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John Crawford - Teaching Statement

My teaching philosophy is structured and straightforward: approach the material with enthusiasm, organize practical opportunities to put knowledge to work, and never lose sight of historical foundations. This experiential learning approach helps to inspire innovative thinking and a sense of exploration. My students learn to integrate technological tools into their artistic practice. They develop skills in problem solving and critical analysis, creating confidence in their ability to leverage and further develop their knowledge, and to apply their skills in new situations.

My recent courses have included:
Dance for the Camera
Motion Capture
Dance & Digital - Web/Media Design
Interdisciplinary Digital Arts - History and Foundations
Interdisciplinary Digital Arts - Current Practice

Dance for the Camera

A practical introduction to the basic principles of creating dance for the video medium, also known as videodance. Based on the premise that video can be more than simply a recording of dance performance, this course highlights ways that choreographers can use video technology as a creative tool.

We explore practical methods for creating and studying videodance through hands-on classwork and project assignments. Techniques and technologies of video cameras, formats, editing and projection are covered, along with an overview of digital video topics including creation and compression of video for the web, DVD and CD-ROM. We screen and discuss examples of dance works for the camera, covering a sampling of early work as well as recent videodance projects. We examine a variety of approaches to creating dance for film and video, and discuss the evolution and growth of videodance as a developing form.

Motion Capture

Motion Capture is the process of recording live motion over time in three-dimensional space, then translating that motion into a form that can be used by 3D animation software. The motion that is recorded can be from any moving source: some examples are full human body movement, facial expressions, animal movement and the motion of inanimate objects such as props. Applications of motion capture include live performance, character animation, video games, film production, physical rehabilitation, medical research, industrial measurement and many others. A wide range of technologies are being developed for motion capture applications, including optical (camera arrays), mechanical (linked armatures), electromagnetic fields and ultrasound.

This course is a practical introduction to the basic principles of optical motion capture and how this technology can be used for creating computer animation of human figures, with a primary focus on creative applications in the arts. It provides basic coverage of key portions of the motion capture animation pipeline, including setting up the studio and preparing capture subjects, acquiring and cleaning the motion data, applying the data to 3D animated characters, and rendering the 3D animations to movie files. It also touches on embodiment and performance from the aesthetic, historical and theoretical perspectives, investigating how motion capture contributes to the overall practice of computer animation, and how animation connects with other art practices.

This is an experiential course, emphasizing hands-on experience and creative production. Students are responsible for completing a series of assigned motion capture projects, working in small teams. Effective collaboration between team members is an important part of the class.

Dance & Digital - Web/Media Design

This course is for dance students who want to learn about digital media technology and how it can be applied in their work. For dancers and choreographers, websites and videos featuring your work can help raise your profile with dance companies, producers and funding agencies, as well as enabling you reach new audiences. Dance teachers and scholars are finding that video, audio and the web are becoming increasingly more important components of performing arts education and research. And digital media technology has many exciting uses in creative projects.

Tailored to the needs of dancers, choreographers, dance educators and researchers, this course provides a survey of digital media techniques, including a basic introduction to computer-based video, audio and web design tools. This is an experiential course, emphasizing hands-on work and digital media production. During the quarter, students are responsible for completing a series of introductory web and media design projects.

Interdisciplinary Digital Arts - History and Foundations

This introduction to the historical and theoretical foundations of digital art examines major lines of development in the last two centuries, focusing on the development and spread of computers and related technologies and the emergence of computationally based works in a wide range of fields, including music, dance, drama, performance art, video, and other time based media; literature and text-based art; visual and media arts; and multimedia and interdisciplinary practices. Each week, the course highlights one or more pertinent topics, ranging from the history of computing discourses to the development of networked art and the social phenomenon of computer games.

Lectures address the overlap of artistic and scientific practices, critical issues related to dependence on new and emerging technologies, and the long-term social, cultural, and political consequences of technological change for the arts. Students are periodically required to submit written responses to reading assignments or lecture material.

Interdisciplinary Digital Arts - Current Practice

This overview of current international practice and research in the digital arts focuses on areas especially affected by recent technological, scientific, cultural and political developments. Each week, the course highlights one or more pertinent topics, establishing relationships between a range of digital arts practices, touching on such areas as interface design, digital music, telematic performance, intelligent agents, virtual realities, artificial life and ubiquitous computing.

Lectures address the increasing overlap of artistic and scientific practices, critical issues related to dependence on new and emerging technologies, and developments in national and international law that affect artists and researchers working with digital media. Students are periodically required to submit written responses to reading assignments or lecture material.