In art, as in life at large, technology has changed everything – or, more precisely, almost everything.
In art classes at schools and universities today, new and emerging
software is rendering art appreciation and even actual artistic
production accessible to a far greater number of interested students
and aspiring artists than ever before.
In the classic approach, talented apprentices toil under the
tutelage of a highly skilled master to perfect their skills and learn
the fundamentals of their art. That approach works well for the
talented few but not so well for those who lack dogged desire or raw
native talent. It also imposes strict limits on the number of
individuals permitted to benefit from the wisdom, skill, and experience
of the master.
To a remarkable degree, technology in the service of art and art education is changing all that.
With the rise of technology in art education, some might fear that
traditional media, such as charcoal drawing and oil painting, are being
shunted aside in favor of software-based creations, but the art
educators who spoke with eSchool News said certain
software programs and emerging web-based collaborations are helping
establish a strong base of conceptual understanding--regardless of raw
manual or technical talent. This enables a far wider range of students
to appreciate art. It also encourages and facilitates the acquisition
of more advanced, traditional techniques and skills by far more
talented beginners.
Consider Stephanie Reese, a technology teacher at Notre Dame
Preparatory High School in Scottsdale, Ariz. For the past 12 years,
she, has been using Corel Painter, software designed to mimic
traditional painting.
"I use art in the classroom to teach everything from communication
and desktop publishing to web design and in yearbook classes," she
said. "We're using it for students to be able to tell a story, and this
allows them to do it visually. Whether they use video or artwork, they
still manipulate the medium and create something that's a story."
Reese uses Painter software to teach different concepts--including
3D animation modeling, 3D figures for geometry, and sculpting for
anatomy classes--and also to teach color theory.
Although Reese currently teaches students in grades 9-12, she has
taught classes ranging from the elementary-school level up through
undergraduate college courses.
"It doesn't matter the age; these kids are so technology adept that
all you have to do is show them the basics and they just take off," she
said. "I think [technology] can replace some of the traditional forms
of art instruction, but I think there's a need for the tactile feel of
clay and paint, and getting dirty--it's a real need. Until some of the
software has a more haptic feel to it, that need is going to continue
to be there--and I can take clay and teach something that I can't teach
with a computer program."
She added: "I don't think technology is replacing traditional art
instruction, but I think it's a really good piece to use alongside it.
...It's really a skill they need to go on and be competitive with the
rest of the world."
The educators eSchool News spoke with agree it's
possible to strike a balance between maintaining use of traditional
artistic techniques and learning new technology-based techniques, such
as digital imaging.
Pennsylvania's University of the Arts (UA) introduced digital image
making into its curriculum about 10 years ago, and students use Corel
Painter in select courses while still adhering to traditional artistic
techniques.
"I think we're still hanging on to the traditional aspects of image
making, and we think that makes the digital aspect of image making even
better," said Mark Tocchet, chair of the university's illustration
department.
UA students still practice traditional techniques, but "we try to
stay as contemporary as possible … because that's what our students
experience when they get to the workforce," he said.
UA's teaching staff emphasizes skills and content, instead of focusing on teaching a specific software program.
"If you teach students a program, in two years it's probably
obsolete, but if you teach them to draw or paint, they're going to do
well--whether it's drawing with a pencil or drawing with technology,"
Tocchet said.
UA students learn traditional artistic techniques through their
sophomore year and then begin learning digital techniques in their
junior and senior years.
"There are only so many courses and credits you can feed to
students, and it's a tremendous amount of information, especially
because of the influx of digital [technologies]--but I have to tell
you, whether they're working traditionally or digitally, every year
they seem to be doing better and better work," Tocchet said.
He also emphasized the importance of learning traditional skills
first and keeping those skills as a base on which to build digital
skills.
"What you learn, for instance, drawing in an anatomy class is
indispensible when it comes to learning about design, composition, and
line quality, and these are all things you think about when you're
making a picture, whether traditionally or digitally," he said.
"Learning to be an artist these days is a very complicated thing,"
he added. "Our students have to have a body of work, but they also have
to know how to market it, promote themselves, create web sites, have
graphical design and production skills, and have a much keener sense of
the marketplace--it's a very difficult thing."
Using technology in art classes also might help take the pressure
off students--especially younger students--who enjoy art, but who feel
they aren't talented enough to draw or paint.
