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Painting With Light: Artistic Experiments into the use of Virtual Reality as an Animation Production Environment 光线绘画:利用虚拟现实作为动画制作环境的艺术实验
Q3 Arts and Humanities Pub Date : 2021-12-17 DOI: 10.24140/ijfma.v6.n2.09
Gert Wastyn, S. Malliet, Bart Geerts
While many researchers have examined the technical characteristics of using VR as a production environment for animation, its artistic potential has only sporadically been investigated. We want to contribute to this line of thought through reflection on a number of expanded animation workshops organized in the context of the Painting With Light project. In this paper we use flow theory in order to discuss the experience of using VR as a 3D prototyping tool. Our findings suggest that this practice can add an improvisatory and co-creative dimension to animation.
尽管许多研究人员已经研究了将虚拟现实作为动画制作环境的技术特征,但对其艺术潜力的研究只是零星的。我们希望通过反思在“用光作画”项目背景下组织的一些扩大的动画研讨会,为这一思路做出贡献。在本文中,我们使用流理论来讨论使用VR作为3D原型工具的经验。我们的研究结果表明,这种做法可以为动画增加即兴和共同创作的维度。
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引用次数: 1
Animated Urban Surfaces: Spatial Augmented Reality in public discourse 动画城市表面:公共话语中的空间增强现实
Q3 Arts and Humanities Pub Date : 2021-12-17 DOI: 10.24140/ijfma.v6.n2.05
Martina Tritthart
Today´s projection art on public surfaces developed from the mutual approximation of painting, architecture, and lighting during centuries. The terms “Spatial Augmented Reality” (SAR) and “projection mapping” describe mostly temporary large screen projections on urban surfaces. The façade architecture becomes the screen for the content, mostly projected 2D and 3D animations. In essence, many of these artworks generate illusionistic clips deriving from the existing façade structure, allowing reality and fiction to merge audio visually. Artists, architects, curators, and institutions are increasingly aware of their responsibility related to this form of the mediatization of architecture, as shown, for example, by the Brazilian artist group Visualfarm. Their members approach their work as a counterpoint to the commercialization of public space in its appropriation by industry, propaganda, and advertising. But on the other hand, they also make a living from commercial assignments. Artists and architects often see themselves as pioneers and experimental researchers for possible developments in the coming digitized cities. By presenting various examples by selected artists like Corrie Francis Parks, Pablo Valbuena and Robert Seidel, the role of animation in connection with an alternative approach to the concepts of augmented realities within this process of social and urban evolution will be discussed. These artists try to integrate digital content into the cityscape in a harmonious sense.
今天的公共表面投影艺术是在几个世纪以来绘画、建筑和照明的相互近似基础上发展起来的。术语“空间增强现实”(SAR)和“投影地图”主要描述城市表面的临时大屏幕投影。立面建筑成为内容的屏幕,主要是投影的2D和3D动画。从本质上讲,这些艺术品中的许多都产生了源自现有立面结构的幻觉片段,使现实和虚构在视觉上融合了音频。艺术家、建筑师、策展人和机构越来越意识到他们对这种建筑中介形式的责任,例如巴西艺术家团体Visualfarm所展示的。他们的成员将他们的工作视为对工业、宣传和广告占用公共空间的商业化的回应。但另一方面,他们也以商业任务为生。艺术家和建筑师经常将自己视为未来数字化城市可能发展的先驱和实验研究人员。通过展示科里·弗朗西斯·帕克斯(Corrie Francis Parks)、巴勃罗·瓦尔布埃纳(Pablo Valbuena)和罗伯特·塞德尔(Robert Seidel。这些艺术家试图将数字内容以和谐的方式融入城市景观。
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引用次数: 1
Concrete Abstract: Exploring Tactility in Abstract Animations from Early Avant-garde Films to Contemporary Artworks 具体摘要:探索从早期先锋电影到当代艺术作品的抽象动画的触感
Q3 Arts and Humanities Pub Date : 2021-12-17 DOI: 10.24140/ijfma.v6.n2.02
Basak Kaptan Siray
After witnessing social chaos and the collapse of values at the beginning of the twentieth century, avant-garde artists insert new thought patterns and progressive aesthetic into the traditional perception of art. Being enthralled by the new film medium, former painters like Viking Eggeling, Walther Ruttman and Hans Richter start to experiment with light in two-dimensional film formats, they animate lines, stripes, basic shapes, play with the foreground and the background, and, most important of all, they construct a temporality within the visual order of the screen. Viking Eggeling’s Symphonie Diagonale (1921-24), Walther Ruttman’s Opus I (1921) and Hans Richter’s Rhythmus 21 (1921) show such temporality built in, which is caught by the idea of music as their titles suggest. These short abstract animation films attempt to discover the artistic possibilities of the new developing medium, film. Like the pioneer avant-garde abstract filmmakers, today’s artists still seek to stimulate a new perception for a possible embodiment that will activate the sense of touch in the audience. Tactility, enhanced by the material, opens up a new network of spatio-temporal relationships in the viewer's consciousness and subjecthood. This essay aims to bring a historical perspective to the abstract moving images of which the tactile or haptic experience is a defining characteristic. Through a selection of abstract animations, the materiality of the film image and the screening site will be elaborated upon according to the haptic features that are corporally embodied by the viewers. In the light of historical abstract animation, the aim is to dwell upon the dynamics of a continuous tendency to capture tactile instances to help bring forth the spatial resonances as well as visualize and reedify the rhythmic passing of time.
