Arts & Technology

Connecting to Art with ArtClix

Mobile applications have become the new way to increase interaction between museum visitors and the art hanging on the walls. The High Museum of Art in Atlanta joins this trend with their new mobile app, ArtClix. Produced by Second Story, ArtClix was designed for the High’s modern art exhibition (from the collection of the Museum of Modern Art, New York), “Picasso to Warhol” which runs through April 29th of this year. ArtClix is flexible, however, and content can be updated for future exhibitions.

Check out this video on ArtClix from Second Story on Vimeo:

Much like The Warhol: Art app, ArtClix allows users to unlock new details about the works of art, including curatorial details for art buffs. ArtClix also has tools to allow users to share the piece to their friends on Twitter, Facebook, or email, similar to MoMA’s Talk to Me app.

Then ArtClix gets really cool, employing image recognition technology to allow users to do all this with just a photo of the image, just like Google Goggles at the Met. Users don’t have to be in the museum to enjoy the app, I downloaded it my Droid and played around. Lots of great artworks with little blurbs on each. What really fascinated me was the “Add Your Voice” feature to each work, allowing every user to post a comment on the work. This creates a community within the application, and a unique opportunity for discussion, as opposed to showing your friends on Facebook and receiving their feedback. The potential of interacting with users you may never meet is fascinating to me, and shows the global possibilities of mobile applications .

Image recognition technology could be the future of how every smart phone user attends a museum, and it will be an interesting trend to watch. In the mean time, ArtClix is ahead of the game, and a great addition to the High’s modern art exhibition.

Art Hack Day: A Codification of Coolness!

This past weekend, a warehouse in Brooklyn was home to a 48 hour marathon of technologically derived artistic activity. The two day-long event, titled Art Hack Day, was organized by 319 Scholes, an organization that “supports digital arts and experimentation through exhibitions, lectures, panels, participatory workshops, and live performances.” Art Hack Day’s participants were a contrasting group of “hackers whose medium is art and artists whose medium is technology.”

Notwithstanding the title and the foreboding logo of an animated axe, the event was in fact “dedicated to cracking open the process of art-making, with special reverence toward open-source technologies.” And reverential is all that we can remain, because whether we know it or not, we use open-source technologies such as Mozilla Firefox or the Android operating software on a daily basis. Under the grim and inclement climate of SOPA and PIPA, it would be remiss of us to overlook an event that celebrates open-source through digital creativity and art.

Each project undertaken at Art Hack Day was accompanied by a Twitter hashtag, where online viewers could converse with the artists and hackers. Even though the “part-happening, part-hackathon” event is over, the projects can still be viewed online, though the information provided is brief and leaves one wanting to know more. But in all the fairness of open-source, they did provide a live streaming tour of the event last Saturday.

Anyhow, the results of Art Hack Day range from the quirky to the technologically cool! For instance, there is a project titled Bot Zoo, which is essentially a humorous and sarcastic portrayal of spam bots. While malicious bots are those ridiculous advertisements on the web that entice you with equally ridiculous offers (free iPads), the project portrays them as “‘rare, gentle creatures” that “don’t want to hurt us.” Harmless bots aside, if you were tired of surfing the net, why not dive in and start swimming?

Titled SwimBrowser, the project applies Kinect’s ability to recognize body movements, specifically arm motion, in the navigation of the web. In this aquatic browser, you zoom in by swimming forwards, zoom out by reversing the motion of your arms. Moreover, you can also scroll, click, and open up new tabs through a host of  intuitive arm movements. Flailing your arms around has never been more fun!  But be sure to build up stamina because with SwimBrowser, getting tired of browsing the Internet is no longer in the sea of figurative language.

http://vimeo.com/20255369

The project won the 2011 OpenNI Developer Challenge and its developer, David Solarsky even gave a talk about SwimBrowser at CMU last October for Art+Code 3D.

For those who would like a hand at storytelling, there is Story Wheel, a site where you can narrate stories using Instagram pictures and SoundCloud recordings. Another captivating project is OneHolePunch, "an iphone app that collects circles from your environment and keeps them in your pocket." And the codification of coolness doesn’t stop here. 

Take, for instance, Skippable Rope, a virtual skipping rope created out of a pair iPhones that will have you jumping for joy, at least until you get tired or fall out of sync. Or Bike-in Movie, where the movie speeds up as you speed up on your stationery bike! Star Wars fans might want to take a look at Star Wars Uncut GIFs, which is a collection GIFs made from crowdsourced 15 second reproductions of the Star Wars movie, and finally, a project named Aliens That Look Like Skrillex. Yes, Aliens That Look Like Skrillex. In all, there were 35 projects, all of which are worth exploring, because they will leave you in a state of, to quote Eddie Izzard, "techno-joy!"

