28 resultados para DIGITAL ART

em Deakin Research Online - Australia


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This study investigated people's ability to control changes in voice volume in order to create digital art. The results demonstrated that with practice, people without previous vocal training are able to improve control over their voice volume. However, it is not sufficient to create art.

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 Motion Bank Phase One (2010-2013) was a four-year international and interdisciplinary research project of The Forsythe Company providing a broad context for research into choreographic practice. The main focus was on the creation of on-line digital scores in collaboration with guest choreographers, to be made publicly available via this website. For Phase One, the guest choreographers were Deborah Hay, Jonathan Burrows & Matteo Fargion, Bebe Miller and Thomas Hauert. Teams from the Motion Bank Score Partners worked with these artists to make their diverse choreographic approaches accessible in new ways through the digital medium with the results published here: http://scores.motionbank.org/. Alongside this core research, Motion Bank Education Partners and an International Education Workgroup researched ways to integrate the new on-line digital scores and related choreographic resources produced by other artists into their academic programs. Accompanying the Motion Bank education research was an interdisciplinary initiative titled Dance Engaging Science aiming to stimulate new forms of collaborative research involving dance practice. Motion Bank public events offered at The Frankfurt Lab included performances and talks with the guest choreographers as well as a series of Motion Bank Workshops with internationally recognized practitioners from different fields. An extensive series of reports and documentation on all Motion Bank activities and results are available on-line at http://motionbank.org.

Motion Bank Score Partners:
- Advanced Computing Center for the Arts and Design and Department of Dance at The Ohio State University
- Fraunhofer Institute for Computer Graphics Research IGD
- Hochschule Darmstadt - University of applied sciences
- Hochschule für Gestaltung (HFG) Offenbach.

Motion Bank Education Partners:
- Frankfurt University of Music and Performing Arts
- Palucca Hochschule für Tanz Dresden

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Thinking with the Body was an exhibition at London's Wellcome Collection, offering a glimpse into Wayne McGregor | Random Dance's interdisciplinary research and the impact it has in the rehearsal studio. Staged in the run-up to the first performances of Atomos at Sadler's Wells (Oct 2013), the exhibition featured the results of over a decade of interdisciplinary research into choreographic creativity which has been applied in the studio, in dance education, and to increase public understanding.

Wellcome Collection is a free visitor destination exploring the connections between medicine, life and art in the past, present and future. Wellcome Collection is part of the Wellcome Trust, a global charitable foundation dedicated to achieving improvements in human and animal health.

The exhibition finished on 27 October 2013, but the film exhibits are still available to view online.

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The development of data rich digital environments for the construction industry has been problematic despite the initial optimism when their application to design and construction was first considered. This paper reviews the current state of the art research into the application of information technology in design and construction and identifies the more critical issues in its adoption. In conclusion the paper then proposes a preliminary theoretical model being developed as a research tool for investigation into highly detailed information flows in a case study building renovation project. This investigation aims to track the detailed information flows and knowledge system used by the stakeholders in the building project.

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In this chapter a group of writers from very diverse academic backgrounds deal with the embodied and disembodied arts - from an exploration of dance with preschool children to the use of the webblog for eleven and twelve year olds to reflect on the creation of a group performance about how to change the world. The Deans & Young case study takes the reader into the world of the preschooler and the delicate craft of the dance and drama teachers who guide their small dancers through myriad choreographic and conceptual tasks in their pursuit of kinaesthetic learning. Jo Raphael allow the young bloggers to speak from themselves in her case study. How to Change the World. Through the voices of the Year 6 students, Jo raises the critical question of how to build meaningful reflection into the arts-making process, and suggests that for the current generation of 'cyber-natives', the digital world offers many great possibilities. Theory concerning forms of expression and representation in the embodies and digital world is also discussed.

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In early 2009, researchers in the English Department of the University of Amsterdam collaborated with researchers in the Drama Department, Deakin University, Australia on a project which brought English as a Second Language students from The Netherlands into the rehearsal studio of Australian students engaged in play-building on Australian themes. The project aims were multiple and interconnected. We extended a language acquisition framework established by the Dutch investigators in previous collaborations with the Universities of Venice and Southampton, and combined this with an investigation of ways to harness technology in order to teach Australian students to communicate with and about their art. The Dutch language students were prompted to develop art-related language literacy (description, interpretation, criticism), through live, video-streamed interaction with drama students in Australia at critical points in the development of a group-devised performance (conception, rehearsal, performance). The Australian student improved their capacity to articulate the aims and processes which drove their art-making by illuminating the art-making process for the Dutch students, and providing them with a real-life context for the use of extended vocabulary whilst making them partners in the process of shaping the work. All participants engaged in the common task of assessing the capacity of the art work produced to communicate meaning to a non-Australian audience.

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Explores space and object relations in a digital 3-D animation production, "Moving-Image". The exegesis examines these relations through an analysis of pictorial realism in painting. The illusion of three dimensional forms in the space of the computer screen is contextualised by investigation of the work's underlying digital conditions.

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This thesis argues that the perceptual apparatus required to view abstract and graphic films can illuminate our understanding of trauma as a social/medical concept. such 'materialist' films predict the new contemporary 'Gestalt of the senses' ushered in by digital media.

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Glass has a long history of manipulating light. Though lost to digital media and discernible in experimental film practice a physical relationship to light still operates in glass art.In our digitally dominated situation, glass's materiality, luminosity and malleability positions this medium uniquely to comment on both digital media's strengths and absences.

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Selected ubiquitous technologies encourage collaborative participation between higher education students and educators within a virtual socially networked e-learning landscape. Multiple modes of teaching and learning, ranging from real world experiences, to text and digital images accessed within the Deakin Studies Online learning management system and a constructed virtual world in which the user’s creative imagination transports them to the “other side” of their computer screens is discussed in this paper. These constructed environments support interaction between communities of learners and enable multiple simultaneous participants to access graphically built 3D environments, interact with digital artifacts and various functional tools and represent themselves through avatars, to communicate with other participants and engage in collaborative art learning. A narrative interpretative research approach was used to profile the 21st century higher education student learner, to investigate the lived experience and multiple art learning perspectives documented in student visual journal entries and art educator observations to ascertain if an e-technology rich augmented learning environment resulted in the establishment of more effective e-learning communities of practice.