首页 > 最新文献

Proceedings of the 8th International Conference on Digital Arts最新文献

英文 中文
Chromatic Cartography: [Re] Drawing Architecture in a Digital Paradigm 彩色制图:数字范式下的制图体系结构
Pub Date : 2017-09-06 DOI: 10.1145/3106548.3106597
G. Perin, Linda Mathews
This paper addresses the theoretical, procedural and formal implications of using image-based software as a new type of architectural drawing. Named chromatic cartography, this new category of digital production extends disciplinary knowledge of the drawing by redefining the representational and procedural repertoire of digital design practice. The representational and procedural differences of chromatic cartography rely on the ability of image-based software to capture and reconfigure real-world data. The pixel becomes central to this mode of mapping because it requires the map to represent form through color. In fact, the conversion of form into packets of visual data transforms the image's role in architectural practice, rupturing the longstanding practice of defining form through the line. The computational manipulability of visual data has significant procedural consequences for architectural production. It is not just that the image as visual data recasts the role images play in architectural production without violating digital discourse's core philosophical tenet of superseding semiotic meaning with meaningful production. Rather, computation circumvents past techniques of appropriation and reproduction that had transformed drawing into images of formal likeness and resemblance.
本文阐述了使用基于图像的软件作为一种新型建筑绘图的理论、程序和形式含义。被命名为彩色制图,这个新的数字生产类别通过重新定义数字设计实践的代表性和程序性曲目来扩展绘图的学科知识。彩色制图的表示和程序差异依赖于基于图像的软件捕获和重新配置真实世界数据的能力。像素成为这种映射模式的中心,因为它要求地图通过颜色来表示形式。事实上,将形式转换为视觉数据包,改变了图像在建筑实践中的作用,打破了长期以来通过线条定义形式的做法。视觉数据的计算可操作性对建筑生产具有重要的程序性影响。不仅仅是图像作为视觉数据重塑了图像在建筑生产中的角色,而不违反数字话语的核心哲学原则,即用有意义的生产取代符号学意义。相反,计算绕过了过去的挪用和复制技术,这些技术将绘画转化为形式相似和相似的图像。
{"title":"Chromatic Cartography: [Re] Drawing Architecture in a Digital Paradigm","authors":"G. Perin, Linda Mathews","doi":"10.1145/3106548.3106597","DOIUrl":"https://doi.org/10.1145/3106548.3106597","url":null,"abstract":"This paper addresses the theoretical, procedural and formal implications of using image-based software as a new type of architectural drawing. Named chromatic cartography, this new category of digital production extends disciplinary knowledge of the drawing by redefining the representational and procedural repertoire of digital design practice. The representational and procedural differences of chromatic cartography rely on the ability of image-based software to capture and reconfigure real-world data. The pixel becomes central to this mode of mapping because it requires the map to represent form through color. In fact, the conversion of form into packets of visual data transforms the image's role in architectural practice, rupturing the longstanding practice of defining form through the line. The computational manipulability of visual data has significant procedural consequences for architectural production. It is not just that the image as visual data recasts the role images play in architectural production without violating digital discourse's core philosophical tenet of superseding semiotic meaning with meaningful production. Rather, computation circumvents past techniques of appropriation and reproduction that had transformed drawing into images of formal likeness and resemblance.","PeriodicalId":141342,"journal":{"name":"Proceedings of the 8th International Conference on Digital Arts","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128304903","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
It's Just the Internet!: Appropriation in Postinternet Art 这只是互联网!:后网络艺术中的挪用
Pub Date : 2017-09-06 DOI: 10.1145/3106548.3106608
Elisavet Christou, M. Hazas
This paper examines the use of appropriation in contemporary internet art -- postinternet art -- in terms of internet technology and web content. The paper suggests that postinternet art reflects our cultural reality through the ubiquity and fluidity of internet services. This results to novel artistic practices that draw on the cultural connections made online by appropriating found web content and internet technology. The paper presents a study of 190 artworks from the ArtBase Rhizome's digital archive between 2010-2015 to provide evidence on how and to what extent postinternet art appropriates the internet.
