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Blendwave: A sound design tool for audiovisual authors Blendwave:为视听作者提供的声音设计工具
Pub Date : 2017-09-06 DOI: 10.1145/3106548.3106596
Werther Azevedo, J. Bidarra
This paper presents Blendwave, an online sound design application inspired by the ease of use of samplers and the "sfxr family" of sound creation software. Starting from the hypothesis where current software tools have made the creation of sound inaccessible for non-specialist users, we analyze the problems with the musical bias ingrained in DAWs and Patchers, the standard sound design tools. After identifying the Web Audio API as an appropriate technological backbone for an accessible tool, recent online applications are surveyed, followed by popular software used in a rapid prototyping scenario. By acknowledging the merits and shortcomings of these sound creators, we present Blendwave, the by product of a practice-based research and development effort towards democratizing sound design as a rapid prototyping activity for audiovisual authors. The idea of a sampler architecture is proposed as a way to augment the sound possibilities of sfxr-based tools while keeping their simplicity. Finally, we report on the current state of development and outline the next steps.
本文介绍了Blendwave,一个在线声音设计应用程序的灵感来自于易于使用的采样器和“sfxr家族”的声音创作软件。从假设当前的软件工具让非专业用户无法创造声音开始,我们分析了daw和Patchers(标准声音设计工具)中根深蒂固的音乐偏见问题。在将Web Audio API确定为可访问工具的合适技术支柱之后,调查了最近的在线应用程序,然后是在快速原型场景中使用的流行软件。通过承认这些声音创造者的优点和缺点,我们提出了Blendwave,这是一种基于实践的研究和开发努力的副产品,旨在使声音设计民主化,成为视听作者的快速原型活动。采样器架构的想法是作为一种方法来增加基于sfxr的工具的声音可能性,同时保持它们的简单性。最后,我们报告了目前的发展状况,并概述了下一步的步骤。
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引用次数: 0
The Scent of Digital Art: Yesterday, Today, and Tomorrow 数字艺术的气味:昨天,今天和明天
Pub Date : 2017-09-06 DOI: 10.1145/3106548.3106616
Mei-Kei Lai
Scent has a long history of being treated as the medium for art. Its aesthetic, affective and evocative aspects enrich the art experience. Yet when it comes to the digital era, it seems to become the minority among the artworks. As digital olfaction is getting advanced in recent years, could it open up the opportunity to consider scent as the interface of tomorrow for digital art? This paper reviews how scent was treated as art in the past, examines its recent role in digital media, and discusses the possibilities it lays ahead for digital art in the future.
气味作为艺术媒介的历史由来已久。它的美感、情感性和唤起性丰富了艺术体验。然而,当涉及到数字时代时,它似乎成为艺术品中的少数。近年来,随着数字嗅觉技术的发展,是否有机会将气味视为未来数字艺术的界面?本文回顾了气味在过去是如何被视为艺术的,考察了它最近在数字媒体中的作用,并讨论了它为未来的数字艺术带来的可能性。
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引用次数: 1
Digital thinking in art and design 艺术与设计中的数字思维
Pub Date : 2017-09-06 DOI: 10.1145/3106548.3106610
M. Sogabe
The article deals with how a thought acquired from experience in the exploration of a new technology, transforms the worldview, which is embodied in the production procedures with traditional materials and previous technologies, revealing possibilities not yet perceived. Digital thinking acquired in the stage of the digital revolution, period of shaking as an earthquake, is present in the post-digital era, period of incorporation and normalization of digital in daily life. This presence is pointed through art-technology and design products, which dont use digital technology, but which reveal aspects emphasized by the digital.
本文探讨了在探索新技术的过程中,从经验中获得的思想如何改变世界观,这种世界观体现在使用传统材料和先前技术的生产过程中,揭示了尚未被感知的可能性。在数字革命阶段,即地震般的震动时期获得的数字思维,出现在后数字时代,即数字融入日常生活和常态化的时期。这种存在是通过艺术技术和设计产品来指出的,这些产品不使用数字技术,但却揭示了数字所强调的方面。
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引用次数: 0
Audience Participation in Interactive Art Systems: Is Instructional Signage a Necessary Evil? 互动艺术系统中的观众参与:教学标识是必要的恶吗?
Pub Date : 2017-09-06 DOI: 10.1145/3106548.3106595
João Cordeiro, Filipa Martins de Abreu, Gerald Estadieu
Interactive Art deals with audience participation (visitor-made-interactor), something that the artist devises and incorporates into the piece since its conception. This research deals with the challenges of audience engagement that such endeavor represents. In particular, we address the use of instructional signage as a way to increase visitors' participation, through a field experiment research approach (taking place on a natural occurring environment) combining practice-based research, observation and a questionnaire. An interactive art piece using QR Code technology was created as part of the experimental procedure. Results showed that the interaction using smartdevices and QR Codes was successfully accomplished and audience engagement significantly improved when instructional signage was used.
