首页 > 最新文献

International Journal of Creative Multimedia最新文献

英文 中文
Social Media Dimension of Video Made by Tourist (An Amateur) 游客(业余爱好者)视频制作的社交媒体维度
Pub Date : 2023-04-30 DOI: 10.33093/ijcm.2023.4.1.3
Muhammad Hasanuddin Dzulkafly
Ever since the emergence of mobile technology, there has been a noticeable surge in tourists capturing live videos while on vacation. Despite the fact that online video diaries (vlogs) have become a highly popular form of media content, particularly among youthful audiences, the nature and usage of these live short snippets are not well understood. Seeking to analyse the potential of these amateur videos for the purpose of tourism, this essay aims first to find out the reactions of users towards these short videos and subsequently analyse how these live videos and stories influence the audiences’ opinions and behaviours. Variations of the analysis in terms of parasocial responses, delight, and immersion were conducted with video content prepared in an unedited or simple manner ("amateur") and meticulously edited ("professional"). Regarding the majority of these factors, I notice that the reviews for the amateur video are significantly more positive and influential. The findings indicate the impact of live videos and stories in conveying genuineness, enhancing tourism encounters, augmenting destination appeal, and shaping a captivating destination impression.
自从移动技术出现以来,游客在度假时拍摄实时视频的人数明显增加。尽管在线视频日记(vlog)已经成为一种非常受欢迎的媒体内容形式,尤其是在年轻观众中,但人们对这些直播短片的性质和用途却知之甚少。为了分析这些业余视频的旅游潜力,本文首先旨在找出用户对这些短视频的反应,然后分析这些直播视频和故事如何影响观众的观点和行为。在副社会反应、愉悦感和沉浸感方面的分析变化是用未编辑或简单的方式(“业余”)准备的视频内容和精心编辑的(“专业”)进行的。关于这些因素中的大多数,我注意到业余视频的评论明显更加积极和有影响力。研究结果表明,现场视频和故事在传达真实性、增强旅游体验、增强目的地吸引力和塑造迷人的目的地印象方面具有重要作用。
{"title":"Social Media Dimension of Video Made by Tourist (An Amateur)","authors":"Muhammad Hasanuddin Dzulkafly","doi":"10.33093/ijcm.2023.4.1.3","DOIUrl":"https://doi.org/10.33093/ijcm.2023.4.1.3","url":null,"abstract":"Ever since the emergence of mobile technology, there has been a noticeable surge in tourists capturing live videos while on vacation. Despite the fact that online video diaries (vlogs) have become a highly popular form of media content, particularly among youthful audiences, the nature and usage of these live short snippets are not well understood. Seeking to analyse the potential of these amateur videos for the purpose of tourism, this essay aims first to find out the reactions of users towards these short videos and subsequently analyse how these live videos and stories influence the audiences’ opinions and behaviours. Variations of the analysis in terms of parasocial responses, delight, and immersion were conducted with video content prepared in an unedited or simple manner (\"amateur\") and meticulously edited (\"professional\"). Regarding the majority of these factors, I notice that the reviews for the amateur video are significantly more positive and influential. The findings indicate the impact of live videos and stories in conveying genuineness, enhancing tourism encounters, augmenting destination appeal, and shaping a captivating destination impression.","PeriodicalId":313823,"journal":{"name":"International Journal of Creative Multimedia","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123135747","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
Installation Art in Public Spaces as Socio-Spatial Framing of Place: Case Study Loominous River Installation Art (2022) 公共空间中的装置艺术作为场所的社会空间框架——以《loo不祥河》装置艺术(2022)为例
Pub Date : 2023-04-30 DOI: 10.33093/ijcm.2023.4.1.2
N. Sulaiman
As a means to revitalise sluggish cities, public and private investment agencies have taken a keen interest in public installation art. As place-making initiatives endeavour to attract valuable trained human talent to their cities, local governments and city councils have deemed art in public spaces indispensable. Installation art in public spaces is crucial for revitalising run-down areas of a city. By placing the individual's perception at the centre of the aesthetic experience, installation art has the potential to help people perceive the city in a different way. Through novel corporeal experiences, it is possible to introduce new narratives of the city. Moreover, such experiences are essential for creating memories and fostering a sense of belonging among the city's residents. The commissioning of installation art is a complex creative process involving multiple stakeholders and public funds. This exploratory essay seeks to examine the public commissioning of installation art as a means to instigate socio-spatial relationships framing a specific location. The primary case study is Loominous River (2022), one of the commission beneficiaries of Thinkcity and Cendana's Project Light in 2021. Through empirical observations of the production process from conception to completion, the author attempts to establish the relationship between installation art and place-making.
