The Wisconsin School of Business, the Division of Continuing Studies, and the Arts Institute partner to provide business skills to budding artists and creative professionals. Arts Enterprise, the New Arts Venture Challenge, and the cross-listed course Arts Enterprise: Art as Business as Art are part of the Arts Business Initiative. For questions about Arts Business Initiative, please contact Stephanie Jutt at 608-263-0134 or firstname.lastname@example.org.
In partnership with the Wisconsin State Journal, the Arts Institute engaged campus artists to create a series of coloring book pages that highlighted 3 iconic UW-Madison locations: Bascom Hall, Camp Randall Stadium and Memorial Union Terrace. The series was distributed in the Sunday paper during the month of May. The full-size pages included artwork by professors John Hitchcock (School of Education - Art Department) and Mark Nelson (School of Human Ecology - Design Studies Department) along with alumni and Comic Book Club organizer Jacob Turner and graduate students Joshua Duncan and KC Concilor.
The Image Lab hosts drawing and writing projects to encourage insight and discovery and is led by Lynda Barry, cartoonist and assistant professor of interdisciplinary creativity.
The Office of Multicultural Arts Initiatives (OMAI) is responsible for programs such as Hip Hop in the Heartland – summer training for K-12 educators, Just Bust – open mic nights throughout the academic year, and Line Breaks – the largest hip hop-centered performance festival in the Midwest held each spring. OMAI also manages the First Wave Program, where a small group of students receive a competitive four-year scholarship to UW-Madison and they learn how to incorporate creativity and activism into their studies and performances.
This website highlights a small selection of some of the more prominent sculptures, murals, monuments, and mixed media objects found in classrooms, buildings, and outdoors throughout campus.
This initiative will enable performers to interact with their stage environment using technology such as video, entertainment automation, motion capture, and virtual reality.