If you put creative people in a hothouse setting, innovation will naturally emerge. John Seely Brown, director of Xerox Palo Alto Research Center (PARC) [1] collaboration of art and digital technology is one of the most exciting research trends of the decade. It has given rise to a rarified design discipline of fashioning new sites for innovation, new hothouses for collaborative projects. major players are, of course, government, educational institutions and corporations, each with their own resources, interests and intentions. Universities house a broad array of specialists, for instance, while corporations have deep financial resources. Essential to the fertility of any hothouse is interdisciplinary collaboration that attempts to move beyond the narrow focus of traditional models of research. In practice, however, neither corporate nor traditional academic cultures have proven flexible enough to nurture the collaborations between software engineers, artists, designers, business people and social scientists that are needed for the design of ground-breaking new digital media. As a result, a number of new media programs in art schools have been created wit hout the traditional divisions between the academic and corporate worlds, [2] forming collaborative research and learning environments that attempt to bridge the gap between art and science first noted by C. P. Snow in the 1940s. The clashing point of subjects, Snow wrote, two disciplines, cultures--of galaxies, so far as that goes--ought to produce creative chances. [3] movement to create new centers reflects the pervasive influence of Xerox PARC and the Massachusetts Institute of Technology (MIT) Media Laboratory as paradigms for collaborative digital media research. Xerox PARC is the quintessential corporate think tank, and, since 1993, PARC's Artist-In-Residence program (PAIR) has teamed practicing artists with in-house researchers who work with similar digital media. One of PAIR's goals is to influence PARC's research culture: is a conscious attempt to boost, alter, nudge and in a minor way redirect the creative forces of PARC by providing alternative viewpoints, theories, personalities, and methodologies within the halls, offices, and long corridors and around the steaming coffee pots of the community. [4] These collaborations may indeed alter the corporate culture, but the artists remain outsiders, unable to directly influence research. limitations of the PAIR model suggest the need for the development of collaborative opportunities in which artists do more than just use the facilities. Similarly, the ground-breaking MIT Media Laboratory is a model worthy of further description. progenitor of university-based, interdisciplinary research centers, the Media Lab first explored the potential for industry sponsorship. An innovative intellectual property policy that allows all corporate sponsors to share in the Media Lab's developments encourages free sharing of ideas, and has the added benefit of insuring that no single sponsor can unduly influence research. Sponsors also provide outside field testing venues for the Media Lab's research projects, which are organized into three large areas: Digital Life, News in the Future and Things that Think. [5] But although the Media Lab and Xerox PARC present compelling paradigms for digital research, fundamental questions remain about how to attract the best people, how to enhance collaboration, how to create new relationships with corporate culture and how to extend the lessons from research institutions to broader education. Three new instituti ons--a public university in Canada, a research center in Sweden and a corporation in the United States--attempt to answer these questions. There seems to be plenty of funding available for new multidisciplinary media centers, but guaranteeing the future viability of collaborative research methods is a challenging proposition. …
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