So if the world of hacking is as alien to you as aliens that look like skrillex, the projects showcased on Art Hack Day are a neat way to begin familiarizing yourself with what open source technologies can achieve in the field of digital and experimental art.

Videos to make your Wednesday less like Wednesday and more like Friday

It's Wednesday, sigh. To help with your mid-week blues, here are a few humorous and just plain cool videos. Ever wonder… …what it would be like to work for Twitter? We regularly emphasize the benefits of Twitter and other social media networks for arts managers, fundraisers, developers, marketers, PR personnel, etc. So today I offer a break from the usual discussion about Twitter and instead, an “over-budget,” under-informative and comical video highlighting the Twitter office experience featuring Twitter CEO Dick Costolo…

[embed]http://www.youtube.com/watch?v=vccZkELgEsU[/embed]

…how much video is uploaded to YouTube a day? Then check out this website that visualizes just how much video it is in comparison to other worldly and environmental phenomena.

[embed]http://www.youtube.com/watch?v=sHPfc6whaSk[/embed]

…about a popuphood? It’s exactly what it sounds like, a neighborhood or block of pop-up stores. But these aren’t your typical, temporary pop-up stores. In an urban initiative to revitalize the historic Old Oakland neighborhood in Oakland, California, popuphood is providing six retail store owners with free rent to occupy vacant storefronts in the neighborhood. The ultimate goal is for the six stores to be successful enough at this location to sign a long term lease upon the close of the first six months. Innovation in economic and urban development at its very best.

[embed]http://vimeo.com/evakolenko/popuphood[/embed]

Hope these ideas make your Wednesday all the more pleasant!

The Rise of Online Philanthropic Contests

Over the past couple of years or so there has been a steady rise in the phenomena of competitive voting contests for not for profit organizations to receive grants for projects or operations.  These contests are run by large corporations as well as not for profit groups.  Examples of corporate contests take different shapes such as Pepsi's with the Pepsi Refresh Project which gives grants ranging from $5k to $50k based on competitive community voting toChase Community Giving which touts donations over $600 million dollars through Facebook contests.  The National Trust for Historic Preservation has similarly put contests into place by granting to various historic restoration projects based on the number of votes they receive online.

Whether these contests sit well with critic's ethical concerns or not, the volume of web traffic generated for the recipients, the donor organizations, and the organizations who compete but do not win is remarkable.  According to Pepsi, the most recent contest in the fall of 2011 garnered more than half a million distinct registrations with over 3.5 million votes counted on the Pepsi site alone.  If you aggregate this number with all of the site visits, social network hits, and emails then you have a truly noteworthy phenomena.

Why are people so invigorated by these contests?  There are less time intensive ways to earn money in aggregate.  One can point to the idea that the contest is a game and the competition itself is what people are engaging in more than the philanthropic cause.  It could also be argued that the community effort of building a team to go online and vote for the cause for multiple days has an intrinsic value as well and that by the simple act of building this team you are building and drawing constituents deeper into the arts community.

As these online contest continue even more organizations are starting to do them. The Humane Society recently used a online photo contest to raise hundreds of thousands of dollars, the Case Foundation has been running a voter based contest for years, and American Express has also run contests in the past.

The following are some tips that have been gleaned from articles and criticism of various contests mentioned previously:

1)  Make sure that the contest aligns with your mission.  By diverting resources for a potential pie in the sky pot of money you can detract from your organization's true work.

2)  Ask what your organization can gain from competing for these pots of money?  Set forward goals of community building and identify volunteers to assist with these aims.

3)  If you are going to market this to your patrons identify your budget for staff time and delegate a reasonably proportional amount of money to pursue getting the word out.

4)  Don't start mid-steam.  Almost all winners of these contests have strong starts and once you are behind in the voting it is hard to keep up.  If you see a contest in progress that you would have liked to take part in simply put it on your calendar for an effort next year as your opportunity may all ready have passed.