在经历了二十世纪初的社会混乱和价值观崩溃之后,先锋派艺术家将新的思维模式和进步的美学融入了传统的艺术观念中。维京·埃格林、沃尔瑟·鲁特曼和汉斯·里希特等前画家被新的电影媒介所吸引,开始尝试二维电影格式的光,他们制作线条、条纹、基本形状的动画,处理前景和背景,最重要的是,他们在屏幕的视觉顺序中构建了一种时间性。维京·埃格林的《对角线交响曲》(1921-24)、沃尔瑟·鲁特曼的《作品I》(1921)和汉斯·里希特的《节奏21》(1921。这些抽象动画短片试图发掘电影这一新兴媒介的艺术可能性。就像先锋派抽象电影制作人一样,今天的艺术家仍然试图激发一种新的感知,以激活观众的触觉。材料增强了触觉,在观众的意识和主体性中开辟了一个新的时空关系网络。本文旨在将历史视角引入抽象运动图像,触觉或触觉体验是其定义特征。通过选择抽象动画,将根据观众身体上体现的触觉特征来阐述电影图像和放映地点的物质性。从历史抽象动画的角度来看,其目的是专注于捕捉触觉实例的持续趋势的动态,以帮助产生空间共鸣,并将时间的节奏性流逝可视化和再创作。
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引用次数: 0
The Beauty of the Fragment Reconstituted in the Great Wall 长城重建中的碎片之美
Q3 Arts and Humanities Pub Date : 2021-12-17 DOI: 10.24140/ijfma.v6.n2.03
D. de Bruyn
Max Hattler’s short abstract animations demonstrate an awareness of the form’s historic 1920’s European Abstract Animation precedents, is informed by the structurally focused minimalism of the 60’s and re-tools pre-cinema toys. Yet his work speaks to the contemporary technological environment he occupies and experiences directly. His move to Hong Kong and his recent Serial Parallels is also a predictive probe into future media environments. Hattler’s digital architectures are designed to make sense of the technological situation of speed and information overload which Vilem Flusser marks as amnesic and Marshall McLuhan identifies as an acoustic space readable through pattern recognition. His practice makes productive use of the flexible and modular qualities of contemporary digital image-making technologies for both production and publication purposes.
马克斯·哈特勒(Max Hattler)的短篇抽象动画展示了对20世纪20年代欧洲抽象动画历史先例的认识,并借鉴了60年代以结构为中心的极简主义和电影前玩具的重新工具。然而,他的作品直接反映了他所处的当代技术环境。他搬到香港和他最近的连载平行也是对未来媒体环境的预测性探索。Hattler的数字架构旨在理解速度和信息过载的技术状况,Vilem Flusser将其标记为遗忘,Marshall McLuhan将其识别为可通过模式识别读取的声学空间。他的实践富有成效地利用了当代数字图像制作技术的灵活和模块化特性,用于制作和出版目的。
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引用次数: 0
Re-Entangling Design and Science Fiction: The Case of Daleko 设计与科幻小说的再纠缠——以戴乐科为例
Q3 Arts and Humanities Pub Date : 2021-06-09 DOI: 10.24140/IJFMA.V6.N1.02
Eduardo Harry Luersen
The present article discusses how speculative design relates to technoscientific extrapolation, an important science fiction feature, to plan for potential scenarios and prototype viable models of futurity. Through it, the paper outlines some important nuances between different approaches concerning speculative design’s role, considering their particular epistemological assumptions. A specific case is presented and discussed: Daleko (2020), a project developed for the Strelka Institute’s Terraforming program. This project consists of nine science fiction pieces that entangle issues of waste management, technical infrastructure, and climate politics, discussing the problematic conception of waste as a form of externality and imagining future scenarios for managing it through a more holistic perspective. By analysing Daleko’s approach to speculative design, in its final section the article suggests further developing speculative projects in contexts of design education. This would serve towards stimulating designers to ponder how their craft relates to anthropogenic impact and how it can play a decisive role in prospecting more viable future scenarios.
