Multi Media Arts

  • Uploaded by: Jason Steffler
  • 0
  • 0
  • June 2020
  • PDF

This document was uploaded by user and they confirmed that they have the permission to share it. If you are author or own the copyright of this book, please report to us by using this DMCA report form. Report DMCA


Overview

Download & View Multi Media Arts as PDF for free.

More details

  • Words: 1,433
  • Pages: 3
Multi media arts and technology center

An outline for a research and development plan that will lead to the construction of additional classrooms for the college of the Fine and Performing Arts. Begin to incorporate new multi-media curriculum in tandem with Fine Arts, Graphic design, and Computer Science. Utilize new technologies in these classrooms that will make teaching, and learning more intuitive, as well as better prepare graduates for professional work environments. A conscious effort to make the art programs at Youngstown State continue to develop successful artists in leading professional fields.

My first six months attending college at YSU has certainly led me to raise more questions than I can find answers. The problem for me is the unimaginable amount of knowledge that I need to explore in a short amount of time. The time I spend working towards my degree demands that I use every resource imaginable and then some, if I am to compete in my field of interest. I must learn the traditional skills in fine arts as well as gain fundamental experience in certain aspects of commercial art and design. These aspects are not a part of any degrees currently offered at YSU and appear to be out of reach because of other curriculum requirements. It is quite clear that YSU puts forth effort to provide as many tools as possible to enable driven students to reach their goals. However, the challenges in implementing a successful plan to rejuvenate the art programs are steep. It is my understanding that directors in the past have made use of state grants to update some art programs but were unable to sustain the funding necessary to entertain notions of any new programs. It would make sense to have a new plan prepared if ever an opportunity presented itself to once again invest in the college of art and computer information technology. I propose that members of the academic senate appoint a task force to examine data and develop a comprehensive plan to increase the professional preparedness of graduates in the college of fine and performing arts along with other departments. This initiative would involve expanding classrooms or renovating existing halls in such a way to create more opportunities for freshman and sophomores in commercial art, design, engineering, CIT etc. This plan should include a digital arts resource center: a research and production facility for students, designed to promote the practice of media arts. The first goal of the center would be to bring together STEM programs with fine and performing arts for collaboration and sharing of knowledge, and discuss projects for the university. Developing a digital arts center would allow first semester freshman to learn more about working in a design and production environment like the Graphic Services office at Kilcawley Center. By bridging networks within the university and around the community, a new multi-media program would not only become successful, but influence the whole campus in positive ways. The end result would be that future students would be able to produce more work or be instructed in areas they would have otherwise had to discover for themselves. Those students could then continue to contribute to the life of the program through their own

ideas and research. It is imperative that students learn from the start what will fully be expected of them in their chosen fields. I have already met students who only have a vague plan for their careers. They are expecting to learn everything they need to know through the program. If a graphic design student doesn't realize until they are a senior that they have a talent for motion graphics, that student will be under immense pressure trying to prepare a motion graphics portfolio in time for graduation. Putting together that portfolio to be shown for employment on top of their regular coursework assignments. The establishment of a digital arts resource center is the foundation that will support the growing demand for graduates with education in the arts. Giving students a dedicated area in which they can work together on class projects, thesis, or professional demo reels of their work. Increasing opportunities for things like scholarships, area events or even the Academic academy awards. The U.S department of labor states, "The computer systems design and related services industry is expected to experience rapid growth, adding 489,000 jobs between 2006 and 2016." If the Mahoning Valley can attract one quarter of one percent of that figure, you could expect potentially more than 1200 jobs. Furthermore, artists and other related job prospectors will also see a better than average growth in new jobs. They will also be greeted by stiff competition for these new jobs because there are more qualified candidates than there are available jobs. When you begin to look more closely at the labor departments statistics, you will see that multi-media artists and animators are expecting a 26% increase in available jobs by 2016, while all other artists will see a 10% gain or less. Projected data from the national employment matrix indicates that 67% of all new jobs created will require multi-media artists. The matrix data is showing an emerging pattern where artists and computer engineers continue to find themselves working closer together. Students who can best demonstrate utility will be employed first. By adding just a few select courses traditional artists will be qualified for many more careers in art. The Academic senate should consider the experiences other universities and industry builders have had. In his Time Management lecture, Randy Pausch gives the audience some background on his career. He offers great insight into his pioneering work in virtual reality and into how he co-founded the Entertainment Technology Center at Carnegie Mellon University in 1997. Before he passed away, he had a unique opportunity to build the frame works of this program with his own vision of the future. When looking at the history of the Entertainment Technology Center at Carnegie Mellon University, we find some discernment into where this program can trace its roots. It's website maintains, "In an auspicious confirmation a proper synergy was occurring, the School of Drama at this time hosted a visit by its external advisory board, a group of leading individuals from all areas of the entertainment industry. This assembly of entertainment industry professionals gathers periodically to review the state of education and training at their alma mater. The Drama External Advisory Board concluded their visit with a strong recommendation to the President Carnegie Mellon should exploit its tremendous knowledge base in emerging technologies to spearhead developments in digital storytelling and new forms of entertainment technology. Excited and encouraged by this fervent endorsement, Carnegie Mellon's new President, Dr. Jared Cohon, convened a committee to devise the means by which the university could assume a national leadership role for the convergence of technology and the arts. Pursuant to the committee's recommendation, the Entertainment Technology Center was formally established in the Fall of 1998, as a joint program between the School of Computer Science and the College of Fine Arts." This center has even attained written commitment from entertainment's leading companies to employ its graduates.

It should behoove the university to begin adding media art curriculum to programs that focuses students on building a professional and collaborative portfolio. Traditional artists with exceptional skill can sometimes find work in a media arts field without formal instruction beforehand, but an average traditional illustrator greatly increases their value with working knowledge of the production process. Employers are looking for applicants who can immediately join a team and begin working. A digital arts resource center would be a sure-footed step towards building a thoroughfare into the job field amongst a deluge of applicants. The substantial growth in this digital arts industry is a significant opportunity for YSU as well as students. With the industry still in its infancy and tracing its history to just a handful of individuals, there is still room for invention. The state of Ohio has rebuilt many of our local schools, and students are now learning digital art in their new labs. Connecting this digital arts center to area high school teachers would certainly attract more students to pursue a professional career in art, music, design, technology, and so on. Not only could it raise enrollment at YSU, but I expect it would increase the retention of undergrads who use the center. In conclusion, I wish to collaborate with colleagues, faculty, and staff to present specific recommendations for further review. Then present a cost and return on investment plan to raise endowments for a Media arts center.

P. Jason Steffler Email

Related Documents


More Documents from "Florian Liber"