Processpatching

Chapter 3.

Case studies

In the literature studies (chapter 2), the first part of the overview of identified research and development approaches and methods in the electronic arts was provided. In this chapter, I analyse a series of case studies that were developed and / or presented at V2_, Institute for the Unstable Media. The case studies are used for further analyses of the proposed methods and completion of the overview. I analyse the electronic art research and development methods and visualise these in a a,ß,g triangle, which is the graphical representation of the collaborator’s background. In addition to the visualisation, I describe the applied methods, as outlined in chapter 2, of each case. In addition to this, I investigate the possible correlations between the artists’ backgrounds, the concept or aim of the work, the technical aspects, and the applied methods. The correlation between the backgrounds of the involved and the preferred methods leads to project specific aRt&D Triangles that depict the effects or traces of the participant’s original disciplinary background and the preferred methods applied in the space between the disciplines. The a,ß,g triangle is a useful tool for mapping out the represented knowledge field among collaborators in a project. The case studies show that these proposed triangles are indeed useful and that these provide relevant information about the work process. Independent from this, the case studies provide key information on the most suitable methods for the collaboration process based on known practice and ‘in between’ the disciplines. A circle in the middle area of the triangles represents this ‘in-between’ area. The project’s aRt&D Triangles show that the most successful cooperation happens in this centred zone between the disciplines. Furthermore, the case studies provide information about the types of artworks, the artist’s attitude towards science and technology, and success or failure of the chosen methods. In approximately the same timeframe, (2001- 2005) representatives from different backgrounds were brought together to discuss and compare their work. Several workshops were organised to study the short-term collaboration process among people from different backgrounds, and a variety of artistic, technical and scientific representatives participated. The outcomes of all case studies, and how they affect the methods in an interdisciplinary landscape, are presented in the conclusion.

The case studies form the backbone of the structure of this chapter. In the first section (3.1.,3.1.2.,3.1.2.) the work processes of three interactive electronic art projects are analysed. The second section (3.2.1., 3.2.2., 3.2.3.) deals with reflections on artistic and scientific work processes, aims and (partly) with stereotypes (see also chapter 2). All presentations are accompanied by parts of the aRt&D matrix where the presented work process is outlined. The last set of case studies (3.3.1., 3.3.2.) are workshops, as investigations into short term collaborations. In some cases, there was additional information available to draw up a project specific art&D Triangle as well. The chapter concludes with the compared outcomes of the case studies’ aRt&D Triangles, the aRt&D matrix parts and their co-relations. I end with adjustments and iterations of the proposed methods as outlined in chapter 2.

The events are documented in different ways. All reflective events were, accompanied by readers and some papers were or still are, available online. The workshops are documented via video recordings, online chat environments or work documents. All available material is stored in the V2_ online archive, and parts of the printed material are included as an appendix to this thesis.

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