Posts Tagged 'Technology'

Streamline Design: The Art of Technology

Today is National Radio Day, and yesterday, August 19, was National Aviation Day. The two days celebrate the development and technological advancements in aviation and the invention of the radio. While it is most likely coincidental that both holidays fall back-to-back, in terms of 1930s industrial design, this pairing is meant to be.

The years between World War I and World War II were the Golden Age of Flight and the Golden Age of Radio in America. During these decades, affordable, safe, and comfortable long distance plane trips became a foreseeable travel option for the greater American public. Similarly, the affordability of the radio brought families across the United States together for regular nightly programming and entertainment—essentially bringing the world into their living room. With both the skies and airways now within reach, the fascination with rapidly developing technology, speed, and motion became hallmarks of the era.

Artistically speaking, this era is one of my favorite periods in terms of the decorative arts. The emergence of flight had a profound impact on the design of many household and consumer goods during the interwar years, and radio encasements often reflected the Machine Age aesthetic of the 1930s. Prominent industrial designers of the day embraced America’s love affair with flight and successfully blurred the lines between art and technology with of-the-moment consumer products. Good design sells; therefore, it is no surprise that for the radio—one of the most prominent fixtures in the 1930s American household—overall design aesthetic often dominated the purchasing decision of a design-savvy consumer.

If you’re looking for a creative way to pay homage to these two holidays, take note of these aerodynamic gems on view at the Dallas Museum of Art that incorporate characteristic elements of streamline design, including horizontal banding, smooth exteriors, and the use of modern materials like chrome and plate glass. Each object suggests the concepts of speed and movement while stylishly capturing a moment in decorative art and design history when the worlds of aviation and radio effortlessly collide.

Take a look at the 1933 “Air-King” radio (model 66) designed by Harold Van Doren and John Gordon Rideout. The form of this radio is a play on the motif of a skyscraper, with its stepped shape toward the top; however, the circular glass plate on the façade with showing AM and FM broadcast band numbers, combined with the tuning and volume knobs, remind me of a cockpit’s control panel.

Don’t miss this “Bluebird” radio (model 566) designed by Walter Dorwin Teague and manufactured by the Sparton Corporation in 1934. The name alone embraces the notion of flight and is enhanced even further through streamlined design elements. Here, the straightforward use of circles and horizontal banding set against the plate-glass backdrop seems to mimic a single engine propeller plane’s nose and wingspan. I imagine a plane flying gracefully through the clear blue open sky, transporting the avid listener to new destinations through the magic of radio.

To learn more about how the Machine Age influenced art and design in America, visit the Dallas Museum of Art’s upcoming exhibition Cult of the Machine: Precisionism and American Art, which will open to the public on September 16.

Jennifer Bartsch-Allen is a Digital Collections Content Coordinator at the DMA.

Communication Across the Ages

This week, the Center for Creative Connections installed an array of communication devices dating from 1909 to 1972. These objects demonstrate the dramatic change communication has undergone over the past century: devices have decreased in size to become more portable, while our ability to communicate with each other has become more immediate. 

 

Before texts and tweets, messages were sent and received by post or telegraph. Imagine sitting at a desk in the early 1900s and using these beautifully designed, handcrafted tools. Perhaps you are opening an envelope or dipping your pen in an inkwell to compose a letter to a dear friend. “Snail mail” would have been the only way to correspond with your out-of-town friends and family. According to the U.S. Postal Service, from 1926 to 2001, the number of items mailed steadily increased from 15 million to 103 million. However, this number had decreased to 62 billion by 2015. Today, instead of waiting days to send and receive a letter, we can simply send a quick text or email that arrives in mere seconds.

 

One of the first cameras to be marketed to women, the Kodak Petite was produced from 1929-1933. It was sold in a handful of colors and its small lightweight design made it easily portable. Today, anyone with a smartphone has access to camera at all times. It’s interesting to note that when the Kodak Petite is closed, it is roughly the size of a modern day smartphone.

 

Until the birth of radio and television in the 1920s, information, news, and entertainment were dispersed to the masses through printed materials like newspapers. This 1930’s Bluebird is a small personal radio, similar in color and design to the larger Nocturne radio in the Museum’s collection. Though this elegant radio may have been outside the budget of most living through The Great Depression, the medium itself remained an important aspect of everyday life in the early 20th century. The way we listen to music has certainly changed today. Instead of waiting for our favorite song to come on the radio, we have access to podcasts and programs like Spotify, which make listening to shows and songs possible practically anytime.