作为振兴城市的一种手段,公共和私人投资机构对公共装置艺术产生了浓厚的兴趣。随着地方建设计划努力吸引有价值的训练有素的人才到他们的城市,地方政府和市议会认为公共空间中的艺术是不可或缺的。公共空间的装置艺术对于振兴城市的破败地区至关重要。通过将个人的感知置于审美体验的中心,装置艺术有可能帮助人们以不同的方式感知城市。通过新颖的身体体验,可以引入新的城市叙事。此外,这样的体验对于创造记忆和培养城市居民的归属感至关重要。装置艺术的委托是一个涉及多方利益相关者和公共资金的复杂创作过程。这篇探索性的文章试图研究装置艺术的公共委托,作为一种手段,煽动社会空间关系框架的特定位置。主要案例研究是lo不祥河(2022),它是Thinkcity和Cendana在2021年的项目Light的委托受益者之一。通过对装置艺术从构思到完成的生产过程的实证观察,笔者试图建立装置艺术与场所制作之间的关系。
{"title":"Installation Art in Public Spaces as Socio-Spatial Framing of Place: Case Study Loominous River Installation Art (2022)","authors":"N. Sulaiman","doi":"10.33093/ijcm.2023.4.1.2","DOIUrl":"https://doi.org/10.33093/ijcm.2023.4.1.2","url":null,"abstract":"As a means to revitalise sluggish cities, public and private investment agencies have taken a keen interest in public installation art. As place-making initiatives endeavour to attract valuable trained human talent to their cities, local governments and city councils have deemed art in public spaces indispensable. Installation art in public spaces is crucial for revitalising run-down areas of a city. By placing the individual's perception at the centre of the aesthetic experience, installation art has the potential to help people perceive the city in a different way. Through novel corporeal experiences, it is possible to introduce new narratives of the city. Moreover, such experiences are essential for creating memories and fostering a sense of belonging among the city's residents. The commissioning of installation art is a complex creative process involving multiple stakeholders and public funds. This exploratory essay seeks to examine the public commissioning of installation art as a means to instigate socio-spatial relationships framing a specific location. The primary case study is Loominous River (2022), one of the commission beneficiaries of Thinkcity and Cendana's Project Light in 2021. Through empirical observations of the production process from conception to completion, the author attempts to establish the relationship between installation art and place-making.","PeriodicalId":313823,"journal":{"name":"International Journal of Creative Multimedia","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131281021","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
Enhancing Visual Arts and Design in Ibogun Campus, Ogun State Amidst Multi-faceted Challenges 奥贡州Ibogun校区在多方面的挑战中加强视觉艺术和设计
Pub Date : 2023-04-30 DOI: 10.33093/ijcm.2023.4.1.1
Afolabi Benjamin Eni-itan F., Odewole O. Peter, A. A. Abiodun, Oyinloye Michael A.
This is a discourse on approaches to enhancing visual arts and design on the Ibogun campus of Olabisi Onabanjo University, Ago-Iwoye, Ogun State. The Fine and Applied Arts (FAA) discipline is created for the production of graduates that will be technologically and creatively strengthened to solve industrial and societal problems. This cannot be attained when an institution is faced with multi-faceted challenges linked primarily to a lack of infrastructure caused by poor funding. The main problem is that the FAA Department at Ibogun Campus lacks digital art labs and standard studios to teach the course. Experiential and humanistic learning theories were chosen as the theoretical frameworks that back up this research work. The study aims to identify trends in visual arts and design within the context of Nigerian education with a view to determining solutions to problems facing Fine and Applied Arts as a course and department. By design, this is a qualitative study; thus, the library research method was employed together with observation and unstructured interviews for data gathering. On this premise, reasonable recommendations were put forward. However, while the study acknowledges the efforts of the university management, it uncovered that infrastructural problems are not only affecting FAA and Ibogun campuses; the Ibogun community as a whole is also feeling the hitch. FAA Department was created almost two decades ago but still lacks a brand name, unlike other Nigerian tertiary institutions with special (name) identities for their art schools. Consequently, the study, among other suggestions, recommended that the FAA Departments Ibogun campus be branded as ‘OOU Ibogun Art School, while government intervention through adequate funding is advised. The department also needs to concentrate more on creative technological innovations since this is the era of artificial intelligence.
