Art sector: Strong and Weak Signals

Last updated 11. July 2016 by admin

Key observations about the initial view of the Art Sector Significance Matrix (Normalised Desired) based on Desired Future Analysis:

Significance of TechnologiesSignificance of Techniques/Processes
Hosted Services (Score 100)
technologies, Digital Preservation Repositories, spaces or domains which are remote from the creator and/or end user e.g. web services, e-stores, big data, Hosted Co-working spaces
Socialware/CPD (Score 100)
How people evolve in response to curation (& curation methods and technology responds/evolves with people's experiences), Awareness, Intermediary Business, Technical and Production roles, Knowledge, Hubs, Knowledge Bases/Repositories, Discussion, Communication and Sharing, including education, training and CPD. Interactivity, User contributed development/tools/formats, Intellectual property, Patents, Copyright
Application (Score 67)
Software applications that are used in the creative process or by the end user e.g. Photoshop, Illustrator, Video Editing, 3D Imaging, Animation, Collection Management
Collaboration (Score 78)
the process of using the Collaborating, Responsive and Consistent design for content and device, Standards and Convergence. Individual, Community or Societal Analysis/Research, Addressing Obsolescence, Flexibility, Adaptability, Modularity, Policy, User Contribution.
Input Sensory (Score 50)
technology which provides input based on Scanning, Photogrammetry, Materials Analysis tools, Cameras, Audio-Visual Recording
Exhibition/Curation (Score 59)
the process of selecting artworks for public presentation including Exhibitions, Installations, Events, Publications as well as Programmes incorporating one or more of these.
Hardware (Score 37)
technology which is physical and has processing capabilities e.g. PC, Mac, Smartphone
Consumption (Score 55)
the process of selling, buying, using or experiencing the artwork, collection or programme
Output Physical (Score 37)
technology which outputs a physical artefact e.g. Print, 3D Printing, Audio-Visual Files and Formats, Robotics
Production (Score 54)
the creative process of making artworks, active process of conservation, scanning, recording, for repositories
Communications (Score 36)
technology which connects the creator or end user to distant services e.g. broadcast technology, satellite, cable technologies, broadband, mobile, wireless wan, internet, Industry focused Virtual Private Networks.
Marketing & Distribution (Score 46)
the process of understanding and engaging the audience, making the artwork or programme available to audiences, participatory work, private views, audience experience and engagement.
Physical Input/Support (Score 27)
Devices/Equipment which are used to physically interface with the production or publication e.g. mouse, keyboard, console, pens, smart pads, rigging, lighting, scenery, set design, audio-visual feedback, Robotics, Biotech, Traditional Materials (Wood, Stone, Metal, Paint, Canvas, brushes)
Integration (Score 46)
the process of integrating 2 or more stages of the Art lifecycle
Output Sensory (Score 23)
technology which outputs in a virtual sensory format e.g. Cinema, Displays, VR Headsets/Environments, AR interfaces, tactile feedback, audio, Monitor Speakers, Sculptures, Installations
Ideation/Development (Score 39)
the process of generating ideas or inspiration for creativity - e.g. commissioning, sketching, pitching.
Operating System (O/S) (Score 21)
The underlying software platform e.g. Unix, IBM, HP, ICL-Fujitsu, DEC, Sun Solaris, Linux, Custom O/S, Windows, IOS, Android, Middleware
 

 

Most Significant Technology/Process pairings

Strong Areas

  • Hosted Services/ Socialware/CPD
  • Hosted Services/ Collaboration
  • Application/ Collaboration
  • Application/ Socialware/CPD

Weak Areas

  • OS / Marketing
  • Physical Input/Ideation
  • OS / Consumption

Clusters/Apparent Trends

  • Hosted Services
  • Socialware/CPD
  • Output Sensory

Recommendations based on Weak, Strong and Trend Signals

 

Timescale: Opportunities within 5 years

  1. Exhibition-Curation / Applications. (Highest Technique Area Score 100)
    Applications, software and tools are needed for 3D Modelling and Manipulation software for curators and conservators. Virtual Collaborative environments for presenting and organising content. To improve audience engagement there is a call for utilisation of new augmented and virtual reality interfaces to facilitate new experience of artefacts including using 3D prints of artefacts accompanied by multisensory engagement. Virtual environments with haptic feedback could also be offered to access novel experiences with artefacts not possible with real environments.
  2. Production / Applications. (Score 95)
    Artists want bespoke modelling and manipulation software as well as collaborative tools to facilitate the making of their artworks (including Augmented and Virtual Reality interfaces as well as Fabrication tools). Curators and conservators also want bespoke tools and technologies to support the creative aspects of their own practices. They need this for the design and production of exhibitions and publications, and for the ongoing maintenance and preservation of traditional cultural artefacts as well as digital artefacts.
  3. Production/ Physical Input - Support. (Score 95)
    The creative process (making artworks, active process of conservation, scanning, recording, for repositories) needs bespoke alternative, devices/equipment which are used to physically interface with the production or publication. This includes gestural interfaces, the ability to control machines using neural connections as well as novel interfaces using Augmented and Virtual Reality tools to manage 3D interactions and creative processes.
  4. Ideation-Development / Physical Input - Support. (Score 95)
  5. Exhibition-Curation/ Input Sensory. (Score 95)

Timescale: Challenges within 5 years

Improvements in Consumption, Integration and Socialware/CPD in particular:

  1. Applications to facilitate Consumption
    Channels, platforms and software apps for accessing and monetising artworks through unique digital and virtual representations. New discovery platforms, beyond existing search engine algorithms, could facilitate this providing better indexing mechanisms.
  2. Applications to facilitate Integration but also better Integration of different applications through interoperability and common file formats.
    There are needs to future proof file formats, metadata and interoperability between devices, applications and hosted service platforms.
  3. Software to facilitate Virtual Collaborative Environments (Socialware/CPD).
    This relates to curators and conservators and how they collaborate but also how external audiences are facilitated to collaborate.

Timescale: Gaps needing resolution within 5 to 10 years

  1. How Applications serve Socialware/CPD are currently showing up as likely to be short of resources, investment and skills. The industry needs to develop or refine software and tools to provide better Socialware to store, conserve, archive and share Artworks.
  2. How Hosted Services serve Socialware/CPD are also showing up as likely to be short of resources, investment and skills. The industry needs to develop or refine better platforms and online services to provide better Socialware to store, conserve, archive and share Artworks.
  3. New materials in artworks that audiences can engage with directly, perhaps through 3D-reproduction of artworks is also suggested.

 

see infographic: http://communities.cre-am.eu/pages/view/5697/art-sector-recommendations

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