The activity of the group began in 1999 with a project entitled Art, Society and New Technologies, which was subsidized by the Ministry of Education; this project carried out an investigation on society, art and architecture of the electronic and digital era.
The research group was subsidized again for the project Art and Architecture in Digital Society by the Ministry of Education, for the period 2004-2007, and by the Generalitat de Catalunya for the period 2005-2008. This is how in 2005 it became a Group Consolidated by the General Direction of Research by the Generalitat de Catalunya.
During this period, always within the techno-cultural context, we approached our subject of study from different points of view, that can be resumed in the following lines of investigation:
- Transformation of Image, Iconographies and Imaginaries, from the traditional artistic practices to the new manifestations linked to the digital technology.
- Relations Man – Machine: aesthetics of the robotic body, morphogenesis, interfaces, nanoaesthetics and technoethics.
- New tendencies into the projection of arquitecture: cyber-digital and eco-environmental, all linked by the application of Genetics on Architecture.
- Transformation of the notions of space, place, city and its relations with previous models through cinema and other cultural manifestations.
n 2008 Art, Architecture and Digital Society receives a new subsidy by the Ministry of Science and Innovation in order to develop the project Art, Architecture and Virtual Universes (HAR2008-01446/ARTE); in this phase the group changes its lines of investigation in order to focus on the phenomenon of Virtual Universes and Communities in the context of Web 2.0.
Based on the emerging scene of communication and creative action, we aim to study the diverse artistic languages that explore the potential of the digital media and moreover to look into the suggestive modalities of the reception of the artwork, open due to the massive access to this media.
This project that will go on until 2011 is what defines our actual paths of work.
- Universes and Metaverses: artistic implementations of the new media.
- Artistic projects related to the technology of the game.
- Virtual Reality and immersive experience. Body and Identity. The evolution of the screens: transformations of the image and the movement.
- Networks as universes of knowledge. Interculturality and participation. Communication and cultural hybridizations.
- Genetic and biodigital architecture in the virtual communities and universes. Space, territories, subjects and digital geographies.