这是一篇关于在奥贡州Ago-Iwoye的Olabisi Onabanjo大学Ibogun校区加强视觉艺术和设计的方法的演讲。美术与应用艺术(FAA)学科是为培养毕业生而设立的,这些毕业生将在技术和创造性上得到加强,以解决工业和社会问题。当一个机构面临多方面的挑战时,这是不可能实现的,这些挑战主要与资金不足导致的基础设施缺乏有关。主要问题是,伊博贡校区的FAA部门缺乏数字艺术实验室和标准工作室来教授这门课程。本文选择了经验学习理论和人本学习理论作为支撑本研究的理论框架。该研究旨在确定尼日利亚教育背景下视觉艺术和设计的趋势,以确定美术和应用艺术作为一门课程和系所面临的问题的解决方案。根据设计,这是一项定性研究;因此,采用图书馆研究法,结合观察法和非结构化访谈法进行数据收集。在此前提下,提出了合理建议。然而,虽然这项研究承认了大学管理层的努力,但它发现基础设施问题不仅影响了联邦航空局和伊博贡校区;伊博贡社区作为一个整体也感到了困难。FAA部门成立于近20年前,但仍然缺乏品牌名称,不像其他尼日利亚高等教育机构,他们的艺术学校有特殊的(名称)身份。因此,除其他建议外,该研究建议将FAA部门的伊博贡校园命名为“ou伊博贡艺术学校”,同时建议政府通过充足的资金进行干预。由于现在是人工智能时代,该部门还需要更多地关注创造性的技术创新。
{"title":"Enhancing Visual Arts and Design in Ibogun Campus, Ogun State Amidst Multi-faceted Challenges","authors":"Afolabi Benjamin Eni-itan F., Odewole O. Peter, A. A. Abiodun, Oyinloye Michael A.","doi":"10.33093/ijcm.2023.4.1.1","DOIUrl":"https://doi.org/10.33093/ijcm.2023.4.1.1","url":null,"abstract":"This is a discourse on approaches to enhancing visual arts and design on the Ibogun campus of Olabisi Onabanjo University, Ago-Iwoye, Ogun State. The Fine and Applied Arts (FAA) discipline is created for the production of graduates that will be technologically and creatively strengthened to solve industrial and societal problems. This cannot be attained when an institution is faced with multi-faceted challenges linked primarily to a lack of infrastructure caused by poor funding. The main problem is that the FAA Department at Ibogun Campus lacks digital art labs and standard studios to teach the course. Experiential and humanistic learning theories were chosen as the theoretical frameworks that back up this research work. The study aims to identify trends in visual arts and design within the context of Nigerian education with a view to determining solutions to problems facing Fine and Applied Arts as a course and department. By design, this is a qualitative study; thus, the library research method was employed together with observation and unstructured interviews for data gathering. On this premise, reasonable recommendations were put forward. However, while the study acknowledges the efforts of the university management, it uncovered that infrastructural problems are not only affecting FAA and Ibogun campuses; the Ibogun community as a whole is also feeling the hitch. FAA Department was created almost two decades ago but still lacks a brand name, unlike other Nigerian tertiary institutions with special (name) identities for their art schools. Consequently, the study, among other suggestions, recommended that the FAA Departments Ibogun campus be branded as ‘OOU Ibogun Art School, while government intervention through adequate funding is advised. The department also needs to concentrate more on creative technological innovations since this is the era of artificial intelligence.","PeriodicalId":313823,"journal":{"name":"International Journal of Creative Multimedia","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128140644","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 Caravan Of Hate: The Cautionary Tale of Ben Wheatley’s Sightseers and Alternative Spaces for Masculinity On-Screen 仇恨的大篷车:本·惠特利的观光客的警世故事和屏幕上男性气概的替代空间
Pub Date : 2023-04-30 DOI: 10.33093/ijcm.2023.4.1.4
Daniel Finnemore
Ben Wheatley's Sightseers is a brutally violent and darkly comic addition to British cult cinema, satirising British values, habits, and relationships with the humble caravan at the centre of its world. However, Wheatley's third feature warns against the harmful effects of not conforming to masculinity. Performance, recognition, and hegemonic masculinity enter this conversation. This paper critically analyses how Sightseers uses frame, sound, character, and narrative to condemn white, working-class toxic masculinity in a regional context. The true cautionary tale is in the numerous and savage manifestations of violence and hyper-masculinity. Sightseers is a cult film that shows the harmful effects of masculinity and societal demands, but it neglects alternative masculinities, which may help us comprehend gender construction and portrayal. This research relies on scholars like Jack Halberstam who discuss alternative and subordinate masculinities. How do these affect viewers? This dissertation concludes by considering how current cult cinema may offer alternatives to "heroic" masculinity or "real thing" as Halberstam calls it. Whether it's Everything Everywhere All at Once's "gentle masculinity" or other constructions, different spaces will hopefully continue to reshape our understanding of masculinity and the positive role these on-screen representations can play in this ideology evolution.