本文从网络技术和网络内容的角度考察了挪用在当代网络艺术——后网络艺术中的运用。文章认为,后网络艺术通过网络服务的普遍性和流动性反映了我们的文化现实。这就产生了一种新颖的艺术实践,这种艺术实践利用了网络内容和互联网技术在网上建立的文化联系。本文对2010-2015年ArtBase Rhizome数字档案中的190件艺术品进行了研究,以提供后互联网艺术如何以及在多大程度上占用互联网的证据。
{"title":"It's Just the Internet!: Appropriation in Postinternet Art","authors":"Elisavet Christou, M. Hazas","doi":"10.1145/3106548.3106608","DOIUrl":"https://doi.org/10.1145/3106548.3106608","url":null,"abstract":"This paper examines the use of appropriation in contemporary internet art -- postinternet art -- in terms of internet technology and web content. The paper suggests that postinternet art reflects our cultural reality through the ubiquity and fluidity of internet services. This results to novel artistic practices that draw on the cultural connections made online by appropriating found web content and internet technology. The paper presents a study of 190 artworks from the ArtBase Rhizome's digital archive between 2010-2015 to provide evidence on how and to what extent postinternet art appropriates the internet.","PeriodicalId":141342,"journal":{"name":"Proceedings of the 8th International Conference on Digital Arts","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126595365","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
DreamScope: Evaluating Interactive 360° Virtual Reality in a Physical Narrative Art Installation DreamScope:评价物理叙事艺术装置中的交互式360°虚拟现实
Pub Date : 2017-09-06 DOI: 10.1145/3106548.3106601
Valentina Nisi, Mara Dionísio, Paulo Bala, Tom Gross, N. Nunes
The widespread affordability of digital technologies is encouraging artists to experiment and make use of them in their artworks. This paper describes the design and in-the-wild evaluation of DreamScope, a bespoke 360° mobile virtual reality (VR) interface designed for immersive interaction in the Lucid Peninsula physical narrative art installation. We evaluated the VR interface by means of a questionnaire based on the Positive and Negative Affect Scale (PANAS) and individual items related with the interaction within the exhibition. Results extracted from 53 subjects highlight how the interface supported engagement, positive affect and reflections on the narrated scenario of the art installation. The study reported in this paper provides evidence of the positive role of 360° mobile VR in strengthening the narrative and the artist's intent in the Lucid Peninsula artistic installation.
数字技术的普遍可承受性正鼓励艺术家们在他们的艺术作品中进行实验和使用。本文描述了DreamScope的设计和野外评估,DreamScope是一个定制的360°移动虚拟现实(VR)界面,专为Lucid Peninsula物理叙事艺术装置中的沉浸式交互而设计。我们通过基于积极和消极影响量表(PANAS)的问卷调查以及与展览内互动相关的个别项目来评估VR界面。从53个受试者中提取的结果突出了界面如何支持参与、积极影响和对艺术装置叙事场景的反思。本文的研究证明了360°移动VR在Lucid Peninsula艺术装置中强化叙事和艺术家意图的积极作用。
{"title":"DreamScope: Evaluating Interactive 360° Virtual Reality in a Physical Narrative Art Installation","authors":"Valentina Nisi, Mara Dionísio, Paulo Bala, Tom Gross, N. Nunes","doi":"10.1145/3106548.3106601","DOIUrl":"https://doi.org/10.1145/3106548.3106601","url":null,"abstract":"The widespread affordability of digital technologies is encouraging artists to experiment and make use of them in their artworks. This paper describes the design and in-the-wild evaluation of DreamScope, a bespoke 360° mobile virtual reality (VR) interface designed for immersive interaction in the Lucid Peninsula physical narrative art installation. We evaluated the VR interface by means of a questionnaire based on the Positive and Negative Affect Scale (PANAS) and individual items related with the interaction within the exhibition. Results extracted from 53 subjects highlight how the interface supported engagement, positive affect and reflections on the narrated scenario of the art installation. The study reported in this paper provides evidence of the positive role of 360° mobile VR in strengthening the narrative and the artist's intent in the Lucid Peninsula artistic installation.","PeriodicalId":141342,"journal":{"name":"Proceedings of the 8th International Conference on Digital Arts","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133099743","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Creative Engagement: Multimodal digital games in children's learning environment in Macau S.A.R. 创意参与:澳门特别行政区儿童学习环境中的多模式数字游戏
Pub Date : 2017-09-06 DOI: 10.1145/3106548.3106599
Filipa Martins de Abreu, Á. Barbosa