Welcome to the World of Old School 3D Photography

Over a hundred years before 3D technology invaded movie theaters and living rooms, another form of 3D image technology was incredibly popular around the globe. The images were called stereographs, and the technology was quite simple: two pictures of the same image, shot from slightly different angles, were viewed through a narrow device that only let you see one image with each eye, giving the appearance of a 3D image (remember playing with a ViewMaster as a kid? The technology is quite similar). Now, thanks to the work of the New York Public Library, you can view over 40,000 stereographs, most of them over a century old, and create your own animated GIF that offers the illusion of a 3D image. In addition, you can also create modern 3D photos of the same images, viewable through those hokey blue-red 3D glasses. The best part? Sharing your creations with your fellow arts lovers!

As reported by the New York Times last week, the NYPL Lab’s site, called the Stereogranimator, is simple to use. To create an animated GIF, first, you select a pair of similar looking pictures from a collection of over 40,000 images, some of which date back to the nineteenth century. Second, you choose your focal point within the image and the speed of the animation. Finally, you can share the animated GIF on social media sites or embed in your blog. You can see my custom image below!

GIF made with the NYPL Labs Stereogranimator - view more at http://stereo.nypl.org/gallery/index GIF made with the NYPL Labs Stereogranimator

The process for the 3D anaglyph image is similar. After choosing a pair of images, you choose your focal point within the image and hit the create button. You can see my 3D image below, which can be aided just in case you have those old-school blue-red 3D glasses!

ANAGLYPH made with the NYPL Labs Stereogranimator - view more at http://stereo.nypl.org/gallery/index ANAGLYPH made with the NYPL Labs Stereogranimator

As I scrolled through the photographs, it surprised me how many images were taken back then that look so similar. As artist Joshua Heineman, the brains behind the operation, describes on the NYPL Lab site, this was intentional: looking at both pictures, the viewer could be provided with a sense of depth that simply was not possible by looking at one image. With so many of these image pairs being captured, the public would use the stereograph, the ultimate entertainment device of the late 19th century, to see a very early form of 3D technology for themselves. Like video games or movie theaters today, the technology was a hugely popular for several decades.

The New York Public Library’s site is another example of an encouraging trend: more libraries opening up their vast collections to an online audience for free. While some library systems have been hesitant to open up too much of their catalog to online audiences, the NYPL has been a leader in embracing the online community: in addition to their stereograph project, the library also has a project titled “What’s on the Menu?,” where people can help the library transcribe historical restaurant menus to add to its data of food prices and trends.

Even better? Improving the experience through technology, in this case with animated and 3D images. While the technology is far from groundbreaking for today’s audience, it does offer a unique historical look back at a technology that was so popular a century and a half ago.

We here at Tech in the Arts have written before about all the cool things happening today with 3D technology, and none of them have to do with the latest films hitting the movie theater. Through collaboration, open source technology and access to historical materials, the New York Public Library and others are embracing a new movement towards more social interaction between institutions and their patrons, a movement we strongly embrace and encourage.

 

In Case You Missed It - January 2012

Almost a month in to 2012, and we have had some great articles here at Technology in the Arts. Let’s take a look back at our strong start to the new year as this January comes to a close.

Social media was on the forefront of the minds here, as we covered Pinterest, Percolate, and Instagram but all that social media had us wondering: are you really my friend? We also take our gaming very seriously, and this month the Lourve picked up some cool new toys from Nintendo.

Policy in art dominated the news, and we took a look at SOPA and PIPA  as well as challenges facing public works of art. Of course, none of those cities fell on the list of the top ten most artistic cities in the country – where does your city rank?

All in all, we really enjoyed the beginning of 2012. What was your favorite tech and arts story this month?

New in Sight and Touch: Google Goggles at Met, Renaissance Statuettes at Walters Art Museum

There comes a time in life when you must reach into your pocket, and put on your Google Goggles. This moment often occurs when you see something of interest but are at a loss to search for it; a nameless building in San Francisco that you know is iconic but you’re not sure why, a sculpture in Rome that you are unable to identify since it’s outside of the confines of a museum. In these brief but intense moments of intellectual despair, Google Goggles can help steer you away from a lifetime of questioning.

Well, perhaps not a lifetime of questioning, but it can definitely put you on the fast track to your own personal aha! moment. Google Goggles is an app that uses image recognition software to provide information on objects, buildings, or artworks of interest and can be downloaded on Android phones as well as the iPhone. The app can serve multiple purposes (from recognizing wine labels to translating menus in Italian), but its ability to recognize artworks was one of the reasons that the Metropolitan Museum of Art itself decided to don a pair.

It’s safe to say that the Met was pleased with what it saw, because in collaboration with Google, the museum has made a mighty number of works, precisely 76,000 two-dimensional works of art, accessible on Google Goggles. The app will link to the Met’s website to give a user the information they desire about a particular artwork.