 

The Ericofon was the 1950s version of an all-in-one device. This one-piece phone combined the once separate dialing component with the listening/speaking component. At the time, it’s thirteen ounce weight was a huge improvement on the typical five or six pound telephone.

 

Reminiscent of an astronaut’s helmet, the JVC Videosphere’s spherical design came on the heels of the first moon landing–doubly significant because the landing was televised. The Videosphere was one of the first televisions meant to function as “a second set” for a household. Its small size also indicates that it was designed for use by an individual rather than a group.

Perhaps what is most striking about all of these devices is that each of these modes of communication is readily available today in one small, handheld device. Stop by the Center for Creative Connections to see these works of art in person and consider how communication has changed in your lifetime. 

 

Artworks shown:

  • Gustav Stickley, Desk set, c. 1909, Dallas Museum of Art, gift of Beth Cathers and Robert Kaplan
  • Walter Dorwin Teague, “Kodak petite” camera, designed c. 1927, Dallas Museum of Art, gift of David T. Owsley
  • Walter Dorwin Teague, Bluebird radio (Model 566), designed c. 1934, Dallas Museum of Art, bequest of Sonny Burt, Dallas
  • “Ericofon” pattern telephone, Telefonaktiebolaget L M Ericsson, designed 1949–1954, Dallas Museum of Art, 20th-Century Design Fund
  • “JVC Videosphere” television, Victor Company of Japan, designed 1972, Dallas Museum of Art, 20th-Century Design Fund

Jessica Fuentes
Manager of Gallery Interpretation and the Center for Creative Connections

Friday Photos: C3 In Bloom

Though the weather is getting cooler and the leaves will soon be falling, here at the Museum, the Center for Creative Connections is in full bloom!  In conjunction with the DMA’s upcoming exhibition Bouquets: French Still-Life Painting from Chardin to Matisse, we have updated our monitor wall to display visitor submitted photographs of flowers. We’ve also stocked the Art Spot with supplies to make flowery creations.

Stop by and make a flower to add to our garden of creations, or join our Flickr Group, DMA In Bloom and submit your flowery photos to have them displayed on the monitor wall. We look forward to your blooming creativity!

Jessica Fuentes
C3 Gallery Coordinator

Late Night Technology Test Run

 

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The chance to intern at the Dallas Museum of Art this summer has been incredible, and the work done in the Center for Creative Connections creates the perfect opportunity to apply my specific research interests. I’ve been studying what’s typically called “cultural capital” for several years now, and it refers to individuals’ accumulation of literacies, skills, and privileges that result from economic status, education levels, or race. This concept is thought to permeate all aspects of society, particularly in institutions as established as the museum, and holds implications for the equitable treatment of visitors and the validation of their experiences. A guiding question for my own work is: How can all visitors overcome the expectations created by cultural capital and bring their own experiences to the interpretation of works at the museum?

In recent years, many websites and software applications (apps) have been created to allow for unhindered cultural production by users from all walks of life. Often these programs also allow for social media interactions, creating unique communities bound by technology. If this user-friendly type of creativity could be adapted to gallery activities, it may spark the interest of underserved visitors. As part of my summer project, we held a trial run of these activities as part of a “Pop-Up Tech Spot” for 2 hours during July’s recent Late Night Art Bytes program.

 

Snapchat

To capitalize on smartphone technologies and trends in social media, we created a Snapchat activity that allows visitors to recontextualize the works on display at their own pace.

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Visitors were invited to take photos with their smartphones using the app, and then to draw or type atop the images to make it their own. By setting up an account for the museum (add DallasMuseumArt as your friend), we were able to receive and save visitors’ submissions. The evening yielded 28 different photos created by 10 visitors, many of which were entertaining interpretations of the permanent collections.

 

DoodleBuddy

For those who were uninterested in maintaining a Snapchat account, there was an alternate option for editing photos of works on display. The DoodleBuddy app in place on the iPads was available for visitors to borrow from the activity cart, and had similar creative capabilities. Users could snap a picture and then add their own touches to a work.
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This activity was the most popular that evening, as some 22 visitors worked individually or in pairs to create and save 14 new images. When finished, masterpieces could be saved to the museum’s iPad (to be later uploaded to Flickr) or emailed to the visitor for their own use.