One of the biggest challenges that we have encountered, when trying to encourage digital games in schools, is trying to explain what its benefits are in teaching and learning environments. In this pilot experimental study we explore how multimodal audio and visual games can be used in learning environments for children, specifically by fostering creative behaviors through User-Centered design approaches. To achieve this objective, a framework is being developed with multimodal experiences based on flexible design patterns that exploits basic visual and audio elements, allowing children from three to six years of age to play and learn through fun and subsequently trigger creative behaviors. These studies are making use of tangible objects, digital games and mobile platforms. We are making use of commercial digital games to understand and discuss the affordances of these games in an educational environment and how they support creativity in learning. (Fig.1)
当我们试图在学校推广数字游戏时,我们遇到的最大挑战之一就是解释它在教学环境中的好处。在这个试点实验研究中,我们探索了多模态音频和视觉游戏如何在儿童的学习环境中使用,特别是通过以用户为中心的设计方法培养创造性行为。为了实现这一目标,正在开发一个基于灵活设计模式的多模式体验框架,该框架利用基本的视觉和音频元素,允许三至六岁的儿童在乐趣中玩耍和学习,并随后引发创造性行为。这些研究利用了有形物品、数字游戏和移动平台。我们正在利用商业数字游戏来理解和讨论这些游戏在教育环境中的应用,以及它们如何支持学习中的创造力。(图1)
{"title":"Creative Engagement: Multimodal digital games in children's learning environment in Macau S.A.R.","authors":"Filipa Martins de Abreu, Á. Barbosa","doi":"10.1145/3106548.3106599","DOIUrl":"https://doi.org/10.1145/3106548.3106599","url":null,"abstract":"One of the biggest challenges that we have encountered, when trying to encourage digital games in schools, is trying to explain what its benefits are in teaching and learning environments. In this pilot experimental study we explore how multimodal audio and visual games can be used in learning environments for children, specifically by fostering creative behaviors through User-Centered design approaches. To achieve this objective, a framework is being developed with multimodal experiences based on flexible design patterns that exploits basic visual and audio elements, allowing children from three to six years of age to play and learn through fun and subsequently trigger creative behaviors. These studies are making use of tangible objects, digital games and mobile platforms. We are making use of commercial digital games to understand and discuss the affordances of these games in an educational environment and how they support creativity in learning. (Fig.1)","PeriodicalId":141342,"journal":{"name":"Proceedings of the 8th International Conference on Digital Arts","volume":"85 4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134063013","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Interactive art and the production of energy from the audience 互动艺术的产生源于观众的能量
Pub Date : 2017-09-06 DOI: 10.1145/3106548.3106594
M. Sogabe, F. Fogliano, Carolina Peres, Cleber Gazana, F. Nunes, Mirian Steinberg, Rodrigo Dorta Marques, S. B. Nunes
This article presents refections on the production and use of audience energy body in interactive installations. Mechanisms and symbolic-narrative meanings of the hand touch as well as the possibility of using the heat of the body as a poetic element and energy source in the work "Toque" are considered.
本文对互动装置中观众能量体的生产和使用进行了思考。在作品《Toque》中,探讨了手触的机制和象征叙事意义,以及利用身体的热量作为诗意元素和能量来源的可能性。
{"title":"Interactive art and the production of energy from the audience","authors":"M. Sogabe, F. Fogliano, Carolina Peres, Cleber Gazana, F. Nunes, Mirian Steinberg, Rodrigo Dorta Marques, S. B. Nunes","doi":"10.1145/3106548.3106594","DOIUrl":"https://doi.org/10.1145/3106548.3106594","url":null,"abstract":"This article presents refections on the production and use of audience energy body in interactive installations. Mechanisms and symbolic-narrative meanings of the hand touch as well as the possibility of using the heat of the body as a poetic element and energy source in the work \"Toque\" are considered.","PeriodicalId":141342,"journal":{"name":"Proceedings of the 8th International Conference on Digital Arts","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114142450","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
The Digital Art Community in Spain: From the Radical Aestheticisation of a "Pure Art", to an "Art for the People" 西班牙的数字艺术社区:从“纯粹艺术”的激进审美化到“为人民服务的艺术”
Pub Date : 2017-09-06 DOI: 10.1145/3106548.3106615
Rosario Carril Vigil
The beginning of the 21st-century in Spain represented a change of paradigm in art's production methods. Digital art not only shaped a new field of aesthetic representation but also meant a lifestyle. This essay tries to make a briefly analyses of the climax that causes such changes. As well as giving visibility to the existence of a new figure of artist commited to the social reality of its surroundings. This shows a reformulation of the term community, so necessary in our days.