互动艺术涉及观众参与(参观者制造的互动者),这是艺术家自构思以来设计并融入作品的东西。这项研究处理了这种努力所代表的受众参与的挑战。特别是,我们通过实地实验研究方法(在自然发生的环境中进行)结合基于实践的研究、观察和问卷调查,解决了使用指导性标牌作为增加游客参与的一种方式。作为实验过程的一部分,一件使用二维码技术的互动艺术作品被创造出来。结果表明,使用智能设备和QR码的互动成功完成,并且使用指示标牌显著提高了观众的参与度。
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引用次数: 3
Ekphrasis
Pub Date : 2017-09-06 DOI: 10.1145/3106548.3106602
Tomás Laurenzo
This article presents a mixed-media installation titled Ekphrasis, consisting of close--up videos of a heavily scarred body projected onto an elastic screen. The screen has one string attached to its centre, which in turn is attached to a stepper motor. The motor pulls the screen in a controlled random pattern, stretching it and letting go, sometimes carefully, sometimes violently. The piece explores the relationship between the digital representation of the body and its corporeity, recreating the trauma that generated the scars on the medium itself, and proposing a new layer of abstraction that sustains the reflection on the significance of the human body.
这篇文章展示了一个名为Ekphrasis的混合媒体装置,由一个严重伤痕累累的身体的近距离视频投射到弹性屏幕上。屏幕的中心有一根绳子,绳子又连着一个步进电机。马达以一种可控的随机模式拉动屏幕,时而小心翼翼,时而猛烈地拉伸屏幕,然后松开。该作品探讨了身体的数字表现与形体之间的关系,在媒介本身上再现了产生伤痕的创伤,并提出了一种新的抽象层次,以维持对人体意义的反思。
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引用次数: 0
How to create an artist lie? 如何创造一个艺术家的谎言?
Pub Date : 2017-09-06 DOI: 10.1145/3106548.3106598
F. Nunes
Artist lies [21] are artistic incursions that surpass the simulacra of the art to act in the quotidian reality. They imitate to be what they are not. These incursions can be created from an appropriate context, gaming with public expectations, being much more effective when they use technological media in their achievements. In fact, these lying incursions should motivate a critical refection on the need for more attention to deal with other lies.
艺术家谎言[21]是超越艺术的拟像,在日常现实中活动的艺术入侵。他们模仿成为他们本来不是的样子。这些入侵可以从适当的环境中创造出来,与公众的期望相匹配,当他们在成就中使用技术媒体时,效果会更好。事实上,这些谎言的入侵应该激发一种批判性的反思,即需要更多的注意力来处理其他谎言。
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引用次数: 0
Heuristics from Curating and Exhibiting Game Art in the 21st Century 21世纪游戏艺术策展的启示
Pub Date : 2017-09-06 DOI: 10.1145/3106548.3106607
Lindsay D. Grace
This paper outlines experiences and lessons learned in organizing a variety of digital art exhibits for small and large scale events. The perspective is provided as a cross-disciplinary set of heuristics, drawing on the decade long experience of the curator-artist and paying particular attention to playable electronic media (e.g. games and toys) as installation works in an art context. Lessons learned from exhibits organized or co-organized by the author in the United States, Europe and Asia are shared. These events were offered with support from the Smithsonian American Art Museum, Leuphana University, the University of Utah, Abertay University and others. Additional observations are provided as an artist who has exhibited at more than 40 events in the last decade. Formally the paper offers an ontology for defining distinguishing between exhibits, festivals and showcases. It is not the intention of the author to create a compendium of exhibition and curation practice. Instead the aim is to provide context and a starting point for the evolving intellectual examination of curatorial practices around digital games. It is hoped that these assertions support the growth of such work by providing a starting point for other practitioners.
本文概述了为小型和大型活动组织各种数字艺术展览的经验和教训。这个观点是作为一个跨学科的启发,借鉴了策展人艺术家十年的经验,并特别关注可玩的电子媒体(如游戏和玩具)作为艺术背景下的装置作品。分享作者在美国、欧洲和亚洲组织或合作举办的展览经验。这些活动得到了史密森尼美国艺术博物馆、Leuphana大学、犹他大学、阿伯泰大学等机构的支持。作为一名在过去十年中参加了40多次展览的艺术家,我们提供了额外的观察。在形式上,本文提供了一个本体来定义展览、节日和展示的区别。笔者无意制作一个展览和策展实践的纲要。相反,我的目标是为围绕数字游戏的管理实践的不断发展的智力检查提供背景和起点。希望这些断言通过为其他从业者提供一个起点来支持此类工作的发展。
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引用次数: 2
(e) Materialities (e)重要性
Pub Date : 2017-09-06 DOI: 10.1145/3106548.3106587
Acácio de Carvalho, S. Pereira, A. Marcos
This project combines the (e) materiality of the image on the screen, in Photography and in Augmented Virtual Reality. From Fashion, Theatre and Expanded Media-art, which extrapolate their original formats and (e)materialize on the screen, overcome the ephemerality associated with digital in the printed image and return to their virtualisation with Augmented Virtual Reality. With this installation we propose to explore, through artistic practice, an aesthetic, which values the concept and the critic through art, is a reflection of contemporaneity, of doing, and, above all, of Digital Media Art.