 

Map the Collection

The least popular activity for the night was a mapping activity that utilized other capabilities of the DoodleBuddy app on the iPads. Visitors could borrow the iPads with the program, this time drawing and/or typing atop a preloaded map, to chart the works within a particular gallery. Because of its proximity to the cart’s location near the entrance to the American gallery, the trial program utilized the works from a gallery of Colonial Art of the Americas, allowing visitors to find the origins of works from Central and South America. One enthusiastic visitor was able to use the map to teach a friend about her home in Paraguay, and pointed out political and economic tensions that continue to this day.

 

Spotify

The use of music in the galleries is nothing new, but allowing visitors to create playlists that is accessible both within and outside of the galleries was a novel opportunity for most. Familiarity with the app was likely a hindrance for many who stopped by the activity cart, but 5 visitors decided to opt for the musical program on their smartphones or the provided iPads. When creating the playlist, users simply included “DMA Late Night” in the title to allow other Spotify members the chance to search, play, or follow playlists created in the museum. Gallery experiences translated through song can be accessed from anywhere, or even played back in the galleries to create a community of listening visitors.

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Overall, the evening was a bustling hit. The activities piqued the interest of several disengaged visitors, and allowed them their own space to create something new. Passersby received handouts about the Snapchat submissions to allow their continued access to the activity, and the iPads were put to excellent use by up to 5 visitors at once. Difficulties encountered included the length of explanation required for several of the apps (many visitors were unfamiliar with Spotify), and some troubles using the DoodleBuddy camera feature. Better instructions or fewer choices should help minimize these issues.

Testing these activities also allows us to consider how–or if–these programs could be utilized in conjunction with the Pop-up Art Spots already in place in the galleries. For example, the mapping activity could easily be translated into an activity for the Indonesian galleries, while the Spotify app may be put to better use in the contemporary collection. Snapchat and DoodleBuddy image editing activities may also benefit from utilizing more focused prompts, inviting visitors to submit photos for a single object or particular theme.

 

July LN 1

I’ve had a blast adapting apps for gallery activities. Hopefully this is just the beginning of “share-able” cultural production used in the galleries, and I’d like to extend a huge wave of gratitude to all those who helped me get things in motion!

Brittany Garison
C3 Graduate Intern

UA Maker Club

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What do you get when you put art and technology together? The UA Maker Club! A mash up between led workshop and open studio, the Maker Club combines traditional art supplies with tech-based materials and asks participants to explore the resulting possibilities. It’s a place for people to experiment, make mistakes, and have fun through tinkering. The Maker Club is also a place where collaboration rules: everyone can share their knowledge and learn from each other–students and staff alike! Because we (the staff) are not experts ourselves, it’s a great opportunity for us all to exchange ideas and gain new skills.

For our very first meet up last Thursday, students explored simple circuits through the use of mini LEDs. Through a series of challenges, teens learned how to light up their LEDs using a variety of conductive materials: copper tape, wire, foil, graphite, and conductive tape. They then had to come up with various ways of making their lights turn on and off by constructing a switch. Finally, they were to create a work of art that incorporated LEDs in some way. We had a great group of teens with a wide range of interests–art, science, even robotics. As you can see, all of the creations were unique and varied:

Take two: Jared made this incredible switch for his LED after shorting out his first one 🙂

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A shot of Pamela’s elaborately constructed diorama–in progress

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A second shot showing her LEDs

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Holy Light-Brite, Batman! Rosa’s fantastic globe

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Preparing to add some twinkling lights to Lugosi’s sculpture

The UA Maker Club meets every month and is open to anyone between the ages of 13-19. No prior experience is necessary and all materials are provided. Drop in to this month’s workshop on November 21 to make glow-in-the-dark clothing and accessories using electroluminescent wire and screen printing ink!

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JC Bigornia
C3 Program Coordinator

Tiny Thumbs at the Dallas Museum of Art

According to the Tiny Thumbs Facebook page, “Tiny Thumbs is a new organization looking to build up awareness for the indie game scene and showcase some of the best talent out there through pop-up arcades/art shows.”  In anticipation of their upcoming pop-up arcade at the DMA’s Late Night tomorrow night, I virtually sat down with Robert Frye, UT Dallas Ph.D. candidate and co-founder/co-curator of Tiny Thumbs.  As is probably most fitting, our interview took place over a series of emails:

image from "Tiny Thumbs: Breaking Out"photo credit: EbonSoul Photos

image from “Tiny Thumbs: Breaking Out”
photo credit: EbonSoul Photos

I found this great description of Tiny Thumbs on your Facebook account and I think that sums up “what” Tiny Thumbs is really nicely, but my next thought is, how did Tiny Thumbs come to fruition?

