage, at a handheld device, or directly through the lenes of AR-supported glasses, all techonolgies are ensure that the theatre is a welcoming place for all.