945 resultados para DIGITAL ART


Relevância:

70.00% 70.00%

Publicador:

Resumo:

Resumen basado en el de la publicaci??n

Relevância:

70.00% 70.00%

Publicador:

Resumo:

Resumen basado en el de la publicaci??n

Relevância:

70.00% 70.00%

Publicador:

Resumo:

O tema central da presente tese por projeto é a Banda Desenhada, subdivisão da Arte Sequencial. O primeiro capítulo procura elencar as características que fazem com que a Banda Desenhada seja arte sequencial. O segundo capítulo propõe quatro tópicos que podem ser aplicados para que este tipo de Arte seja adaptável ao meio digital (principalmente para a rede mundial de computadores): formatos virtualmente impossíveis na obra impressa, som (ruídos e música), interatividade e movimento. O terceiro capítulo descreve todo o processo realizado (o método escolhido não é o único possível) para a criação e produção de um protótipo que apresenta uma dessas características: movimento.

Relevância:

70.00% 70.00%

Publicador:

Resumo:

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.

Relevância:

70.00% 70.00%

Publicador:

Resumo:

Pós-graduação em Artes - IA

Relevância:

70.00% 70.00%

Publicador:

Resumo:

Se propone la producción y posterior análisis de obras digitales que presenta una elaboración teórica-práctica intrínseca como sustento de las nuevas categorías y neologismos surgidos dentro del ámbito artístico digital. Se estudian distintas aplicaciones, modalidades de creación, exposición y transferencia al medio como así también las posibilidades relacionales que surgen entre imagen digital, objeto artístico y diseño de productos traspasando las fronteras de campos disciplinares como Arte y Diseño. La metodología empleada se concentra en enfoques sociológicos y semiótico-pragmáticos que permiten realizar un análisis profundo de las obras digitales en sí mismas y en relación a los contextos de producción, circulación, exposición y consumo.

Relevância:

70.00% 70.00%

Publicador:

Resumo:

The paper focuses on the rapid development of the digital culture and the challenges it imposes to human creativity. It analyses e-learning, digital entertainment, digital art and the issues of creativity and improvisation. It also presents a classification of the levels in the creative structure including hardware and software tools; product developers; creators and end users. Special attention is paid to the advantages of the new digital culture and the responsibilities of all people who create it or use it. We conclude that more attention should be paid to the threats and to ways of boosting positive creativity in the various fields of application of information and communication technologies.

Relevância:

70.00% 70.00%

Publicador:

Resumo:

Our proposal aims to display the analysis techniques, methodologies as well as the most relevant results expected within the Exhibitium project framework (http://www.exhibitium.com). Awarded by the BBVA Foundation, the Exhibitium project is being developed by an international consortium of several research groups . Its main purpose is to build a comprehensive and structured data repository about temporary art exhibitions, captured from the web, to make them useful and reusable in various domains through open and interoperable data systems.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

This paper introduces the creative work Distracted and discusses conceptual, aesthetic and technical aspects of the work. The work was conceived as a luminous, interactive, computational media installation informed by our interest in the Antarctica. Through the paper we focus on: how the work addresses the themes of climate change and sustainability; how we attempted to work with selected sets of scientific data to evoke the delicate yet extreme nature of the environment and the ways in which ice is a record of the earth’s geological history and recent human impacts; and how the process of making this artwork caused us to reconsider our practices and formulate strategies for redirecting our practice in a manner that addresses the challenges of sustainability.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Everything (2008) is a looped 3 channel digital video (extracted from a 3D computer animation) that appropriates a range of media including photography, drawing, painting, and pre-shot video. The work departs from traditional time-based video which is generally based on a recording of an external event. Instead, “Everything” constructs an event and space more like a painting or drawing might. The works combines constructed events (including space, combinations of objects, and aesthetic relationship of forms) with pre-recorded video footage and pre-made paintings and drawings. The result is a montage of objects, images – both still and moving – and abstracted ‘painterly’ gestures. This technique creates a complex temporal displacement. 'Past' refers to pre-recorded media such as painting and photography, and 'future' refers to a possible virtual space not in the present, that these objects may occupy together. Through this simultaneity between the real and the virtual, the work comments on a disembodied sense of space and time, while also puncturing the virtual with a sense of materiality through the tactility of drawing and painting forms and processes. In so doing, te work challenges the perspectival Cartesian space synonymous with the virtual. In this work the disembodied wandering virtual eye is met with an uncanny combination of scenes, where scale and the relationships between objects are disrupted and changed. Everything is one of the first international examples of 3D animation technology being utilised in contemporary art. The work won the inaugural $75,000 Premier of Queensland National New Media Art Award and was subsequently acquired by the Queensland Art Gallery. The work has been exhibited and reviewed nationally and internationally.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

The research field was curatorship of the Machinima genre - a film-making practice that uses real time 3D computer graphics engines to create cinematic productions. The context was the presentation of gallery non-specific work for large-scale exhibition, as an investigation in thinking beyond traditional strategies of white cube. Strongly influenced by the Christiane Paul (Ed) seminal text, 'New Media in the White Cube and Beyond, Curatorial Models for Digital Art', the context was the repositioning of a genre traditionally focussed on delivery through small-screen, indoor, personal spaces, to large exhibition hall spaces. Beyond the core questions of collecting, documenting, expanding and rethinking the place of Machinima within the history of contemporary digital arts, the curatorial premise asked how to best invert the relationship between context of media production within the gaming domain, using novel presentational strategies that might best promote the 'take-home' impulse. The exhibition was used not as the ultimate destination for work but rather as a place to experience, sort and choose from a high volume of possible works for subsequent investigation by audiences within their own game-ready, domestic environments. In pursuit of this core aim, the exhibition intentionally promoted 'sensory overload'. The exhibition also included a gaming lab experience where audiences could begin to learn the DIY concepts of the medium, and be stimulated to revisit, consider and re-make their own relationship to this genre. The research was predominantly practice-led and collaborative (in close concert with the Machinima community), and ethnographic in that it sought to work with, understand and promote the medium in a contemporary art context. This benchmark exhibition, building on the 15-year history of the medium, was warmly received by the global Machinima community as evidenced by the significant debate, feedback and general interest recorded. The exhibition has recently begun an ongoing Australian touring schedule. To date, the exhibition has received critical attention nationally and internationally in Das Superpaper, the Courier Mail, Machinimart, 4ZZZ-FM, the Sydney Morning Herald, Games and Business, Australian Gamer, Kotaku Australia, and the Age.