The idea of Tiny Thumbs came about as[co-founder] Kyle [Kondas] was teaching a class I was involved in called “Games and Gallery Art” where we really sought to tackle the idea of how to show games in an artistic space and what is gained from doing so. We were both inspired by the work of similar shows like Baby Castles – and the idea that we really had a desire to get people off of their computers for a bit and really connect with people, and not just gamers, but we really felt like independent designers could learn so much from talking with people outside of their current circles.

In your Tiny Thumbs description, it specifically mentions the “indie game scene.” Why are indie games important?

I’ve always seen indie games as the ‘art house’ of videogames, it’s the place where people can push the boundaries of interesting design and art and help to get to the core of what makes a game a game. Of course, not all indie games have such a lofty goal, but they still give the reigns of creation to a greater variety of people and that can only lend a larger amount of voices to the field. I think it’s the ability for ANYONE to make a game, for interesting ideas and experience to show up and change how I feel and view games on a weekly basis that makes me love indie games so much. It’s people, making games because there is a spirit inside them that drives them to do it. People who HAVE to create games, made for a community that is passionate to play them.

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image from “Tiny Thumbs: Breaking Out”
photo credit: EbonSoul Photos

Other than being under the “indie game” umbrella, is there anything else that connects the content that you choose for your shows?

Not really! For our first few shows we wanted to take games of exceptional quality and bring them out of the “one person, one computer” context that they were sitting in. Our goal was to help spread the word in Dallas that there was a place for games of quality to be shown. Now in the future we would love to do themed shows, but for now we are picking games of interest and quality to start a dialogue and really find out what Dallas needs from our show.

Recently there have been a surge of articles asking whether video games are art. MoMA has added video games to their permanent collection, and the Smithsonian has created an exhibition about the evolution of video games as an art form, which is scheduled for a two and a half year tour around the United States. Assuming that you are on the “yes” side of the debate, can you tell me more about why you feel this way?

Are games art? Haha, this is a deceptively difficult question, as you really have to nail down why the question is being asked, what kind of information is trying to be achieved – do I think that games have the potential to have strong artistic statement? Yes. Do I think that games can have aesthetic properties that can inspire and enthrall? Very much so. Often when the question is asked, it seems to me that the real question that is trying to be asked is “can we take games seriously” and for that question I would say emphatically yes. We’ve only just begun to understand how interaction can change the stories and experience that we craft, and what games really mean to people. Video games have only been around for about 50 years (give or take) but in that time we have gone for dots moving along a screen to games like Journey which have breath taking vistas. So are games art? Perhaps, but more importantly – games NEED artists and art viewers to help them become the fullest experiences they can be.

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image from “Tiny Thumbs: Breaking Out”
photo credit: EbonSoul Photos

Looking forward, what’s next for Tiny Thumbs?

So many things! We are currently in talks for at least two more future shows this year and are excited to have many more events in the future. If everything goes right, we would love to have a monthly show – traveling around venues in Dallas, sampling the flavors of this city and hopefully making the show something that the city can be proud of!

Stop by tomorrow night for Late Night at the DMA.  Kyle Kondas and Robert Frye’s Tiny Thumbs video arcade will be available for you to play and observe from 8pm – 11pm in the Center for Creative Connections’ Tech Lab.

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Jessica Fuentes
C3 Gallery Coordinator

Educator Resources: Video Visions

Ever since it killed the radio star, video has been thriving.  Let’s take a look at three valuable resources with great videos featuring art, art history, artists, and curators.  Educators in and out of the classroom just might want to add these to their “toolboxes,” if you haven’t already.

1. Smarthistory – Started as a blog in 2005, this oh-so-smart, multimedia resource makes art history come alive on the web.  No more expensive, heavy textbooks to tote around!  Smarthistory includes over 360 videos and continues to grow through a recent merger with Khan Academy, which allows founders Dr. Beth Harris and Dr. Steven Zucker to focus full-time on expanding content.  In addition to the videos, which are easily sorted via thirteen categories ranging from art historical periods to materials, the website includes images and information for over 440 artworks, as well as sample syllabi and strategies for teaching art history online.