本·惠特利(Ben Wheatley)的《观光客》(Sightseers)是一部残酷暴力的黑色喜剧,是英国邪教电影的补充,讽刺了英国人的价值观、习惯以及与世界中心卑微的大篷车的关系。然而,惠特利的第三个特征警告了不符合男子气概的有害影响。表现、认可和男性霸权进入了这个对话。本文批判性地分析了观光者如何使用框架、声音、人物和叙事来谴责白人、工人阶级在地区背景下的有毒男子气概。真正的警世故事是在暴力和超级男子气概的大量野蛮表现中。《观光客》是一部展示男性气质和社会需求的有害影响的邪典电影,但它忽略了另一种男性气质,这可能有助于我们理解性别的建构和描绘。这项研究依赖于杰克·哈伯斯坦(Jack Halberstam)等学者,他们讨论了另类和从属的男性气质。这些对观众有什么影响?本文的结论是考虑当前的邪典电影如何提供“英雄”男子气概或哈伯斯坦所说的“真实的东西”的替代方案。无论是Everything Everywhere All at Once的“温柔的男性气质”,还是其他的建构,不同的空间都有望继续重塑我们对男性气质的理解,以及这些在屏幕上的表现在这种意识形态演变中所能发挥的积极作用。
{"title":"The Caravan Of Hate: The Cautionary Tale of Ben Wheatley’s Sightseers and Alternative Spaces for Masculinity On-Screen","authors":"Daniel Finnemore","doi":"10.33093/ijcm.2023.4.1.4","DOIUrl":"https://doi.org/10.33093/ijcm.2023.4.1.4","url":null,"abstract":"Ben Wheatley's Sightseers is a brutally violent and darkly comic addition to British cult cinema, satirising British values, habits, and relationships with the humble caravan at the centre of its world. However, Wheatley's third feature warns against the harmful effects of not conforming to masculinity. Performance, recognition, and hegemonic masculinity enter this conversation. This paper critically analyses how Sightseers uses frame, sound, character, and narrative to condemn white, working-class toxic masculinity in a regional context. The true cautionary tale is in the numerous and savage manifestations of violence and hyper-masculinity. Sightseers is a cult film that shows the harmful effects of masculinity and societal demands, but it neglects alternative masculinities, which may help us comprehend gender construction and portrayal. This research relies on scholars like Jack Halberstam who discuss alternative and subordinate masculinities. How do these affect viewers? This dissertation concludes by considering how current cult cinema may offer alternatives to \"heroic\" masculinity or \"real thing\" as Halberstam calls it. Whether it's Everything Everywhere All at Once's \"gentle masculinity\" or other constructions, different spaces will hopefully continue to reshape our understanding of masculinity and the positive role these on-screen representations can play in this ideology evolution.","PeriodicalId":313823,"journal":{"name":"International Journal of Creative Multimedia","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130095686","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
Building an In-Between Space for Digital Pedagogy 构建数字教学的中间空间
Pub Date : 2022-09-30 DOI: 10.33093/ijcm.2022.3.2.1
Blackledge Joel
In the wake of the COVID-19 pandemic, new and existing applications of digital technology in higher education have accelerated. Much recent writing around digital pedagogy conceptualises its affordances as a space rather than a tool. This paper presents a new digital pedagogy project, the Media & Communications Virtual Gallery, and considers how it makes use of those affordances for learning. The project is an online 3D, publicly accessible online gallery that houses a curated selection of student coursework. The objective of the project was to improve student engagement and visibility of student work. The gallery developed as an experiment towards this objective using digital technology in a way that did not simply replicate existing models. This paper elaborates on three key elements of digital space as they play out in the Virtual Gallery: authenticity, provocation, and play. Each element rests on the concept of the virtual as providing an ‘in-between’ zone, acting as both bridge and buffer between student experience inside a higher
在2019冠状病毒病大流行之后,数字技术在高等教育中的新应用和现有应用加速了。最近围绕数字教学法的许多写作都将其功能概念化为一个空间,而不是一个工具。本文提出了一个新的数字教学项目,媒体与通信虚拟画廊,并考虑如何利用这些启示来学习。该项目是一个在线3D,可公开访问的在线画廊,其中包含精心挑选的学生课程。该项目的目标是提高学生的参与度和学生作业的可见度。该画廊的开发是为了实现这一目标,使用数字技术的一种实验,而不是简单地复制现有的模型。本文详细阐述了数字空间在虚拟画廊中发挥作用的三个关键要素:真实性、挑衅和游戏。每个元素都基于虚拟的概念,提供了一个“中间”区域,作为学生在高等学校体验之间的桥梁和缓冲