The Google Goggles app can help you see artworks both inside and outside the museum. Suppose you notice a particular work on a banner or in a magazine but, alas, your knowledge of art history is currently on vacation in Crete. Well, Google Goggles can help you locate it in a museum, such as the Met, and provide you with the information that had been eluding you. Or say you’re inside the museum but would like more context or history on a particular piece, Google Goggles can once again leave you much more knowledgeable. According to the Met, the need for Google Goggles may just arise out of the unrequited love between you and a seemingly unidentifiable piece of art (see video below).

http://www.youtube.com/watch?v=jC4d9e3M-x0

As you sharpen your vision of the Met’s collection with Google Goggles, an upcoming exhibition at The Walters Art Museum in Baltimore is letting you experience its collection through touch! Titled Touch and the Enjoyment of Sculpture: Exploring the Appeal of Renaissance Statuettes, the exhibition “explores the implications of tactile perception for enjoying sculpture by melding the research of a Johns Hopkins University neuroscientist studying how the brain reacts to tactile stimuli and a Walters curator interested in the increased appreciation of tactility as an aspect of European Renaissance art.”

The exhibition will showcase 12 artworks along with 22 replicas, which visitors can actually hold in their very hands! Afterwards, visitors can reflect on this opportunity to not only see, but also sense an artwork, and “register their preferences through “touch pads”. The concept of tactility is one that I find interesting and had explored earlier in The Evolution of Touch. Coincidentally, the exhibition at the Walters Art Museum is attempting to gauge whether the draw towards hand-held technologies has its roots in the popularity of Renaissance statuettes, which were “objects apparently made to fit in the hand.”

While I viewed the iPhone or the iPad as our vehicles for tactile appreciation of two-dimensional artworks, the Walters Art Museum posits that our desire for hand-held technology has its roots in art appreciation during the 16th century. A touching twist, I’d say!

Nevertheless, the introduction of Google Goggles at the Met is yet another signal of how our sense of sight, even while viewing art, is supplemented by the devices we carry with us, whereas the exhibition at the Walters demonstrates that at times, we have to return to our art historical past to make sense of the technological present. And we should seize these opportunities to experience the past because, try as they may, the great bankers of 16th century Florence will never know the delight of the iPhone.

Cultivating a More Diverse Audience: The Future of Museums

A 2010 report published by the Center for the Future of Museums, an initiative of American Association of Museums, forecasts the changing face of the United States over the next four decades and the future of museums in light of an increasingly diverse population and “majority minority” society. The report, “Demographic Transformation and the Future of Museums” is a must-read for museum managers and administration- if only for the graphics and statistics projecting the upcoming drastic and rapid shift in demographics in the United States. A concise report, complete with graphics, a call to action, and a list of online resources for demographic information and socio-economic indicators, the American Association of Museums (AAM) analyzes the data on patterns of museum use and trends in societal growth to answer the questions

How will people use museums in the future? And which people will use them?

The forecasted demographic transformation directly affects the museum audience and museum professionals as today’s typical museum goer, a 45-54 year old non-Hispanic white adult, is no longer an accurate reflection of the American public.

Below is a summary of the report’s key findings, surprising statistics, focus group outcomes and suggestions on how to cultivate a diverse, museum audience that’s users reflect the diverse, 'majority minority' communities of America’s future.

Sometime between 2040 and 2050, depending on which projection model is employed, the current U.S. minority groups- African Americans, Latinos (of any race), Asian Americans and Pacific Islanders, Native Americans and others, including those identify as multiracial- will collectively become the new majority in the United States. The proportion of non-Hispanic whites will fall below 50 percent for the first time since the country was founded.

The future of American society is one of “majority minority” in which disparate groups and minorities constitute the collective majority of the population. This compares to the data collected from 2008 on the racial and ethnic composition of the U.S. population in which, by both race and ethnicity, Whites and non-Hispanic whites, made up 74.3% and 84.9% of the population.

The AAM recognizes the imperfections of the monolithic and conventional categories of white, black, Hispanic, and Asian as more and more individuals seek a more multi-racial and ethnic option for classification.

While there are many factors affecting an individual’s decision to attend what the National Endowment for the Arts terms “benchmark arts” (attendance at musical plays, non-musical plays, jazz concerts, theater, opera, classical music performances, the ballet and visual art venues), such as distance, accessibility, cost of admission, income and education, the latter two are most often the major determinants of attendance.

