Leveraging ICT Product Innovations by Enhancing Codes of Modern Art


Updated 18.09.2018.

The aim of this project is to raise the interest of a wide ranging public for contemporary art and to point out the newest creative tendencies in the collective thinking of art. On a larger scale, the project tends to describe the language of art in the nearest future and thus to foresee the monetary value of the art of tomorrow. The task is to create an innovative digital game in the cross-cutting genres of arthouse, educational and serious game.

As interactive media, digital games have a great potential to integrate people into fields that would otherwise not meet their interest. The game would develop the creative skills of players and teach them the current trends in digital art. The game would also collect the results of players forming a database of artistic means that will lead to scientific conclusions about future art. In the meantime, the game would project the inheritance of art from the age of modernism into the digital world by teaching the player to recognize it (for instance, pixel aesthetics is a successor to cubism and constructivism).

The paper presents an overview of digital art games and the historical background of their aesthetics. The Design Science Research method will be used in this project in order to cross-cut such remote fields as the general public and the arthouse world, codes of modern art and the taste of the general public. Taking into account that art today is largely interactive, the new game will let its user play around with trends of modern art such as vaporwave, glitch and others, and to create new ones. Thus, the project deals with the problem of knowledge cache and cultural segregation that characterizes modern art: being specific to a great extent, it is difficult to access a large segment of the public.

The scientific objective of the project is research in the field of ICT and modern art in Latvia in order to find new ideas to benefit ICT rooted in the contemporary cultural tradition that has already lasted over one hundred years and which embodies the basic intellectual codes of today.

The aim of this project is to form a new methodology of ICT products’ creation using knowledge of the theory of modern art (hereinafter – TMA) and its subsequent postmodernity expression, paving the way for a novel approach to culturally based digital production. The planned action is to experimentally create models, prototypes and examples of ICT as bearers of intellectual capital and analyze existing products while forming this kind of methodology. The impact of the new ICT methodology is a transfer of knowledge about contemporary artworks into ICT.

Thus, it is an impact on the Latvian digital society as knowledge about modern art that is insufficient at present. The major deliverable of this project will be a new methodology for the translation of art codes into ICT products, taking into account that the ICT and TMA are specifically segregated / unconnected fields and today’s interdisciplinary scientific approach demands their crosscutting.

Key words: knowledge society, knowledge value chain, modernism, hidden culture codes, ICT product development, intellectual capital, creative industries.

PostDoctorate Research Project

Supported by ERDF

Project manager: assistant professor Ieva Gintere

Scientific consultants: dr.phys. Atis Kapenieks, dr.phil. Martin Boiko

Project duration: 01.09.2017. – 31.08.2021.

Project number:

Partner: Interactive Agency Cube

In a collaboration with artist Kristaps Biters

Accomplished activities of the project:

  1. Activity No.1. State-of-the art in the field of modernism codes and its intersection with ICT
  2. Activity No.2. In-depth interviews and their analysis (interviews of artists, digital art representatives and ICT specialists, analysis of interviews, description of art codes) (scientific seminar)
  3. Activity No.3. Delphi method, digital art expert interviews
  4. Activity No.6. Conference paper. Gintere, I., Zagorskis, V., Kapenieks, A. (2018). “Concepts of E-learning Accessibility Improvement – Codes of New Media Art and User Behaviour Study”. 10th CSEDU International Conference on Computer Supported Education, proceedings, Portugal, Madeira, March 15-17
  5. Popular-science review
  6. Activity No.8. Concept of product prototype
  7. Activity No.9. Scientific publicationGintere, I., Zagorskis, V., Kapenieks, A. (2018). “Concepts of E-learning Accessibility Improvement – Codes of New Media Art and User Behaviour Study”. 10th CSEDU International Conference on Computer Supported Education, proceedings, Portugal, Madeira, March 15-17 , vol. 1, p. 426-431.
  8. Activity No.9. Design of product prototype. Innovative digital game
  9. Activity No.10. Ethics of the project
  10. Activity No.12. Renewal of the study path

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