{"title":"Building an In-Between Space for Digital Pedagogy","authors":"Blackledge Joel","doi":"10.33093/ijcm.2022.3.2.1","DOIUrl":"https://doi.org/10.33093/ijcm.2022.3.2.1","url":null,"abstract":"In the wake of the COVID-19 pandemic, new and existing applications of digital technology in higher education have accelerated. Much recent writing around digital pedagogy conceptualises its affordances as a space rather than a tool. This paper presents a new digital pedagogy project, the Media & Communications Virtual Gallery, and considers how it makes use of those affordances for learning. The project is an online 3D, publicly accessible online gallery that houses a curated selection of student coursework. The objective of the project was to improve student engagement and visibility of student work. The gallery developed as an experiment towards this objective using digital technology in a way that did not simply replicate existing models. This paper elaborates on three key elements of digital space as they play out in the Virtual Gallery: authenticity, provocation, and play. Each element rests on the concept of the virtual as providing an ‘in-between’ zone, acting as both bridge and buffer between student experience inside a higher","PeriodicalId":313823,"journal":{"name":"International Journal of Creative Multimedia","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132948463","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
Film Review : Treasures of aVisionary- Revelations of the Satirical Age 电影评论:幻想家的宝藏——讽刺时代的启示
Pub Date : 2022-09-30 DOI: 10.33093/ijcm.2022.3.2.3
H. Muthalib
Having been produced more than a decade ago, SPILT GRAVY and the recent one 3 JANDA shares a common significance in almost every aspect. The review here overlooks mainly on the language, the exploration of Malaysian culture, using time as the climacteric element and the proficient use of magical realism to enhance the visual and narrative rhythm. Cumulating the rationale behind these findings is to understand the depths of creativity that the directors are willing to descend to until the story prevails as it should to the audience.
十多年前制作的《SPILT GRAVY》和最近的《3 JANDA》几乎在每个方面都有共同的意义。这里的回顾主要是在语言上,对马来西亚文化的探索,以时间为高潮元素,熟练运用魔幻现实主义来增强视觉和叙事节奏。总结这些发现背后的基本原理,是为了理解导演愿意降低创造力的深度,直到故事被观众所接受。
{"title":"Film Review : Treasures of aVisionary- Revelations of the Satirical Age","authors":"H. Muthalib","doi":"10.33093/ijcm.2022.3.2.3","DOIUrl":"https://doi.org/10.33093/ijcm.2022.3.2.3","url":null,"abstract":"Having been produced more than a decade ago, SPILT GRAVY and the recent one 3 JANDA shares a common significance in almost every aspect. The review here overlooks mainly on the language, the exploration of Malaysian culture, using time as the climacteric element and the proficient use of magical realism to enhance the visual and narrative rhythm. Cumulating the rationale behind these findings is to understand the depths of creativity that the directors are willing to descend to until the story prevails as it should to the audience.","PeriodicalId":313823,"journal":{"name":"International Journal of Creative Multimedia","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130711458","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
Mondrian in Action! Internet Art Build Using the VR Technology 蒙德里安在行动!利用VR技术构建网络艺术
Pub Date : 2022-09-30 DOI: 10.33093/ijcm.2022.3.2.2
Roopesh Sitharan, S. Ling
Western aesthetic is built on empiricism that severs the unification of reality and metaphysics of ancient times. This restricts knowledge to the world of senses consequently shaping our modern way of operating in the world that tends to objectify and separates the world from the self. In doing so, the sense of ‘I’ enforces a viewer to externalize the world. However, with experiential technologies such as VR, this external, objectified world collapses as the viewer becomes immersed in a particular, virtual environment – overcoming the limitation of physicality by being engrossed in information as an extension of self. This paper argues such experience is reflective of an epistemology coming from Eastern cultures and philosophy. Specifically, by examining an early internet art build on VR technology called ‘Mondrian in Action!’ the article critiques the idea of High Art to resist secular fence of knowledge that marginalize other ways of experiencing the world.