这个项目结合了屏幕上图像的物质性,摄影和增强虚拟现实。从时尚,戏剧和扩展媒体艺术,它们推断出它们的原始格式并(e)在屏幕上物化,克服了与印刷图像中数字相关的短暂性,并通过增强虚拟现实回归到它们的虚拟化。通过这个装置,我们希望通过艺术实践来探索一种美学,这种美学通过艺术来重视概念和批评家,这是对当代性,行为,尤其是数字媒体艺术的反映。
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引用次数: 0
An example of reinterpretation of musical works using interactive interfaces: Solo by Karlheinz Stockhausen between performance and improvisation 使用交互界面重新诠释音乐作品的一个例子:卡尔海因茨·施托克豪森的独奏,在表演和即兴之间
Pub Date : 2017-09-06 DOI: 10.1145/3106548.3106591
Simonetta Sargenti
As the motto of the Conference ARTECH 2017, the interface is really now the way in which communication takes place. This is seen both in the way in which technology affects the artistic creation in all fields of the arts for new creation, and also when we try to recreate a message contained in works from the recent past. In this poster, I try to show the results of a new interpretation with an interactive interface of a music piece composed using experimental analogic technologies. The piece is SOLO for a melodic instrument and feedback, composed in 1966 by Karlheinz Stockhausen, a pioneer of electronic music. At that time the realisation of this work needed the collaboration of three or four sound engineers. The piece was then proposed in the following years by the author itself in a digital version, when that becomes possible through technological evolution. In the last years the evolution of technology allows us to re create and perform the piece using an interactive interface. The performer can play itself the whole composition (instrumental and electronic part) and reach even an improvisation. The latter step of this evolution is made possible by a new application, consisting in an interactive interface to reproduce the same patterns of the composer's conception but in an interactive way. The application has been tested by single performers and also by a group of performers creating an improvisation.
正如ARTECH 2017大会的口号,界面现在是沟通的真正方式。这既体现在技术对各个艺术领域的艺术创作产生新的影响,也体现在我们试图重新创造近期作品中包含的信息。在这张海报中,我试图通过一个使用实验类比技术创作的音乐作品的交互界面来展示一种新的解读结果。这首曲子是由电子音乐的先驱卡尔海因茨·斯托克豪森于1966年创作的,是一种旋律乐器和反馈的独奏。在那个时候,这项工作的实现需要三四个音响工程师的合作。在接下来的几年里,当技术发展成为可能时,作者自己提出了一个数字版本。在过去的几年里,技术的发展使我们能够使用交互式界面重新创作和表演作品。表演者可以自己演奏整个作品(器乐和电子部分),甚至达到即兴创作。这种演变的后一步是通过一个新的应用程序实现的,这个应用程序包含在一个交互界面中,以交互的方式再现作曲家概念的相同模式。该应用程序已经由单个表演者和一组即兴表演的表演者进行了测试。
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引用次数: 0
Guidelines for Drawing Immersive Panoramas in Equirectangular Perspective 在等矩形透视中绘制沉浸式全景图的指南
Pub Date : 2017-09-06 DOI: 10.1145/3106548.3106606
A. Araújo
Virtual Reality (VR) Panoramas work by interactively creating immersive anamorphoses from spherical perspectives. These panoramas are usually photographic but a growing number of artists are making hand-drawn equirectangular perspectives in order to visualize them as VR panoramas. This is a practice with both artistic and didactic interest. However, these drawings are usually done by trial-and-error, with ad-hoc measurements and interpolation of pre-computed grids, a process with considerable limitations. We develop in this work the analytic tools for plotting great circles, straight line images and their vanishing points, and then provide guidelines for achieving these constructions in good approximation without computer calculations, through descriptive geometry diagrams that can be executed using only ruler, compass, and protractor.
虚拟现实(VR)全景通过交互式地从球形角度创建沉浸式变形来工作。这些全景图通常是摄影的,但越来越多的艺术家正在制作手绘的等矩形透视图,以便将它们可视化为VR全景图。这是一种既有艺术性又有教育性的实践。然而,这些图纸通常是通过试错来完成的,带有预先计算网格的特别测量和插值,这一过程具有相当大的局限性。在这项工作中,我们开发了用于绘制大圆、直线图像及其消失点的分析工具,然后通过仅使用尺子、指南针和量角器即可执行的描述性几何图,提供了在没有计算机计算的情况下以良好的近似方式实现这些结构的指导方针。
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引用次数: 4
期刊
Proceedings of the 8th International Conference on Digital Arts
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