2. Artists Documentation Program – This is a new favorite of mine, discovered while surfing the Art 21 blog last year.  The Artists Documentation Program (ADP) features twenty-nine interviews with contemporary artists and their close associates discussing the materials and techniques of the artists’ works.  Jasper Johns, Mel Chin, Cy Twombly, Ann Hamilton, and Sarah Sze are just a few of the artists interviewed.  Conducted by conservators, the videos are intended primarily as research documents to aid in preservation and care of the art.  Some of the footage goes back to the early 1990s when the Andrew W. Mellon Foundation awarded a grant to the Menil Collection in Houston.  Following this initial grant, the project continued and expanded under the leadership of former Menil conservator Carol Mancusi-Ungaro.  The Whitney Museum of American Art and the Center for the Study of Modern Art at Harvard are key collaborators.   Note: while viewing of the videos is free, the ADP requires users to register before granting access to video interviews.  This acknowledges and supports appropriate use of the videos.

3. DMA.Mobi – Available via mobile devices and the web, this home-grown, Dallas Museum of Art resource showcases artworks in the Museum’s collection and current exhibitions.  Piloted in summer 2009, the smARTphone tours re-launched this month with a new design and fifty new artwork stops.  Videos featuring DMA curators discussing works in the collection are a key component.  Cultural information, contextual images, and audio clips provide additional information about the artworks.

DMA smARTphone tour screen

Anne Bromberg, the Cecil and Ida Green Curator of Ancient and Asian Art, discusses a Roman mosaic in the DMA's collection

Nicole Stutzman
Director of Teaching Programs and Partnerships

Staff Spotlight: Tom Jungerberg

Over the past two years, we’ve shared with you our exciting work with teachers related to Connect: Teachers, Technology and Art, a project supported by an IMLS grant.  This funding made possible a grant coordinator position that assists with various tasks related to the grant.   Tom Jungerberg quickly fit in with our department, and helped tilt the very uneven ratio of male to female staff ever-so-slightly in the opposite direction.

Could you trace the path that has brought you to the DMA?

I have Bachelor’s degrees from Florida State University in art history and English, and a Master’s degree from Boston University in English.  I’m originally from Florida and I lived there for two years prior to moving to Dallas. I worked at University of South Florida as a visiting assistant professor teaching composition, mostly, and expository writing.

My girlfriend began teaching at UNT Dallas last August, and that’s what brought me here. When I got here, I was excited to see an opening for the IMLS grant coordinator position since it seemed so suitable to my skill set. 

What is your role with the IMLS grant?

I serve as the liaison between Nicole and Jenny and the teachers – I correspond with teachers and coordinate meetings with them.  I write and edit some of the new online teaching resources.  I also participate in meetings, during which we discuss how we’ll approach the artwork as we develop materials and the steps we’ll need to follow to complete the project.

What has been the most interesting aspect of your work here?

I’ve really enjoyed everything, but it’s been especially interesting to observe teachers in the classroom. It’s great to see how people take the materials we’re preparing and apply them to their own curricula and lesson plans.  I appreciate being able to see the final outcome of these things that we’re making, and to see the different ways they’ll be used when they go public.

How do you spend your free time?

I just bought a house, so that takes a lot of my free time.  It was built in 1895, and legend has that it was built by one of the founders of TCU.  I also raise chickens, and I have a garden which I’m pretty excited about since it’s the growing season.  Yellow and green squash are coming in right now; I have also planted tomatoes, tomatillos, peppers, spinach, some lettuce, bok choy, peas, and green beans.

Where do you see yourself in five years?

That’s hard, as this job is ending in September.  I enjoyed my time at University of South Florida, so I’d like to teach.  I think teaching, but if you ask me tomorrow, I don’t know.

We’ve invited Tom to be a guest blogger; look for posts written by him in the coming months.

Melissa Nelson
Manager of Teaching in the Community

Educator Resources: Sneak a Peek at New Online Teaching Materials

Egungun costume; 1920 - 1950; Yoruba peoples, Nigeria; cotton, silk, and wool fabric, metal, leather, mirrors, cotton, and wood; Dallas Museum of Art, Textile Purchase Fund, 1995.35.

