Abstract

The article substantiates the relevance of studying the problem of using modern art technologies in the digital educational space. The purpose of the article is to consider art technologies as a tool for the creative development of the individual in the educational process. The content of the article reveals the creative potential of art technologies and the features of their use for the creative development of the individual based on the gaming paradigm. The art technologies of virtual and augmented reality are characterized: interactive longread, hologram, media testing, virtual performance, insta-series, insta-marathon. The significance of art technologies as a means of the psychological impact of digital art on the activation of artistic representations and imagination, unconscious processes and creative self-expression of the individual is highlighted. It is noted that the performance of creative tasks during the game in conjunction with technological solutions of digital art (creation of video projection, hologram, computer graphics, sound palette, installations, editing, special effects) contributes to the formation of original ideas, the ability to model images in three-dimensional art space. The conclusions emphasize that the use of art technologies in the process of creative development of the individual ensures the mastery of competencies in creating artistic images and their transformation in virtual and augmented reality, in establishing communicative interaction in a multi-channel game format, understanding the value meaning of works of modern creativity and artistic values ​​of high aesthetics.

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.