21世纪初的西班牙代表了艺术生产方法范式的变化。数字艺术不仅塑造了一个新的审美表现领域,而且意味着一种生活方式。本文试图对引起这种变化的高潮作一个简要的分析。同时也让人们看到一个致力于其周围社会现实的艺术家的新形象的存在。这显示了对“社区”一词的重新表述,这在我们这个时代是如此必要。
{"title":"The Digital Art Community in Spain: From the Radical Aestheticisation of a \"Pure Art\", to an \"Art for the People\"","authors":"Rosario Carril Vigil","doi":"10.1145/3106548.3106615","DOIUrl":"https://doi.org/10.1145/3106548.3106615","url":null,"abstract":"The beginning of the 21st-century in Spain represented a change of paradigm in art's production methods. Digital art not only shaped a new field of aesthetic representation but also meant a lifestyle. This essay tries to make a briefly analyses of the climax that causes such changes. As well as giving visibility to the existence of a new figure of artist commited to the social reality of its surroundings. This shows a reformulation of the term community, so necessary in our days.","PeriodicalId":141342,"journal":{"name":"Proceedings of the 8th International Conference on Digital Arts","volume":"114 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122914672","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
FeelOpo: Feel(ing) the beat of Oporto 感受波尔图的节奏
Pub Date : 2017-09-06 DOI: 10.1145/3106548.3106603
I. Carvalho, Carla Porto, J. Bidarra
This digital art installation has as main goal to introduce an interface through which the image of the city of Oporto (in Northern Portugal) is designed and activated by the presence of one or more people standing in the exhibition space. It brings up the metaphor of the city as a living organism allowing visitors to explore, at different levels, several features very typical of this city. A diversity of possible routes is embedded in the outfit and activated as visitors move across the exhibition space, revealing experiences by means of projected videos related to the cultural specificity of the city. In this way, as the human body interacts with the space and the screen, uncovering stories, memories, expressions, sounds, colours, textures, new designs and emotions are presented in the form of videos that narrate life fragments of Oporto and its people. Being supported by a mix of audio-visual records, FeelOpo intends to build "the beat of Oporto" through striking visual narratives.
这个数字艺术装置的主要目标是引入一个界面,通过这个界面,波尔图(葡萄牙北部)的城市形象被一个或多个站在展览空间中的人设计和激活。它把城市比喻成一个有生命的有机体,让游客在不同的层次上探索这座城市的几个典型特征。各种可能的路线被嵌入到服装中,并随着游客在展览空间中移动而被激活,通过与城市文化特殊性相关的投影视频来揭示体验。通过这种方式,当人体与空间和屏幕互动时,揭示的故事、记忆、表情、声音、颜色、纹理、新的设计和情感以视频的形式呈现出来,讲述波尔图及其人民的生活片段。FeelOpo以混合的视听记录为支撑,打算通过引人注目的视觉叙事来打造“波尔图的节奏”。
{"title":"FeelOpo: Feel(ing) the beat of Oporto","authors":"I. Carvalho, Carla Porto, J. Bidarra","doi":"10.1145/3106548.3106603","DOIUrl":"https://doi.org/10.1145/3106548.3106603","url":null,"abstract":"This digital art installation has as main goal to introduce an interface through which the image of the city of Oporto (in Northern Portugal) is designed and activated by the presence of one or more people standing in the exhibition space. It brings up the metaphor of the city as a living organism allowing visitors to explore, at different levels, several features very typical of this city. A diversity of possible routes is embedded in the outfit and activated as visitors move across the exhibition space, revealing experiences by means of projected videos related to the cultural specificity of the city. In this way, as the human body interacts with the space and the screen, uncovering stories, memories, expressions, sounds, colours, textures, new designs and emotions are presented in the form of videos that narrate life fragments of Oporto and its people. Being supported by a mix of audio-visual records, FeelOpo intends to build \"the beat of Oporto\" through striking visual narratives.","PeriodicalId":141342,"journal":{"name":"Proceedings of the 8th International Conference on Digital Arts","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130583589","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The Time Machine: A Multiscreen Generative Video Artwork 时间机器:一个多屏幕生成视频艺术作品
