E-Culture Fair edition:2 location:Dortmund date:23-25 August 2010
These are confusing times for creative people. This has two important reasons. First, they are confronted with a changed art educational landscape that is now oriented at artistic research. Second, through evolutions in society and media, we now create in an era of digital or e-culture (for a nuanced definition of the term e-culture I refer to the article of Kluitenberg in this book). Both evolutions are related to quite different practices than many creative people are used to. Artistic research and digital culture both are very dependent – amongst many other things - on a vivid culture of participation wherein people share, collaborate and build on each other's work in a reflective and critical atmosphere. The ways in which objects in these contexts trigger participation, can be explored via studying the works of some creative players in the fields of media art and design and in the research labs of academic or commercial organisations. To understand and inform creative practice, we will explore how objects – a term collecting various forms of media environments, applications or artefacts - are created in order to contribute to a participatory relation between people and their environment.