Title:

ArtHacking - Development and Analysis of Distributed Collaboration Methods in Visual Arts practise.

Research Questions:

What methods of creative production can best facilitate distributed collaboration in visual arts practise?

What is the qualitative effect of distributed collaboration on the works produced?

Synopsis:

This research explores the effect of developing a methodology based on distributed collaboration within a visual arts practise. A case study of my practise is the primary source of data via the conception, design, construction and distribution of digital and physical works. Studio work centres on the economy of the digital (low cost of distribution) and an aesthetic exploration of the physical manifestation of digital information (the interface of the artwork). The artworks on which the research is based are theoretically positioned between software-art, net.art, and kinetic installation. Particularly problematic in the development of the research, and the work supporting it, is the perceived opposition between art and efficiency of function. Additionally, the artifacts (artworks) produced are predominately physical. Therefore, the collaborative potential afforded by economies associated with digital reproduction is considerably moderated for artists working in physical media. The research aim is to explain the limitations, and attempt to overcome them through the analysis of methodological solutions. Context is provided by groups of practitioners including the copyleft movement, Free / Libre / Open Source software development (FLOSS), and online co-operative initiatives. These practitioners operate in fields which make heavy use of digital media and distributed collaboration with demonstrable success, and the methods examined in the research are derivatives of those employed by these groups. Conclusions are based on reflexive analysis of decisions made within the studio, responses of peer-group practitioners, and comparative analysis of the methods and output of parallel practises.

Creative Commons License
Unless otherwise stated, all orginal content is licensed under a Creative Commons Attribution-ShareAlike 2.5 License or equivalent.