ECOMIND: ASPECTS OF ECOLOGY IN NEW MEDIA ART OF THE 21ST CENTURY

Authors

  • Ieva Gintere Vidzeme University of Applied Sciences, Valmiera, Latvia (LV)

DOI:

https://doi.org/10.35363/ViA.sts.2025.141

Keywords:

ecology, new media art, dark ecology, sublime, a-frame

Abstract

The interdisciplinary project EcoMind covers the fields of research into contemporary art, communication of ecosystemic knowledge in new media art, and a technological capacity building in A-Frame. The particular focus is on European new media artworks classified under the theoretical umbrella of social ecology, media ecology, and eco-aesthetics. Born from biology, referring to the interrelationship of organisms and their environments, the term has acquired a range of applied meanings in other contexts. In his work The Three Ecologies (1989), Félix Guattari expanded the concept of ecology, introducing the concepts of social, environmental, and mental ecology. It led to a new dimension of understanding the simultaneous crises confronting the environment, society, and the human psyche.

The VR environment EcoMind (2025-2028) is being designed as a contemporary art gallery cooperatively by three research institutions (RISEBA, Vidzeme University of Applied Sciences in Latvia, and École Supérieure d’Art et de Design d’Orléans in France). It aims to revise societal values regarding ecology, as well as demonstrate new media arts’ reflections on our experience of beauty and the sublime.

Supporting Agencies
Activity 1.1.1.9 “Post-doctoral Research” of the Specific Objective 1.1.1 “Strengthening research and innovative capacities and introduction of advanced technologies in the common R&D system” of the European Union’s Cohesion Policy Programme for 2021-2027. Project EcoMind: Development of Serious Art Games and the Ecology of Mind in the 21st Century No. 1.1.1.9/1/24/I/009.

References

Liao, C.-W., Wang, C.-C., Wang, I.-C. et al. (2025). Integrating Virtual Reality into Art Education: Enhancing Public Art and Environmental Literacy Among Technical High School Students. Applied Sciences 2025, 15, 3094. https://doi.org/10.3390/app15063094

Misjuns, A., Gintere, I., Jupijn, R. (2025). ImGame project. https://imgame.va.lv/ Parsons, A. (2023). Virtual Art Galleries as Learning Spaces and Agents of Praxis. AI,

Computer Science and Robotics Technology 2023(2), 1–23. https://doi.org/10.5772/acrt.14

Serna-Mendiburu, G. M., Guerra-Tamez, C. R. (2024). Shaping the Future of Creative Education: the Transformative Power of VR in Art and Design Learning. Frontiers in Education 9, 1388483. https://doi.org/10.3389/feduc.2024.1388483

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Published

04.11.2025

How to Cite

Gintere, I. (2025). ECOMIND: ASPECTS OF ECOLOGY IN NEW MEDIA ART OF THE 21ST CENTURY. SOCIETY. TECHNOLOGY. SOLUTIONS. Proceedings of the International Scientific Conference, 3, 66-67. https://doi.org/10.35363/ViA.sts.2025.141