Who has traditionally been the art museum user? And who will it be? While the percentage of the U.S. adult population visiting art museums/galleries declined by 4% between 1992 and 2008, non-Hispanic whites, ages 45-54, are the predominant attendees. Consider this graphic:

If the forecast for the next four decades is correct and the current pattern in museum attendance remains unchanged, art museums and galleries will not serve the majority of the American population. There are economic, cultural, historic, educational, scheduling and interpersonal barriers to entry that affect an individual’s decision and motivation to attend; however, these barriers must be broken in order to create a more inclusive and inviting museum experience for the future America.

What can be done to increase museum/gallery attendance among diverse groups and reduce the great ethnic and racial disparities in museum participation? It is up to the museum administrators, managers, marketers, developers, programmers, educators and front-line personnel.

Know your audience. All of them. Know your neighborhood and community. Read the newest research. Many Urban Studies institutes have published reports on why specific demographics do or do not attend museums or visual art venues. For example,

…studies suggest that African Americans are more likely to attend events characterized by black themes and in which blacks are well-represented among performers, staff and audience members. This has been dubbed the ‘FUBU test’ –for us, by us.

Further research indicates African Americans and Hispanics are

More likely than others to list the desire to ‘celebrate heritage’ and support a community organization’ as a reason to attend arts and cultural events.’

Studies specific to Hispanics found

Hispanics with lower education and income levels tend to seek cultural activities that engage extended families and promote family unity, as well as providing broadly defined educational activities for children

The report features six brief case studies on museums  that have studied the composition of their audience and considered what the future of their audience and community will be. In response to their analysis, museum administrators and managers have implemented unique education programs and outreach activities to address the needs of a growing diverse community. Additionally, youth focus groups have helped to identify what deters younger ages from attending museums and what they would like the museum experience to be- their candid answers are published in the report.

Perhaps the most telling graphic is this map of the United States indicating the metropolitan areas throughout the country in which non-Hispanic white children (defined as younger than 15) are now in the minority:

To quote the infamous Whitney Houston, "...the children are our future," and this map indicates just that- a future of great racial and ethnic diversity. As society's make-up changes, so must the institutions that serve it. Listen to the youth in the community. Not only will they be the future constituents of your museum but they also offer valuable insight as to what will get them to and through the door. And let's not forget the Millennials; a generation that cares more about a global community, participatory experiences (a la Nina Simon’s ‘participatory museum’) and engagement, than making distinctions of race and ethnicity.

As a result, their [Millennial] tastes and motivations may be previews of a future that is already taking shape. In this particular future, race and ethnicity may turn out to be less significant influences….What they [Millennials] want from museums are interactive, immersive, and participatory activities. They want to be more than outside observers looking in.

Still not sure how to address the Millennials' need for an interactive, engaging and participatory experience? Consider this standout suggestion for arts and museum managers: the report cites Jane McGonigal’s theory that museums should take a lesson or two from video games and game designers. Here’s what the report say

…museums can learn a lot from game designers, who know how to design attractive, even addictive experiences…unlike the best games, museums often fail to provide visitors with clear instructions or the feeling of having successfully accomplished something.

Looking forward, racial, ethnic and generational changes will require the museum to encourage new users to attend and to implement programming that is as varied as the community in which it exists. The future composition of the United States is vastly different from that of today. And if museums do not grow in reflection of the changing demographics and population, well, I will leave you with this graphic and you can decide what the future of museums in America will be…

Performing Arts Legacies Online

Recently the Merce Cunningham Dance Company shut down following the death of Merce Cunningham.  The action taken by the founder are somewhat unique in the world of the arts and there have been observations of what this means.  Meanwhile the content of the Merce Cunningham Company, at least in part can still be found online through various video projects and the archive left by the company through the Living Legacy Plan and maintained by the Merce Cunningham Trust.  The continued availability of this content is carrying on the legacy in the true spirit of its founder who frequently wrote of the transitory nature of his performance and was a student of Buddhist philosophy.

Further performances have resided online for years through projects like On The Boards TV which is currently celebrating its two year anniversary with a sale of online content.  The content can be accessed through one time rental, purchase, and through subscription and is high quality, having been shot on 4-5 hi-definition cameras.  Through content providers like On The Boards TV  and do it yourself online venues such as YouTube and Vimeo the amount of online performing arts content has grown significantly.  Artists are gradually recognizing that real content online is critical for accessing new audiences and maximizing market penetration.