Pub Date : 2017-09-06 DOI: 10.1145/3106548.3106617
Daniel Buzzo
'The Time Machine' is a multi-screen, high-performance, generative video art installation based around multiple low cost computer platforms. Using algorithmic selection of palindromic loops of time-lapse video the work contrasts the external, machine perception of time with our internal, phenomenological experience of it. The video feeds, recorded from around the world, tick and tock backward and forward creating a polyrhythmic, 12 screen time-piece. The images loop back and forth on each screen of the installation, creating a large polyrhythmic clock of high definition, full colour motion. Each screen detailing a passage of time from around the world, captured, frozen, forward and reverse. The time-lapse loops slowly switch, selected from over a thousand separate pieces by generative algorithms on each host computer. Creating a Time Machine reflecting the world, gently rocking back and forth with a myriad of sub-cadences, confronting the viewer with the unanswerable challenge of comprehending time.
“时光机器”是一个基于多个低成本计算机平台的多屏幕、高性能、生成式视频艺术装置。通过算法选择延时视频的回文循环,作品将外部的、机器感知的时间与我们内部的、现象学的时间体验进行了对比。这些来自世界各地的视频馈送,前后滴答作响,形成了一个多节奏的12个屏幕计时器。图像在装置的每个屏幕上来回循环,创造出一个高清晰度、全彩色运动的多节奏时钟。每个屏幕都详细描述了世界各地的时间流逝,捕捉、定格、前进和逆转。延时循环缓慢切换,由每台主机上的生成算法从一千多个单独的片段中选择。创造一台反映世界的时间机器,以无数次的节奏轻轻地来回摇摆,让观众面对理解时间的无法回答的挑战。
{"title":"The Time Machine: A Multiscreen Generative Video Artwork","authors":"Daniel Buzzo","doi":"10.1145/3106548.3106617","DOIUrl":"https://doi.org/10.1145/3106548.3106617","url":null,"abstract":"'The Time Machine' is a multi-screen, high-performance, generative video art installation based around multiple low cost computer platforms. Using algorithmic selection of palindromic loops of time-lapse video the work contrasts the external, machine perception of time with our internal, phenomenological experience of it. The video feeds, recorded from around the world, tick and tock backward and forward creating a polyrhythmic, 12 screen time-piece. The images loop back and forth on each screen of the installation, creating a large polyrhythmic clock of high definition, full colour motion. Each screen detailing a passage of time from around the world, captured, frozen, forward and reverse. The time-lapse loops slowly switch, selected from over a thousand separate pieces by generative algorithms on each host computer. Creating a Time Machine reflecting the world, gently rocking back and forth with a myriad of sub-cadences, confronting the viewer with the unanswerable challenge of comprehending time.","PeriodicalId":141342,"journal":{"name":"Proceedings of the 8th International Conference on Digital Arts","volume":"96 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120838837","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Saxophone Augmentation: An hybrid augmented system of gestual symbiosis 萨克斯管增强:一种姿势共生的混合增强系统
Pub Date : 2017-09-06 DOI: 10.1145/3106548.3106611
Henrique Portovedo, P. F. Lopes, Ricardo Mendes
This paper discusses a two-layer augmentation strategy applied to a saxophone. Augmented instruments are defined as "acoustic (sometimes electric) musical instruments extended by the addition of several sensors, providing performers the ability to control extra sound or musical parameters". The first layer of augmentation is directly connected to the instrument and is based on several sensors (ribbon, trigger, pressure, accelerometer, gyroscope and keypad). The second layer is associated to the performer, who wears a MYO Armband. The second layer, devised initially to capture gestural data, is used to provide information for musical communication and creation, as performer gestures are perceived by the audience at the same time as they characterise and distinguish performer strategies. This paper also explores how this system can serve for the adaptation of existing pieces using electronics and external devices. Finally, we discuss how notation and composition are affected by this type of instruments.
