Daria
Dorosh¨
mail@dariadorosh.com http://www.dariadorosh.com
Project
Conceptual Framework:
The format could be a single page that
scrolls and grows horizontally. It can be a visual space with depth (Adobe
Atmosphere), perhaps even abstract, visually exciting, user-friendly,
user-expandable, and aesthetically compatible with the mission of A.I.R., - a
good place to visit and find contemporary artists. It will be a hub for networking,
always changing and defined by the users.
This living database without borders will serve as a
reference for artists, historians, curators, and students. The components will
be an exciting Atmosphere background design, clickable artists’ names, and with
file size permitting, some sound.
Women artists in all media will be able to register with
A.I.R. and add themselves to the Timeline from their computer. They will join
the ever- expanding Timeline by entering their name, URL, email address, art medium,
and location. Every name listed can also be a link, and the page will have
graphic symbols to denote medium, etc. An inventory of symbols will be designed
for various information designations. The design challenge will be to make it
beautiful, download fast, easy to navigate and to register on the Timeline.
II. ART world on A.I.R.: A Global Network for Collaboration and Dialogue
Project Mission: To construct a virtual world for a global art
community of 1000 women artists that will always be changing, and will be
hosted on the A.I.R. website.
Conceptual Framework:
A coordinator will be invited by A.I.R. in 100 cities around
the world to select 10 women artists in her area to represent the city. Each
global art group of 10 will have “ a room of her own“
in the ART world on A.I.R. The world will be created in Adobe Atmosphere as
well as other appropriate software programs to facilitate the interaction among
the artists and groups. These can be collaborations, experiments with new art
forms, forums, exhibits, libraries & special collections, a visiting artist
registry, and more. There will be need for avatars, costumes, and a very
creative architectural form that will be challenging to conceptualize
artistically and technically. The result will be an ever-changing art community
without regional boundaries. The work and activities in the ART world on A.I.R.
will be on view live at A.I.R. Gallery.
History: A.I.R.
Gallery is the first art gallery in
Resources: We have a server, a Webmaster designing
for us with cold fusion, a limitless inventory of images, artists with imagination,
a history & track record for innovation, and a mission to support the work
of women artists in the global community.
Disclaimer: Warning:
this project may be hazardous to your health. In other words, you
may never be the same if you work on these issues.
Because it is hard to make a living as a professional artist
in our society, artists have always created their environment and lifestyle out
of whatever is at hand. For example, artists revitalized the once abandoned
urban landscape of lofts and downtown commercial spaces. It has since turned
into prime real estate and become unaffordable for young contemporary artists
who need a new community to showcase their work.
Creative people are attracted to unexplored territory, and
digital space is the next frontier. At this juncture, when many commercial
endeavors on the net are being abandoned, there is room once more to create
something new. Collaboration, communication, and exchange between creative
people in arts and technology will result in new virtual worlds to showcase
products and ideas. This community, in turn, may revitalize the net by creating
new models and uses for this medium.
III. Collaboration with fashion design
students from the Fashion Institute of Technology, NYC
Project
Conceptual Framework:
Traditionally, F.I.T. students have excellent skills in
fashion drawing and design, and understand product development for a particular
market and customer in the garment industry.
Some of our students would prefer to design clothing for
animated characters in games and virtual worlds. They are creative, dramatic,
and imaginative, understand popular culture, and can bring their ideas from a
clothing perspective to character development.
They have basic computer and technical skills and would be
good in a team working on an animation or game by expressing the character
through a memorable wardrobe.
As the computer game matures, women and girls are a growing
audience for games. Character development and role-playing will be different
for this market, and fashion can play an important role in advancing games
aesthetically, technically and commercially.