Ruiqi Gao, Faisal Hamdan, Yu-Tzu Hsu, Ziming Ren, Jason Sankhar, Shangrong Yue
With the increase of global population, numbers of people are facing hunger in the world. HungerCraft is a Minecraft server that is designed as a tool to educate players on the issue of world hunger and disparity of resources between countries. By limiting the resources and dropping the user into a random point on earth, this will allow the player to navigate, explore and understand what it is like to live in different parts of the world with the task we set up.
From the 2020-2021 course:
DATT 3700 Collaborative Project Development
More than ever, society is looking to the social sciences and humanities to help understand and mitigate global challenges in the face of change. The Social Sciences and Humanities Research Council of Canada (SSHRC) created an initiative entitled Imagining Canada’s Future, which challenges Canada’s social scientists and humanities researchers to address emerging economic, societal and knowledge needs in order to help guide decision-making across all sectors towards a better future. In response to one of two selected probes, students will create artworks that will raise awareness to their selected theme.
The themes for this course will be:
1) Environment: Living Within Earth’s Carrying Capacity
Humankind is putting an unsustainable strain on the Earth’s capacity to support life. We are at, or near, the tipping point for several ecosystem services. Fundamental changes in our economic and political systems and our way of life may be needed over the next two or three generations if humans are to live within the carrying capacity of the planet.
2) The Pervasive Contamination of the ‘Natural’
Everything is contaminated. What is safe? Trash is obvious, but microplastic contamination of marine fish stocks is not, nor is the chemical contamination of groundwater resulting from our modern reliance on pharmaceuticals. We will be challenged to thrive in a world where contamination is pervasive at all scales and in all environments.
Students were challenged to reflect on and consider the bigger problems contributing to the above issues by following a problem analysis methodology, and then create an artwork that addresses the identified problem. The created artworks may incite awareness in their viewer, speculate about possible futures (dystopic/utopic), or provide solutions.
Return to the Digital Media END OF YEAR EXHIBITION 2020 • 2021