本文讨论了一种应用于萨克斯管的双层增强策略。增强型乐器被定义为“通过增加几个传感器来扩展声学(有时是电子)乐器,为表演者提供控制额外声音或音乐参数的能力”。第一层增强直接连接到仪器,并基于几个传感器(色带、触发器、压力、加速度计、陀螺仪和键盘)。第二层与佩戴MYO臂章的表演者有关。第二层最初是为了捕捉手势数据而设计的,它被用来为音乐交流和创作提供信息,因为表演者的手势在被观众感知的同时,也表征和区分了表演者的策略。本文还探讨了该系统如何使用电子器件和外部设备来适应现有的部件。最后,我们讨论了这种类型的乐器对记谱和作曲的影响。
{"title":"Saxophone Augmentation: An hybrid augmented system of gestual symbiosis","authors":"Henrique Portovedo, P. F. Lopes, Ricardo Mendes","doi":"10.1145/3106548.3106611","DOIUrl":"https://doi.org/10.1145/3106548.3106611","url":null,"abstract":"This paper discusses a two-layer augmentation strategy applied to a saxophone. Augmented instruments are defined as \"acoustic (sometimes electric) musical instruments extended by the addition of several sensors, providing performers the ability to control extra sound or musical parameters\". The first layer of augmentation is directly connected to the instrument and is based on several sensors (ribbon, trigger, pressure, accelerometer, gyroscope and keypad). The second layer is associated to the performer, who wears a MYO Armband. The second layer, devised initially to capture gestural data, is used to provide information for musical communication and creation, as performer gestures are perceived by the audience at the same time as they characterise and distinguish performer strategies. This paper also explores how this system can serve for the adaptation of existing pieces using electronics and external devices. Finally, we discuss how notation and composition are affected by this type of instruments.","PeriodicalId":141342,"journal":{"name":"Proceedings of the 8th International Conference on Digital Arts","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126586430","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Digital Art in Brazil: A look at the history of exhibitions 巴西的数字艺术:回顾展览的历史
Pub Date : 2017-09-06 DOI: 10.1145/3106548.3106600
P. Arantes
This paper draws a cartography of digital art in Brazil by focusing on the dialog between pioneer productions of media art and a few recent ones. What changed in the exhibition circuits and in the curatorial strategies of this production in its current context, if we compare it with the context of the beginnings of art and technology in Brazil? For this purpose we will analyze the history of the exhibitions as an interdisciplinary field. That is, we will survey the curatorship of digital art in Brazil, especially those developed in São Paulo, in order to contribute to a critical reflection of these productions in the Brazilian context.
本文通过关注媒体艺术的先驱作品和最近的一些作品之间的对话,绘制了巴西数字艺术的地图。如果我们将它与巴西艺术和技术的起源进行比较,那么在当前的背景下,展览线路和策展策略发生了什么变化?为此,我们将把展览的历史作为一个跨学科的领域来分析。也就是说,我们将调查巴西的数字艺术策展人,特别是在圣保罗发展起来的数字艺术策展人,以便在巴西的背景下对这些作品进行批判性的反思。
{"title":"Digital Art in Brazil: A look at the history of exhibitions","authors":"P. Arantes","doi":"10.1145/3106548.3106600","DOIUrl":"https://doi.org/10.1145/3106548.3106600","url":null,"abstract":"This paper draws a cartography of digital art in Brazil by focusing on the dialog between pioneer productions of media art and a few recent ones. What changed in the exhibition circuits and in the curatorial strategies of this production in its current context, if we compare it with the context of the beginnings of art and technology in Brazil? For this purpose we will analyze the history of the exhibitions as an interdisciplinary field. That is, we will survey the curatorship of digital art in Brazil, especially those developed in São Paulo, in order to contribute to a critical reflection of these productions in the Brazilian context.","PeriodicalId":141342,"journal":{"name":"Proceedings of the 8th International Conference on Digital Arts","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117098374","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
期刊
Proceedings of the 8th International Conference on Digital Arts
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1