908 resultados para Art - Audio-visual materials


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This special report is prepared to review durability and durability tests for paving asphalt, both in theory and in application. The report summarizes and evaluates factors related to asphalt durability, problems associated with durability study and development of durability tests, important work on durability and practical design implications concerning asphalt durability. It is a state-of-the-art report and a part of the study under HR-124, Development of Laboratory Durability Test for Asphalts.

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L’essentiel de ce texte se veut une réflexion sur la manière de raconter une histoire ou, plutôt, de l’évoquer : un questionnement qui fonde ma pratique de l’image photographique et vidéographique. Afin de mener à bien cette réflexion, plusieurs aspects de mon questionnement par rapport à l’image seront abordés : la notion de véracité historique, l’image photographique, l’image d’archives, la complexité, un « univers de possibles », ainsi que l’analyse de ma méthodologie de travail. Cet approfondissement théorique sera développé de connivence avec ma pratique visuelle qui, dans le cadre de ma maîtrise en arts visuels, s’est principalement déployée sous la forme de l’installation vidéographique. Mots-clés : histoire, archives, évocation, complexité, art vidéographique.

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The aim of this study was to determine the influence of thickness and aging on the intrinsic fluorescence of sealing materials and their ability to block fluorescence from the underlying surface as assessed using a laser fluorescence device. Cavities of 0.5 mm and 1 mm depth were drilled into acrylic boards which were placed over two surfaces with different fluorescence properties: a low-fluorescence surface, to assess the intrinsic fluorescence of the sealing materials, and a high-fluorescence surface, to assess the fluorescence-blocking ability of the sealing materials. Ten cavities of each depth were filled with different sealing materials: Adper Scotchbond Multi-Purpose, Adper Single Bond 2, FluroShield, Conseal f and UltraSeal XT Plus. Fluorescence was measured with a DIAGNOdent pen at five different time points: empty cavity, after polymerization, and 1 day, 1 week and 1 month after filling. The individual values after polymerization, as well as the area under the curve for the different periods were submitted to ANOVA and the Tukey test (p < 0.05). At 0.5 mm, Scotchbond, FluroShield and UltraSeal showed insignificant changes in intrinsic fluorescence with aging and lower fluorescence after polymerization than Single Bond and Conseal. At 1 mm, Scotchbond and FluroShield showed the lowest intrinsic fluorescence, but only Scotchbond showed no chagnes in fluorescence with aging. At both depths, Scotchbond blocked significantly less fluorescence. All sealing materials blocked more fluorescence when applied to a depth of 1 mm. At 0.5 mm, fissure sealants blocked more fluorescence than adhesives, and did not show significant changes with aging. Scotchbond had the least affect on the fluorescence from the underlying surface and would probably have the least affect on the monitoring of sealed dental caries by laser fluorescence.

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Background For decades film has proved to be a powerful form of communication. Whether produced as entertainment, art or documentary, films have the capacity to inform and move us. Films are a highly attractive teaching instrument and an appropriate teaching method in health education. It is a valuable tool for studying situations most transcendental to human beings such as pain, disease and death. Objectives The objectives were to determine how this helps students engage with their role as health care professionals; to determine how they view the personal experience of illness, disease, disability or death; and to determine how this may impact upon their provision of patient care. Design, Setting and Participants The project was underpinned by the film selection determined by considerate review, intensive scrutiny, contemplation and discourse by the research team. 7 films were selected, ranging from animation; foreign, documentary, biopic and Hollywood drama. Each film was shown discretely, in an acoustic lecture theatre projected onto a large screen to pre-registration student nurses (adult, child and mental health) across each year of study from different cohorts (n = 49). Method A mixed qualitative method approach consisted of audio-recorded 5-minute reactions post film screening; coded questionnaires; and focus group. Findings were drawn from the impact of the films through thematic analysis of data sets and subjective text condensation categorised as: new insights looking through patient eyes; evoking emotion in student nurses; spiritual care; going to the moves to learn about the patient experience; self discovery through films; using films to link theory to practice. Results Deeper learning through film as a powerful medium was identified in meeting the objectives of the study. Integration of film into pre registration curriculum, pedagogy, teaching and learning is recommended. Conclusion The teaching potential of film stems from the visual process linked to human emotion and experience. Its impact has the power to not only help in learning the values that underpin nursing, but also for respecting the patient experience of disease, disability, death and its reality.