本文讨论了推测性设计如何与科技外推(科幻小说的一个重要特征)联系起来,以规划潜在的场景和原型可行的未来模型。通过它,本文概述了不同方法之间关于推测性设计作用的一些重要细微差别,考虑到它们特定的认识论假设。介绍并讨论了一个具体的案例:Daleko(2020),一个为Strelka研究所的地形形成项目开发的项目。该项目由九篇科幻小说组成,涉及废物管理、技术基础设施和气候政治等问题,讨论了废物作为一种外部性形式的问题概念,并通过更全面的视角想象了管理废物的未来情景。通过分析Daleko的思辨设计方法,文章在最后一节建议在设计教育的背景下进一步发展思辨项目。这将有助于激励设计师思考他们的工艺与人为影响的关系,以及它如何在探索更可行的未来场景中发挥决定性作用。
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引用次数: 0
Editorial Vol. 6 No. 1 社评第六卷第1期
Q3 Arts and Humanities Pub Date : 2021-06-09 DOI: 10.24140/ijfma.v6.n1.edit
Rita Carvalho, Patrícia Cativo
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引用次数: 0
Design (Non) Fiction: Deconstructing/Reconstructing the Definitional Dualism of AI 设计(非)小说:解构/重构人工智能的定义二元论
Q3 Arts and Humanities Pub Date : 2021-04-26 DOI: 10.24140/IJFMA.V6.N1.01
Franziska Pilling, Joseph Lindley, H. Akmal, P. Coulton
2001: A Space Odyssey (Kubrick, 1968) speculates on humanities technological ascension through the exploration of space and the ultimate transcendence of humanity galvanised by the invention of AI. Every detail of this portrayal was an exercise in World Building, with careful considerations of then state-of-the-art technology and informed predictions. Kubrick’s speculative vision is comparative to the practice of Design Fiction, by suspending disbelief and leveraging a technologies emergence to question the future’s sociotechnical landscape and its ramifications critically. Discovery’s AI system, Hal9000, is a convincing speculation of intelligence with Kubrick’s vision showcasing current and long-term aims in AI research. To this end, Hal9000 uniquely portrays Artificial General Intelligence (AGI) underpinned by visualising ‘narrow’ AI subproblems; thereby, simultaneously highlighting then current research agendas within AI and manifesting them into the aspirational research agenda of human-computer symbiosis. As a result of Kubrick’s mastery in suspending a viewer’s disbelief despite portraying a particular reality for AI, and humanities fascination with artificial life, the term AI simultaneously refers to the grand vision of AGI as well as relating to the contemporary reality of narrow AI. This confusion, along with establishing AI’s ontology, are current challenges that need addressing to create effective and acceptable realisations of AI. This paper responds to the ontological confusion by reviewing and comparing Kubrick’s speculative methodology to the practice of Design Fiction by unpacking Hal9000 as a diegetic prototype while defining the active threads of ‘AI’s Definitional Dualism’. The paper will also present a Design Fiction submerged in the reality of narrow AI and the adoption of a More-Than Human Centred Design approach to address the complexity of AI’s ontology in alternative ways. Finally, this paper will also define the importance of researching the semantics of AI technology and how film and Design Fiction offer a discursive space for design research to transpire.