西方美学建立在经验主义的基础上,割断了古代现实与形而上学的统一。这将知识限制在感官世界,从而塑造了我们在世界上运作的现代方式,这种方式倾向于客观化并将世界与自我分离。这样一来,“我”的感觉迫使观众将世界外化。然而,随着VR等体验技术的发展,当观众沉浸在一个特定的虚拟环境中时,这个外部的、客观化的世界就会崩溃——通过全神贯注于作为自我延伸的信息来克服身体的限制。本文认为,这种经验反映了一种来自东方文化和哲学的认识论。具体来说,通过研究早期基于VR技术的网络艺术,名为“Mondrian in Action!”这篇文章批判了高雅艺术抵制世俗知识藩篱的想法,这种藩篱将其他体验世界的方式边缘化。
{"title":"Mondrian in Action! Internet Art Build Using the VR Technology","authors":"Roopesh Sitharan, S. Ling","doi":"10.33093/ijcm.2022.3.2.2","DOIUrl":"https://doi.org/10.33093/ijcm.2022.3.2.2","url":null,"abstract":"Western aesthetic is built on empiricism that severs the unification of reality and metaphysics of ancient times. This restricts knowledge to the world of senses consequently shaping our modern way of operating in the world that tends to objectify and separates the world from the self. In doing so, the sense of ‘I’ enforces a viewer to externalize the world. However, with experiential technologies such as VR, this external, objectified world collapses as the viewer becomes immersed in a particular, virtual environment – overcoming the limitation of physicality by being engrossed in information as an extension of self. This paper argues such experience is reflective of an epistemology coming from Eastern cultures and philosophy. Specifically, by examining an early internet art build on VR technology called ‘Mondrian in Action!’ the article critiques the idea of High Art to resist secular fence of knowledge that marginalize other ways of experiencing the world.","PeriodicalId":313823,"journal":{"name":"International Journal of Creative Multimedia","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132531241","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
Defining the construct and elements of Aesthetic Experience (AX) and User Experience (UX) in Augmented Reality Comics (AR Comics) 在增强现实漫画(AR漫画)中定义美学体验(AX)和用户体验(UX)的结构和元素
Pub Date : 2022-04-30 DOI: 10.33093/ijcm.2022.3.1.2
Mohd Ekram Alhafis Hashim, Muhammad Zaffwan Idris, Che Soh Said
The purpose of this study paper is to characterise the user experience (UX) and aesthetic experience (AX) of augmented reality comics (AR comics). The researcher used a methodology review approach on six models of each of the three AX models and the rest were UX models in order to assemble the constructs and elements of both models. Principally, AX and UX are differently disciplined, similar to AR comics, which require a combination of the two disciplines. Previous studies found that comics are aesthetic objects or art forms that use aesthetic experience (AX) as a measurement method. Simultaneously, AR is a Human-Computer Interaction (HCI) based technology that is always centred on user experience (UX). Therefore, this research paper is a preliminary step to collect the constructs and elements of AX and UX as a guide to finding the potential merger of the two fields.
