TIM_MK_016 Chapters from Creative Computing

Faculty of Arts
Spring 2020
Extent and Intensity
1/1/0. 6 credit(s). Type of Completion: zk (examination).
Teacher(s)
Mgr. et Mgr. Adam Franc, Ph.D. (lecturer)
doc. Mgr. Jana Horáková, Ph.D. (lecturer)
Mgr. Monika Szűcsová, Ph.D. (lecturer)
Guaranteed by
doc. Mgr. Jana Horáková, Ph.D.
Department of Musicology – Faculty of Arts
Supplier department: Department of Musicology – Faculty of Arts
Timetable
Thu 27. 2. 14:00–15:40 K23, Thu 26. 3. 14:00–15:40 K23, Thu 23. 4. 14:00–15:40 K23, Thu 14. 5. 14:00–15:40 K23
Prerequisites
1) Ability to read texts in English
2) Student´s own laptop
3) Basic knowledge of working with PC
Course Enrolment Limitations
The course is also offered to the students of the fields other than those the course is directly associated with.
The capacity limit for the course is 50 student(s).
Current registration and enrolment status: enrolled: 0/50, only registered: 0/50, only registered with preference (fields directly associated with the programme): 0/50
fields of study / plans the course is directly associated with
Course objectives
Software art is a new artistic genre that was born at the end of the second millenium. It represents an attempt to grasp the software as an artistic means of expression, which may not be merely a tool for producing classical artistic artifacts (image, music, video), but can become an artistic work itself. Artists devoted to this artistic genre reveal the creative potential of software, develop innovative ways to use it, and create alternative software models. This course introduces students to the subject of software art through theoretically oriented lectures.

Course objectives:
1) in the course students will learn about the artistic category of software art in terms of its historical development, aesthetic preferences, important artists and art groups
2) acquaint students with the theoretical discipline of software studies
3) familiarize students with the genealogy of software art
4) approximation of creative work with glitch and computer virus
5) understand the position of software studies and software art within the broader context of digital art and culture
Learning outcomes
1) acquaint students with the theoretical discipline of software studies
2) to familiarize students with destruction, computer virus and glitch as an artistic approaches in programming
3) instructive discussion about historical aspects of software art and its relation to other artistic tendencies of the 20th century
4) identify and summarize the basic features and manifestations of software art
Syllabus
  • 1) Introduction to software studies
  • 2) Destruction, computer virus and glitch as creative programming practices
  • 3) Software art - theory
  • 4) Software art - theory
Literature
    recommended literature
  • GORIUNOVA, Olga – SHULGIN, Alexei. Glitch. In FULLER, Matthew (ed.). Software Studies/ A Lexicon. Cambridge, Massachusetts: MIT Press, 2008, 334 s. ISBN 978-0-262-06274-9. s. 111–114
  • ARNS, Inke. Read_me, run_me, execute_me. Code as Executable Text: Software Art and its Focus on Program Code as Performative Text. in: Rudolf Frieling / Dieter Daniels (Hg.), Medien Kunst Netz 2: Thematische Schwerpunkte, Springer Wien/New York 2005, ISB
  • COX, Geoff – McLEAN, Alex – WARD, Adrian. The Aesthetics of Generative Code. [online]. Paper delivered at the Generative Art 00 conference, Milan, 2000. [cit. 23. 10. 2015]. Dostupné z: .
  • CRAMER, Florian – GABRIEL, Ulrike. Software Art. in Andreas Broeckmann, Susanne Jaschko (eds.), DIY Media - Kunst und digitale Medien: Software - Partizipation - Distribution. [online]. 2001. Transmediale.01, Berlin, 2001, s. 29-33. [cit. 3. 1. 2015]. Do
    not specified
  • BOOKCHIN, Natalie – SHULGIN, Alexei. Introduction to net.art (1994-1999). [online]. 1999. [cit. 23. 11. 2015]. Dostupné z: .
  • BURNHAM, Jack. Software - Information Technology: Its New Meaning for Art. Exhibition Catalogue. New York: The Jewish Museum, 1970. Catalog Card No.: 70-130192.
  • CRAMER, Florian. Concepts, Notations, Software, Art. [online]. 2002. [cit. 3. 1. 2015]. Dostupné z: .
  • GORIUNOVA, Olga. Art Platforms and Cultural Production on the Internet. New York: Routledge, 2012, 112 s. ISBN 978-0-415-89310-7
  • FULLER, Matthew (ed.). Software Studies/ A Lexicon. Cambridge, Massachusetts: MIT Press, 2008, 334 s. ISBN 978-0-262-06274-9
  • YOUNG, La Monte – LOW, Jackson Mac. An Anthology of Chance Operations. New York: Published by La Monte Young and Jackson Mac Low, 1963, 120 s.
  • CRAMER, Florian. Words Made Flash. Code, Culture, Imagination. Media Design Research, Rotterdam: Piet Zwart Institute, 2005, 140. s.
Teaching methods
lectures, discussions
Assessment methods
1) Knowledge test
2) Participation: 75%
Language of instruction
Czech
Further comments (probably available only in Czech)
Study Materials
The course is taught annually.
Information on the extent and intensity of the course: 80 hodin výuky/semestr.
The course is also listed under the following terms Spring 2021, Spring 2022, Spring 2023, Spring 2024, Spring 2025.
  • Enrolment Statistics (Spring 2020, recent)
  • Permalink: https://is.muni.cz/course/phil/spring2020/TIM_MK_016