"Too many people say, 'I can't draw,' but I constantly remind kids
and adults that their creations don't have to be perfect," said Peter
Reynolds, the founder and executive creative director of Fablevision.
"They just have to be 'perfect-ish,'" said Reynolds, referring to
the phrase that spurred the idea for the company's most recent product,
Animation-ish, a software program that lets people create
"do-it-yourself" animation.
Fablevision partnered with Montreal-based Toon Boom to create
Animation-ish, which uses a three-tiered system to help people of all
skill levels create animation. Fablevision is planning to launch an
online social-networking community connecting Animation-ish users, and
the company is also working on an annual animation festival.
The software "has lit the creativity fire for so many of my
students--especially those who struggle to communicate their rich
thinking through more traditional means," said Wade Whitehead, a
fifth-grade teacher in Roanoke, Va.
"It...permits kids to create original and meaningful drawings,
doodles, and even complex animations. It encourages exactly the kind of
adventurous, blank-page thinking I try to generate in my classroom."
Robb Ponton, an instructional technology resource teacher in the
Williamsburg-James City County, Va., Public Schools, has used DrawPlus
from Serif, a desktop publishing, design, and graphics software
company, for 13 years.
The Serif Design Suite includes PagePlus X3, WebPlus X2, PhotoPlus
X2, and DrawPlus X2. The suite also offers free teacher resources to
accompany the program, such as lesson plans, guides, handout sheets,
and project and presentation ideas.
Ponton said students in his district use DrawPlus not only in
creative arts classes, but also in core subject areas to create and
animate illustrations for concepts ranging from chemistry compounds to
Spanish verbs.
"The students are so much more creative and come to more clearly understand the subject matter [using DrawPlus]," he said.
As part of his role, Ponton helps teachers learn how to incorporate technology into their lessons.
In one elementary school lesson, Ponton shows students a
professional artist's drawing and then uses DrawPlus to break the image
down into its basic shapes. Students are told to put those shapes back
together, and in the process, they begin learning how basic shapes can
be used to create more complicated images.
DrawPlus offers pre-defined shapes, which Ponton said is beneficial
for students who might not have top-notch drawing abilities themselves.
This helps keep such students engaged, he explained, whereas before,
they might have lost interest out of frustration.
"Students learn more when they draw something for themselves,"
Ponton said. "The software gives teachers a crucial 'hands-on'
component to their lessons."
Some companies are working to connect professionals with students who might be interested in entering the digital arts.
The IPAX education program, from Sony Pictures Imageworks and Sony
Pictures Animation, recently announced a new online mentoring program
set to begin this winter.
The three-month program, called Animation Mentor, will pair top
students from 18 IPAX member schools from around the world with top
Sony Pictures artists, who will provide online mentoring, training, and
guidance. Animation Mentor's mentor-apprentice teaching model and
online learning platform will let Sony mentors help students develop
their skills and grow their craft. Tools will include live video
conference question-and-answer sessions with mentors, video guest
lectures with industry experts, and eCritiques, in which mentors
provide video commentary while drawing directly on the student's work
to illustrate their concepts.
One goal of the program is to help students develop and sharpen the skills they will use in digital-arts careers.
"We're very excited about this opportunity to showcase how IPAX
schools can work together to develop cooperative and collaborative
programs that will propel aspiring digital artists forward in their
careers," said Barry Weiss, senior vice president of animation and
artist development and chair of the IPAX collaboration initiative.
And professional tips can do wonders for a young artist's development and self-confidence.
"There is nothing more valuable than the guidance a professional can
give a budding animator who is honing [his or her] craft," said Bobby
Beck, chief executive officer and co-founder of Animation Mentor. "This
partnership really validates the teaching model Animation Mentor
embodies and the technology we've created to support an incredible
learning experience--no matter where you are on the planet."
IPAX and Sony representatives say the program represents a chance
for IPAX member schools to engage future visual-effects and animation
professionals with the mentor-apprenticeship learning model. Top
students from the 18 IPAX member schools will be selected through an
application process, in which student work is reviewed by Sony artists
and matched with an appropriate Sony mentor.
The program is designed specifically for advanced students who are
working on a range of special projects, including short films,
animation, or visual effects. Sony mentors will give students
individual feedback to help guide their work and perfect their skills
over the course of the program.
Links:
Corel
Serif
Fablevision
Sony IPAX Program