《2001太空漫游》(库布里克,1968)通过对太空的探索和人工智能的发明激发人类的最终超越,推测了人类技术的提升。这一描绘的每一个细节都是世界建筑的一个练习,仔细考虑了当时最先进的技术和明智的预测。库布里克的思辨视野与设计小说的实践相比较,通过暂停怀疑和利用技术的出现来批判性地质疑未来的社会技术景观及其后果。探索号的人工智能系统Hal9000是一个令人信服的人工智能推测,库布里克的愿景展示了人工智能研究的当前和长期目标。为此,Hal9000通过可视化“狭窄的”人工智能子问题,独特地描绘了人工通用智能(AGI);因此,同时突出当前人工智能领域的研究议程,并将其体现为人机共生的理想研究议程。由于库布里克在描绘人工智能的特定现实和人文对人工生命的迷恋的同时,掌握了暂停观众的怀疑,人工智能一词同时指的是AGI的宏伟愿景,以及与狭隘的人工智能的当代现实有关。这种混淆,以及建立人工智能的本体,是当前需要解决的挑战,以创造有效和可接受的人工智能实现。本文通过回顾和比较库布里克的思辨方法与设计小说的实践,在定义“人工智能定义二元论”的活动线索的同时,将Hal9000作为叙事原型进行了分解,从而回应了本体论上的困惑。本文还将介绍一个淹没在狭窄的人工智能现实中的设计小说,并采用一种超越以人为中心的设计方法,以替代方式解决人工智能本体的复杂性。最后,本文还将定义研究人工智能技术语义的重要性,以及电影和设计小说如何为设计研究提供一个话语空间。
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引用次数: 4
Mapping Artistic Research in Film 电影中的艺术研究
Q3 Arts and Humanities Pub Date : 2020-11-13 DOI: 10.24140/ijfma.v5.n2.edit
M. Damásio, Cicant, Jyoti Mistry
The idea for this special issue came out of the recognition that an association such as GEECT must react to this state of affairs and should contribute to its member schools’ ability to offer learning and teaching programmes that are built on state-of-the-art knowledge in the field. We envision this special issue as a show case of the research being conducted in different schools and also as a statement in favour of the relevance of artistic practice based research. The articles here included are all examples of how artistic research is undertaken in film and media arts, and achieves its results both within those disciplines, as well as often in a transdisciplinary setting, combining artistic methods with methods from other research traditions. In a context where film schools have been increasingly driven to conduct artistic research, we believe the development of the research environment is essential. This objective is just as important as the research outputs and their impact, and this has become a high strategic priority for GEECT that we also try to materialize via this special issue.
这一特刊的想法源于这样一种认识,即像GEECT这样的协会必须对这种情况做出反应,并应为其成员学校提供基于该领域最先进知识的学习和教学计划的能力做出贡献。我们将这期特刊视为不同学校正在进行的研究的一个展示案例,也是对艺术实践研究相关性的一种支持。这里包含的文章都是关于艺术研究如何在电影和媒体艺术中进行的例子,并在这些学科中以及通常在跨学科环境中取得成果,将艺术方法与其他研究传统的方法相结合。在电影学院越来越多地被驱使进行艺术研究的背景下,我们认为研究环境的发展至关重要。这一目标与研究成果及其影响同样重要,这已成为GEECT的高度战略优先事项,我们也试图通过这一特刊实现这一目标。
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引用次数: 0
Axes of Tension: Navigating craft, institution and industry as an art-researcher in film and new media 张力轴:以电影与新媒体艺术研究者的身份在工艺、制度与产业中导航
Q3 Arts and Humanities Pub Date : 2020-11-13 DOI: 10.24140/ijfma.v5.n2.01
Nadja Lipsyc, Camilla Jaller, F. Howard
Artistic Research (AR) in collective, industrial arts can find itself to be an intense balancing act: film and new media are expensive forms that rely on commercial expectations and industrial integration, while artistic experimentation flourishes in independence and creative freedom. Transposing the model of the independent artist to large-scale collective productions challenges our vision of art, affiliation and integrity. AR researchers in film and new media can have radically different practices: from industrial creative producers to one-person camera documentarists, from VR designers to screenwriters and 3D artists. While our potential for creation and innovation is similar, our expectations and abilities are as diverse as the cost of our projects. Our contribution spans questions of affiliation, authorship, production and speculation, with the aim to bring clarification on what can be expected for and of diverse AR researchers in film and new media, and to promote the concrete establishment of appropriate support and supervision.