Innovation in the field of dance and theater can go deeper than this.   Critics have noticed a trend at fringe festivals of micro-performances and intimate theater.    While artists seem to be taking advantage of physical spaces for the time being, the possibilities for using digital spaces are increasing everyday.  The idea of doing live performances online has certainly received attention.  The growth of services such as Skype make interfacing virtually and therefore using these same services as a performance venue more likely every year.

 

The Most Artistic City in America? The Answer Might Surprise You

Merely the question itself is bound to spark controversy: what is the most artistic city in America? It is a difficult question, and the answer is often hard to gauge. Just what do we mean by “artistic?” And how does one measure how “artistic” a city is? Cities across America will often claim their museums are better and more unique, their shows are of superior quality, and their artistic communities are thriving. But when it comes to actually quantitatively measuring how artistic a city actually is, the answers are few and far in between. Thankfully, two writers have sought to settle the debate once and for all: which city holds the crown as the most artistic city in America? The answer might surprise you.

Two months ago, Richard Florida of The Atlantic sought to find which American cities had the highest concentration of artists, along with which cities had the highest concentration relative to their overall population. The data that Florida used was derived from the U.S. Census Bureau’s American Community Survey (ACS), a handy site that offers a treasure trove of data about Americans’ professions, income levels, education, and much more.

Florida, and his colleague Kevin Stolarick of the Martin Prosperity Institute, looked specifically at the number of Americans that self-identified their profession in the field of “artists and related workers.” While this is not an exact measurement of all Americans working in the arts field (some artists will naturally label themselves in a different way, and others may not have participated in the survey), it provides a good measurement of how many Americans are employed and self-employed in the arts field today. The ACS found that about 237,000 Americans identified as “artists or related workers,” with the vast majority of these individuals living in cities or metropolitan areas.

There are a couple of ways to measure how “artistic” a city is, and if you just do an overall count of the number of self-proclaimed artists in a given city, naturally, the largest metropolitan areas in the country will populate the top of the list. Listed just by population, to little surprise, New York City tops the list, followed by Los Angeles, Chicago, San Francisco and Seattle. The rest of the top 10 is comprised of other large cities/metropolitan areas known for their artistic communities: Atlanta, Washington, D.C., Philadelphia, Orange County, California, and Dallas.

If we really wanted to be specific, however, we could take a look at which areas have the highest concentration of self-identified artists relative to their overall population. The ACS is capable of producing this data, by using what Florida describes as a “location quotient,” or LQ, that takes a ratio of an area’s proportion of artists and compares it to the national average. By using this metric, we can take a look at smaller cities that have disproportionately larger artistic communities that may be somewhat of a secret at the national level.

After running the data, some surprises leap out. While larger cities that were present in the original list re-appear here, some much smaller cities make the list as well. Here is the Top 10 list of self-identified artists in the United States, relative to their overall population, in order:

1. Santa Fe, New Mexico

2. San Francisco, California

3. New York City, New York

4. Los Angeles, California

5. Santa Cruz-Watsonville, California

6. Danbury, Connecticut

7. New Bedford, Massachusetts

8. Boulder-Longmont, Colorado

9. Barnstable-Yarmouth, Massachusetts

10. Jersey City, New Jersey

Santa Fe! Not only is Santa Fe at the top of this list, its LQ score is double the score of the #2 city, San Francisco. Some of the other cities on this list, most notably Boulder, are home to universities and have a high percentage of young people living there. Another point: every city on this list except for Santa Fe and Boulder are situated on either the West Coast or the East Coast.

Santa Fe has always been home to a vibrant and proud arts scene, albeit being unknown by most Americans. The state capital of New Mexico is very proud of its arts community, as artists provide an important economic engine for the town in this tough economy: the arts community as a whole provides more than $1 billion in revenues each year and supports more than 17% of all jobs in Santa Fe County.

Every city and metropolitan area across America can certainly make their claim about why their area deserves a spot on this list. While a city may not have a high percentage of self-identified artists, they can still point to unique works of art, groundbreaking museums, or even highly ranked arts schools. This is, after all, only one metric, and there are certainly other ways to measure how “artistic” a given city is. We here at Tech in the Arts would certainly vouch for our home base of Pittsburgh (home of Andy Warhol!), and I have a soft spot for my home town of Phoenix. But by strictly this metric, and information derived from the U.S. Census and the American Community Survey, Santa Fe takes the crown for now. With the amount of change and innovation taking place in the arts community these days, especially through the use of technology and social media, this list could be completely different five to ten years from now. And the more artists that are employed and working in all of these cities, the better it is for arts lovers like us everywhere.