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We explore the relationships between the construction of a work of art and the crafting of a computer program in Java and suggest that the structure of paintings and drawings may be used to teach the fundamental concepts of computer programming. This movement "from Art to Science", using art to drive computing, complements the common use of computing to inform art. We report on initial experiences using this approach with undergraduate and postgraduate students. An embryonic theory of the correspondence between art and computing is presented and a methodology proposed to develop this project further.

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The locative project is in a condition of emergence, an embryonic state in which everything is still up for grabs, a zone of consistency yet to emerge. As an emergent practice locative art, like locative media generally, it is simultaneously opening up new ways of engaging in the world and mapping its own domain. (Drew Hemment, 2004) Artists and scientists have always used whatever emerging technologies existed at their particular time throughout history to push the boundaries of their fields of practice. The use of new technologies or the notion of ‘new’ media is neither particularly new nor novel. Humans are adaptive, evolving and will continue to invent and explore technological innovation. This paper asks the following questions: what role does adaptive and/or intelligent art play in the future of public spaces, and how does this intervention alter the relationship between theory and practice? Does locative or installation-based art reach more people, and does ‘intelligent’ or ‘smartart have a larger role to play in the beginning of this century? The speakers will discuss their current collaborative prototype and within the presentation demonstrate how software art has the potential to activate public spaces, and therefore contribute to a change in spatial or locative awareness. It is argued that the role and perhaps even the representation of the audience/viewer is left altered through this intervention. 1. A form of electronic imagery created by a collection of mathematically defined lines and/or curves. 2. An experiential form of art which engages the viewer both from within a specific location and in response to their intentional or unintentional input.

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Thesis (Ph.D.)--University of Washington, 2016-08

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University of Buffalo New York Department of Art Gallery. The ancient philosopher Protagoras is most famous for his claim: “Of all things the measure is Man” and today, Western societies continue to promote anthropocentrism, an approach to the world that assumes humans are the principal species of the planet. We naturalize a scale of worth, in which beings that most resemble our own forms or benefit us are valued over those that do not. The philosophy of humanism has been trumpeted as the hallmark of a civilized society, founded on the unquestioned value of humankind defining not only our economic, political, religious, and social systems, but also our ethical code. However, artists recently have questioned whether humanism has actually lived up to its promises and made the world a better place for humankind. Are we better off privileging humans above all else or could there be other, preferable, ways to value life? With the continued prevalence of violent crimes, even genocide, in the twentieth and twenty-first centuries, we see the ways in which the discourse of humanism falters, as groups are targeted through rhetoric reducing them to the subhuman, and therefore disposable. But what if the subhuman, nonhuman, and even the non-animal and material, were reconsidered as objects of worth even if far removed from us?

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This chapter explores geographies of gentrification and resistance in relation to the monstrous through the lens of street-art in post-Olympic London. It takes as a geographic case study Hackney Wick, which has for a long time been a bastion of alternative and creative living due to cheap rents in large, ex-industrial warehouse spaces. The artistic sociality of the area is imbued within its landscape, as prolific street artists have adorned ex-industrial warehouses and canal-side walls with graffiti and murals. Since the announcement of the 2012 Olympic Games, the area has been a site of intense political and aesthetic contestation. The post-Olympic legacy means that the area has been earmarked for redevelopment, with current residents facing the possibility of joining thousands already displaced by the games. The anxiety of dispossession is reflected by monstrous characters and sinister disembodied teeth, eyes and fingers embedded within the landscape, painted by local artists. Using geographically sensitive mobile and visual methodology to document the landscape and artwork, the chapter analyses and interprets the monstrous themes using a range of theorists including Mikhail Bakhtin, Georges Bataille and Nick Land. I argue that monstrous street-art lays visible claim to public territory for aesthetic purposes at odds with the visions of redevelopers and the needs of capital. Whilst street-art and graffiti do not fit easily within frameworks of organized political resistance or collective social movements, they operate as a kind of epistemological transgression that triggers transformative affects in the viewer. This creates conditions for pedagogies of resistance to gentrification by expressing and mobilizing political affects such as anger and anxiety, raising awareness of geographical politics, and encouraging the viewer to question the status quo of the built environment.

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In this article I introduce the term ‘theatrical latency’ as a pleasurable effect experienced when listening to sound in relation to visual perception. Latency refers to both the phenomena of audio delay (in feedback from analogue to digital conversion and the momentary lapses experienced when playing live with recorded music) and a theatrical sensation that comes from the reanimation of visual environments through aural framing. In this configuration, the notion of latency takes on a double meaning as both a recorded phenomenon and the retrieval of something dormant within physical objects, sites or materials. These ideas will be introduced through my experience of walking Katrina Palmer’s site-specific audio work The Loss Adjusters (2015) on the island of Portland (UK). The audio tracks create an extended meditation on Portland, interweaving specific locations and histories with fictional characters and ghosts of the island.