本研究的目的是描述增强现实漫画(AR漫画)的用户体验(UX)和审美体验(AX)。研究人员对三个AX模型中的六个模型和其余的UX模型使用了方法论审查方法,以便组装两个模型的结构和元素。基本上,AX和UX是不同的学科,类似于AR漫画,需要两个学科的结合。以往的研究发现,漫画是一种以审美体验(AX)作为衡量方法的审美对象或艺术形式。同时,AR是一种基于人机交互(HCI)的技术,始终以用户体验(UX)为中心。因此,本研究论文是收集AX和UX的结构和元素的初步步骤,以指导发现两个领域的潜在合并。
{"title":"Defining the construct and elements of Aesthetic Experience (AX) and User Experience (UX) in Augmented Reality Comics (AR Comics)","authors":"Mohd Ekram Alhafis Hashim, Muhammad Zaffwan Idris, Che Soh Said","doi":"10.33093/ijcm.2022.3.1.2","DOIUrl":"https://doi.org/10.33093/ijcm.2022.3.1.2","url":null,"abstract":"The purpose of this study paper is to characterise the user experience (UX) and aesthetic experience (AX) of augmented reality comics (AR comics). The researcher used a methodology review approach on six models of each of the three AX models and the rest were UX models in order to assemble the constructs and elements of both models. Principally, AX and UX are differently disciplined, similar to AR comics, which require a combination of the two disciplines. Previous studies found that comics are aesthetic objects or art forms that use aesthetic experience (AX) as a measurement method. Simultaneously, AR is a Human-Computer Interaction (HCI) based technology that is always centred on user experience (UX). Therefore, this research paper is a preliminary step to collect the constructs and elements of AX and UX as a guide to finding the potential merger of the two fields.","PeriodicalId":313823,"journal":{"name":"International Journal of Creative Multimedia","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127891112","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
Undergraduate Creative Multimedia Design Students’ Perceptions of Online Team-Based Learning 大学生创意多媒体设计对线上团队学习的认知
Pub Date : 2022-04-30 DOI: 10.33093/ijcm.2022.3.1.3
Heidi Tan Yeen-Ju
With higher learning institutions shifting to an online mode of instruction since the onset of the COVID-19 pandemic, educators have found it challenging to engage students through video conferencing tools whilst students struggle to concentrate and feel a sense of disconnect due to lack of social interaction in the online class. This is prevalent in design courses that are traditionally very hands-on and studio based. Team-Based Learning (TBL) offers a possible instructional approach to increase student engagement through a series of structured activities with emphasis on learning through small group interactions. However, there is a lack of research on the implementation of TBL in the creative multimedia design discipline and it is unclear how students in this discipline would perceive this method of learning. This paper presents a study that sought to introduce TBL to undergraduate creative multimedia design students and elicit their perceptions and attitudes towards this new approach to learning online. The design of the TBL class and student learning experience are discussed in detail. A survey questionnaire was used to gather feedback from students and a simple statistical analysis was conducted. Results suggest that at this introductory stage, students had an overall favourable perception of TBL however felt that the lengthy duration of TBL sessions affected their satisfaction of TBL and therefore remained on the fence about their preference for TBL classes.
自2019冠状病毒病大流行爆发以来,随着高等教育机构转向在线教学模式,教育工作者发现,通过视频会议工具与学生互动是一项挑战,而学生则难以集中注意力,并因在线课堂缺乏社交互动而感到脱节。这在传统上非常注重实践和工作室的设计课程中很普遍。基于团队的学习(TBL)提供了一种可能的教学方法,通过一系列强调通过小组互动学习的结构化活动来提高学生的参与度。然而,缺乏关于多媒体创意设计学科实施TBL的研究,也不清楚该学科的学生如何看待这种学习方法。本文提出了一项研究,旨在向本科创意多媒体设计专业的学生介绍TBL,并引出他们对这种新的在线学习方法的看法和态度。详细论述了TBL课堂的设计和学生的学习体会。通过问卷调查收集学生反馈,并进行简单的统计分析。结果表明,在这个初步阶段,学生对TBL有一个总体的好感,但认为TBL课程的长时间影响了他们对TBL的满意度,因此他们对TBL课程的偏好保持中立。
{"title":"Undergraduate Creative Multimedia Design Students’ Perceptions of Online Team-Based Learning","authors":"Heidi Tan Yeen-Ju","doi":"10.33093/ijcm.2022.3.1.3","DOIUrl":"https://doi.org/10.33093/ijcm.2022.3.1.3","url":null,"abstract":"With higher learning institutions shifting to an online mode of instruction since the onset of the COVID-19 pandemic, educators have found it challenging to engage students through video conferencing tools whilst students struggle to concentrate and feel a sense of disconnect due to lack of social interaction in the online class. This is prevalent in design courses that are traditionally very hands-on and studio based. Team-Based Learning (TBL) offers a possible instructional approach to increase student engagement through a series of structured activities with emphasis on learning through small group interactions. However, there is a lack of research on the implementation of TBL in the creative multimedia design discipline and it is unclear how students in this discipline would perceive this method of learning. This paper presents a study that sought to introduce TBL to undergraduate creative multimedia design students and elicit their perceptions and attitudes towards this new approach to learning online. The design of the TBL class and student learning experience are discussed in detail. A survey questionnaire was used to gather feedback from students and a simple statistical analysis was conducted. Results suggest that at this introductory stage, students had an overall favourable perception of TBL however felt that the lengthy duration of TBL sessions affected their satisfaction of TBL and therefore remained on the fence about their preference for TBL classes.","PeriodicalId":313823,"journal":{"name":"International Journal of Creative Multimedia","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128058425","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