This Egungun costume from Nigeria is one of sixty-five artworks in the Dallas Museum of Art’s collection that will be part of new online teaching materials to be launched in Fall 2011. Education staff, working in close collaboration with curators, designers, and web developers, have been hard at work for over one year designing a new model for creating online resources for teachers that are easy-to-access and provide the following:

  • more and better-organized information
  • video and audio clips related to the artworks and cultures
  • contextual images and multiple views of the artworks
  • teaching ideas that could be customized by classroom educators

The project is officially called Connect: Teachers, Technology, and Art, and it is supported through a grant from the Institute of Museum and Library Services. When we started our project work in November 2009, we went straight to the audience we serve: TEACHERS.  The dialogue and partnership that developed with ten teachers who were selected to represent the minds, wishes, and needs of classroom educators everywhere has been crucial, as it led to a pivotal decision about the presentation of information and ideas about the sixty-five works of art.

These teachers helped us test current teaching materials to identify their strengths and weaknesses, and they showed us how they might use objects like the Egungun costume in a classroom experience with their students. Together, we analyzed and re-imagined what great teaching materials for DMA artworks could be and we are excited to reveal this sneak peek.

I reveal to you the new template for online teaching materials and the future of online resources for teachers and students at the Dallas Museum of Art.  Each work of art will have its own set of information, clearly organized according to tabs.  The “First Glance” tab provides introductory information about the object, similar to the information found on a label in the galleries.  It may serve as the hook to pull you further into an exploration of the artwork.  The “Extended Information” tab provides paragraphs of topical information that reveal more about the object.  For example, the Egungun costume information includes paragraphs about Death and Religion, Materials, and African Masquerades.  This text has been culled from new curatorial scholarship and existing interpretive resources.  A teacher will also find contextual images in this section.

The third tab, “Teaching Ideas,” is a section presenting questions, comparisons, and activities that any teacher could use to get started teaching a lesson using this artwork.  These ideas are a mix of resources generated by DMA education staff and K-12 teachers.  Finally, the “Media/Resources” tab provides extra resources in the form of books, audio and video clips, and additional web sites.  We are also working to provide as many pronunciations as possible for less familiar words, easy print capabilities, opportunities to view the images in larger sizes, and access to detail images of the art.

In April, we will begin testing this new model with a new group of ten teachers. Will they agree with the first ten in terms of needs and wishes?  That is exactly what we hope to find out. Each of the new teachers will design and implement a lesson using the teaching material template above, and we will ask them to tell us what works and what needs to be changed or added.  We look forward to this second round of crucial work because it will only make the online resources stronger.  What are your initial thoughts about this new look and presentation?

At the completion of the Connect project, we plan to have a wonderful new model, but we will only have converted sixty-five objects to the new teaching materials.  We have hundreds to convert!  A redesigned home page and teacher resources site will help us streamline the presentation of resources as we remain in transition mode and continue converting the existing resources to the new format.  I will be anxious to share the new site with you later this year and welcome your comments.

Nicole Stutzman
Director of Teaching Programs and Partnerships

Calm, Yet Fierce: An Experiment in Social Tagging Works of Art

Emma-O, Japan, late 16th - early 17th century

What words and phrases would you use to describe this sculpture, Emma-O?  Calm?  Fierce?  Intense?  The Dallas Museum of Art is interested in what teachers have to say about a select group of artworks from the Museum’s collection.  Visit STEVE: The Museum Social Tagging Project to “tag” one, five, or ten of the fifty-two images of artworks from the African and Asian collections.  If you are new to “social tagging”, it simply means to “tag”, or label, a work of art with a descriptive or associative word or phrase.

Why do we care about what you think?  Well, we often get very comfortable with our own vocabularies, which may or may not be interesting or accessible to everyone.  The idea behind social tagging is that you can build a more broad vocabulary around ideas or artworks and can consider new ways to describe and to think about works of art. It is also a great way to work with expert audiences–like educators.  We want to know what words and phrases you would use to describe various works of art and what we can learn from you.

This tagging project is one part of the Dallas Museum of Art’s IMLS grant, Connect: Teachers, Technology, and Art, which is focused on the redesign of online teaching materials for teachers and students.  In partnership with the New Media Consortium, the DMA is one of several museums participating in the Steve-in-Action project exploring various applications for social tagging with works of art.

We invite you to participate in this project.  Visit our tagger environment and look for a screen similar to the image below.  Create your login and then tag away.  Spend five or fifteen minutes sharing words and phrases that you feel aptly describe works of art from the Dallas Museum of Art.  It’s also fun to see what others have to say about the artworks.

Nicole Stutzman
Director of Teaching Programs and Partnerships


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