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Purpose - In this study we aim to validate a method to assess the impact of reduced visual function and observer performance concurrently with a nodule detection task. Materials and methods - Three consultant radiologists completed a nodule detection task under three conditions: without visual defocus (0.00 Dioptres; D), and with two different magnitudes of visual defocus (−1.00 D and −2.00 D). Defocus was applied with lenses and visual function was assessed prior to each image evaluation. Observers evaluated the same cases on each occasion; this comprised of 50 abnormal cases containing 1–4 simulated nodules (5, 8, 10 and 12 mm spherical diameter, 100 HU) placed within a phantom, and 25 normal cases (images containing no nodules). Data was collected under the free-response paradigm and analysed using Rjafroc. A difference in nodule detection performance would be considered significant at p < 0.05. Results - All observers had acceptable visual function prior to beginning the nodule detection task. Visual acuity was reduced to an unacceptable level for two observers when defocussed to −1.00 D and for one observer when defocussed to −2.00 D. Stereoacuity was unacceptable for one observer when defocussed to −2.00 D. Despite unsatisfactory visual function in the presence of defocus we were unable to find a statistically significant difference in nodule detection performance (F(2,4) = 3.55, p = 0.130). Conclusion - A method to assess visual function and observer performance is proposed. In this pilot evaluation we were unable to detect any difference in nodule detection performance when using lenses to reduce visual function.

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This paper undertakes to construe the affinities and divergences in the genres of art and fashion throughout the 20th century through the use of particular visual and theoretical examples, examined at greater length in a more extensive study of ‘The relationship between the artist and the fashion designer in the twentieth century’ (Vettese, 2005). Examination of the 20th century has revealed two particular periods – ‘Modernism’ and ‘Postmodernism’ – that were evident and fitting to this analysis. The research is a summation of these findings, where the differences and affinities in the mechanisms of 20th century art and fashion, including imposing messages and innovation in Modernism and the mixed messages, recycling and commercial aspects of Postmodernism, are disseminated.

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Existem cerca de 1 milhão e 500 mil crianças cegas e 19 milhões com algum tipo de deficiência visual, abrangendo a faixa etária dos 0 aos 14 anos. Os erros refrativos são a principal causa de deficiência visual nas crianças, sendo a miopia e o astigmatismo os principais responsáveis por essa situação. Estima-se que a prevalência de ambliopia na população infantil em Portugal é de 1 a 2,5%, onde cerca de 20% das crianças apresentam erros refrativos significativos. O diagnóstico, a referenciação e o encaminhamento precoces são fundamentais na prevenção das deficiências visuais de causas evitáveis. Finalidade do estudo: caracterização do estado visual numa amostra infantil em idade escolar e pré-escolar.

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This article discusses the potential of audio games based on the evaluation of three projects: a story-driven audio role-playing game (RPG), an interactive audiobook with RPG elements, and a set of casual sound-based games. The potential is understood, both in popularity and playability terms. The first factor is connected to the degree of players’ interest, while the second one to the degree of their engagement in sound-based game worlds. Although presented projects are embedded within the landscape of past and contemporary audio games and gaming platforms, the authors reach into the near future, concluding with possible development directions for this non-visual interactive entertainment.

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Este estudo pretendeu examinar a importância dos estímulos auditivo (interpre-tação vocal do cantor) e visual (expressão facial do cantor) na perceção de emo-ções pelo público de uma performance de canto. Para tal, foram gravados, atra-vés de vídeo e áudio, dois cantores a interpretar pequenas frases melódicas com a intenção de expressar, isoladamente, as seis emoções básicas: alegria, tristeza, raiva, medo, surpresa e nojo. Para validar a expressividade dos canto-res, foi medida, através de eletromiografia, a atividade dos músculos faciais du-rante a performance da emoção e foram apresentadas as gravações áudio a um painel de especialistas que as caracterizaram em termos acústicos. Com base nas gravações audiovisuais dos cantores, foi criado um teste percetual no qual se pretendia que o ouvinte reconhecesse a emoção comunicada a partir apenas do áudio, apenas do vídeo, ou ambos. Comparando as respostas dadas, os re-sultados evidenciaram que o estímulo visual é mais eficaz do que o auditivo, e que a junção dos dois estímulos é a modalidade mais eficiente na perceção de emoções pelo público de uma performance de canto.