Online Course
Welcome
This course explores the creative and critical possibilities that emerge when performing arts and digital technologies meet and is structured as a 4 ECTS elective course.
It brings together artistic practices such as movement, choreography, performance and attention with technologies including motion capture, multimodal systems, immersive environments, creative coding, interactive interfaces and alternative controllers. Rather than treating technology simply as a tool for producing artistic work, the course invites you to explore how artistic practices can also question, transform and reimagine technology.
The course is based on a transdisciplinary approach. This means that the aim is not simply to place different disciplines next to one another, but to create opportunities for them to interact and influence each other. Artistic practice can generate new questions for technology, while technological systems can open new possibilities for artistic experimentation. The most interesting outcomes often emerge precisely from this interaction.
How is the course organized?
The course is organized into thematic modules that combine different types of learning materials:
1. Body, Movement and Performance
This module introduces performance practices, choreography, attention and embodied approaches to movement and space.
2. Sensing and Representing Movement
This module explores how movement can be captured, analysed and transformed through digital technologies, including motion capture, multimodal systems, EyesWebTD, MotionScript and movement sonification.
3. Immersive and Generative Technologies
This module introduces immersive technologies, virtual reality, 3D environments and live coding as tools for creating interactive and generative experiences.
4. Interfaces, Games and Materiality
This module explores alternative interfaces, recycled controllers, games and the material dimensions of digital interaction.
5. Critical Perspectives
This module addresses broader questions concerning media ecologies, digital technologies, cultural welfare and the social, environmental and human consequences of technological development.
6. Challenges and Projects
The final section presents challenges and examples of student projects developed through transdisciplinary collaboration. These examples demonstrate how the different artistic practices, technologies and critical perspectives introduced throughout the course can be combined in practice.
How should you use the materials?
The course is not designed as a collection of resources that must necessarily be followed in a single, strictly linear sequence. Some materials introduce concepts, others demonstrate artistic practices, and others provide technical knowledge or practical tutorials.
You can therefore use the course in different ways:
- Follow the modules sequentially to develop a broad understanding of the relationship between performing arts and technology;
- Explore a specific theme that is relevant to your interests;
- Use the tutorials as technical laboratories to experiment with particular tools and techniques;
- Move between theory and practice, combining conceptual materials with practical experimentation;
- Use the student projects as examples to see how different materials can be brought together in a creative process.
We encourage you to approach the materials actively. Watch, read, experiment and reflect. The objective is not simply to learn how a particular technology works, but to ask what it can make possible, what questions it raises and how it can be used critically and creatively.
Throughout the course, you are invited to consider questions such as:
What can technology do for performance?
What can performance reveal about technology?
How can artistic practices contribute to more human-centred, inclusive and sustainable technological futures?
There is no single correct answer to these questions. The course is an invitation to explore them through a combination of knowledge, experimentation, artistic practice and critical reflection.
INDEX
1. BODY, MOVEMENT AND PERFORMANCE
- Performance Artists
- Choreography Practices
- Attention Practices
- GreenWalk
2. SENSING AND REPRESENTING MOVEMENT
3. IMMERSIVE AND GENERATIVE TECHNOLOGIES
- Immersive Technologies
- VR / Three.js
- LiveCoding
4. INTERFACES, GAMES AND MATERIALITY
- Alternative Recycled Controllers
- Controllers Tutorial
- Green Games
- Occupy Art and Digital Game Space
6. CHALLENGES
- Bucharest
- Pamplona
7. STUDENT PROJECTS
- Lisbon
- Genoa
- Bucharest
- Pamplona