Investigating the Impact of Latency in Mobile-Based Multiplayer Online Battle Arena (MOBA) Games 调查基于手机的多人在线竞技游戏(MOBA)延迟的影响
Pub Date : 2022-04-30 DOI: 10.33093/ijcm.2022.3.1.1
Tan Chin Ike, Tan Wee Hoe, Siti Fazilah Shamsudin, Sujata Navaratnam, Ng Yiing Y'ng
The mobile games industry dominates across Southeast Asia, a region reportedly with the highest smartphone ownership in the world and surprisingly, a below world average Internet speed in general. This begs the question then, how much latency is required for mobile games especially in competitive gaming? This research aims to examine players' perceived experience of latency in mobile games and how much latency drop would affect the players overall gameplay experience. Through a controlled testing environment and a variation of latency through a throttling system, the research was able to determine at which point the players perceived a drop in game playing experience. A group of 29 participants played nine rounds of popular MOBA game - Mobile Legends: Bang Bang (MLBB) sessions which were randomly conducted in a dedicated physical location. Each play session was around two hours, and all participants played a minimum of two games within that session. After each play session, the participants were given a survey of six questionnaire items to rate their perceived latency and the overall game playing experience. One-way ANOVA tests were run to determine whether there was significant difference across nine latency rates. The findings revealed that the optimum latency for playing MLBB was 55ms. However, the players’ game performance was affected beyond the 55ms range, in which negative game playing experience may start to build. Thus, the research found that the optimum latency range for enhanced player performance and experience can be set at the 55ms rate and below when playing MOBA games on a mobile platform.
手机游戏产业在东南亚占据主导地位,据报道,该地区拥有世界上最高的智能手机拥有率,但令人惊讶的是,该地区的网速低于世界平均水平。这就引出了一个问题,手机游戏(尤其是竞争游戏)需要多少延迟?本研究旨在检验玩家对手机游戏延迟的感知体验,以及延迟降低多少会影响玩家的整体游戏体验。通过受控的测试环境和节流系统的延迟变化,研究人员能够确定玩家在什么时候感受到游戏体验的下降。一组29名参与者在一个专门的物理地点随机进行了九轮流行的MOBA游戏- Mobile Legends: Bang Bang (MLBB)。每次游戏时长约为两个小时,所有参与者在此期间至少玩两款游戏。每次游戏结束后,参与者都会收到一份包含6个问题的调查问卷,以评估他们的感知延迟和整体游戏体验。采用单因素方差分析检验确定9种延迟率之间是否存在显著差异。结果显示,玩MLBB的最佳延迟为55ms。然而,玩家的游戏表现在超过55ms的范围内就会受到影响,在这个范围内可能会开始产生消极的游戏体验。因此,研究发现,在移动平台上玩MOBA游戏时,提高玩家性能和体验的最佳延迟范围可以设置为55ms及以下。
{"title":"Investigating the Impact of Latency in Mobile-Based Multiplayer Online Battle Arena (MOBA) Games","authors":"Tan Chin Ike, Tan Wee Hoe, Siti Fazilah Shamsudin, Sujata Navaratnam, Ng Yiing Y'ng","doi":"10.33093/ijcm.2022.3.1.1","DOIUrl":"https://doi.org/10.33093/ijcm.2022.3.1.1","url":null,"abstract":"The mobile games industry dominates across Southeast Asia, a region reportedly with the highest smartphone ownership in the world and surprisingly, a below world average Internet speed in general. This begs the question then, how much latency is required for mobile games especially in competitive gaming? This research aims to examine players' perceived experience of latency in mobile games and how much latency drop would affect the players overall gameplay experience. Through a controlled testing environment and a variation of latency through a throttling system, the research was able to determine at which point the players perceived a drop in game playing experience. A group of 29 participants played nine rounds of popular MOBA game - Mobile Legends: Bang Bang (MLBB) sessions which were randomly conducted in a dedicated physical location. Each play session was around two hours, and all participants played a minimum of two games within that session. After each play session, the participants were given a survey of six questionnaire items to rate their perceived latency and the overall game playing experience. One-way ANOVA tests were run to determine whether there was significant difference across nine latency rates. The findings revealed that the optimum latency for playing MLBB was 55ms. However, the players’ game performance was affected beyond the 55ms range, in which negative game playing experience may start to build. Thus, the research found that the optimum latency range for enhanced player performance and experience can be set at the 55ms rate and below when playing MOBA games on a mobile platform.","PeriodicalId":313823,"journal":{"name":"International Journal of Creative Multimedia","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131964611","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
International Journal of Creative Multimedia
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