艺术研究(AR)在集体中,工业艺术可以发现自己是一种激烈的平衡行为:电影和新媒体是依赖商业期望和工业整合的昂贵形式,而艺术实验则在独立和创作自由中蓬勃发展。将独立艺术家的模式转变为大规模的集体创作,挑战了我们对艺术、联系和完整性的看法。电影和新媒体领域的AR研究人员可以有完全不同的实践:从工业创意制作人到单人相机纪录片制作人,从VR设计师到编剧和3D艺术家。虽然我们创造和创新的潜力是相似的,但我们的期望和能力就像我们项目的成本一样不同。我们的贡献涵盖了归属、作者、制作和猜测等问题,旨在澄清电影和新媒体领域各种AR研究人员的期望,并促进适当支持和监督的具体建立。
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引用次数: 0
Video Essays: Curating and Transforming Film Education through Artistic Research 视频随笔:通过艺术研究策划和转变电影教育
Q3 Arts and Humanities Pub Date : 2020-11-13 DOI: 10.24140/ijfma.v5.n2.04
Estrella Sendra
This article is dedicated to all my SOAS undergraduate and postgraduate class members of the academic year 2019-2020, Marguerite Culot, Maximilian Frederik, Umloda Emad Ibrahim, Mostafa Khattab, Ewa Kataryna Kiszelka, Alix Lafosse, Peiwen Li, Yuan Liao, Leen M. Fouad, Donovan Mathews, Ying Sang, Clara Katharina Von Harling, Hsueh Liang Wong, Jianbin Zhang, Cameron McGrath, Greta Alexandra Bassett, Harriet Louis Bessant Marsh, Samantha Carrick, Kim Eckersley, Alexander Hall, Christopher Stump, Ha Linh To, Inhe Yang and Jemima Presland. They were part of my first-year experience of implementing video essays as a creative assessment method. I am very grateful for their enthusiastic response to my invitation to create audiovisual criticism, and impressed by the quality of the work they produced. In their uncertainty lies my learning experience, the one that encourages me to keep engaging with this creative assessment method, and to produce them for various purposes. They have been my main partners in this collaborative task of working together towards finding some academic room for audiovisual criticism. They have been active participants in the learning and teaching of the study of film through film. My deepest gratitude also to all those colleagues who have been great sources of inspiration and supportive of my creative initiatives, starting from Prof Lindiwe Dovey. Many thanks to her and the whole Screen Worlds Team. I am so grateful to fellow colleagues at the School of Arts in SOAS, such as Prof Shane McCausland, who enthusiastically embraced and shared my interest in recursion, Dr Caspar Melville, Prof Lucy Duran, and Dr Morgan Davies, who welcomed me to a sonic discussion to share my experience teaching (or rather, being taught) video essays. I further thank the SOAS Decolonising Working Group. I am also grateful to Bartolomeo Meletti, for his eagerness to join me in the challenging endeavour of creating a guide to make video essays. Finally, I would like to thank the anonymous peer reviewer of this article, for their thorough feedback and generous engagement with my work.
本文献给我2019-2020学年SOAS本科生和研究生班的所有成员,Marguerite Culot、Maximilian Frederik、Umloda Emad Ibrahim、Mostafa Khattab、Ewa Kataryna Kiszelka、Alix Lafosse、Peiwen Li、Yuan Liao、Leen M.Fouad、Donovan Mathews、Ying Sang、Clara Katharina Von Harling、Hsueh Liang Wong、Jianbin Zhang、Cameron McGrath、Greta Alexandra Bassett,Harriet-Louis Bessant Marsh、Samantha Carrick、Kim Eckersley、Alexander Hall、Christopher Stump、Ha Linh To、Inhe Yang和Jemima Presland。它们是我第一年将视频文章作为一种创造性评估方法的一部分。我非常感谢他们对我的邀请做出的热情回应,他们创作的作品质量给我留下了深刻印象。它们的不确定性在于我的学习经历,正是这种经历鼓励我继续采用这种创造性的评估方法,并将其用于各种目的。在这项合作任务中,他们一直是我的主要合作伙伴,共同努力为视听批评寻找一些学术空间。他们一直积极参与电影学习和教学。我还要向所有同事致以最深切的感谢,他们从Lindiwe Dovey教授开始,一直是我的灵感源泉,支持我的创造性举措。非常感谢她和整个屏幕世界团队。我非常感谢SOAS艺术学院的同事们,比如Shane McCausland教授,他们热情地接受并分享了我对递归的兴趣,Caspar Melville博士、Lucy Duran教授和Morgan Davies博士,他们欢迎我参加一场声音讨论,分享我教视频文章的经验。我还要感谢SOAS非殖民化工作组。我也感谢巴托洛梅奥·梅莱蒂,他渴望与我一起参与创建视频散文指南的富有挑战性的工作。最后,我要感谢这篇文章的匿名同行评审,感谢他们对我工作的全面反馈和慷慨参与。
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引用次数: 4
期刊
International Journal of Film and Media Arts
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