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Digital creation: possible (and achievable) futures 数字化创造:可能(和可实现)的未来
IF 0.3 0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2021-07-15 DOI: 10.7238/artnodes.v0i28.388278
P. González
During the last year, science and technology have been playing an indispensable role in a difficult and complex context. All areas of our lives have been forced to adapt to digital processes at an accelerated pace. Faced with an obvious economic and social transformation, we want to consider the state of culture and creation, one of the sectors hardest hit by the crisis. Specifically, we are interested in focusing on the particular situation of digital creation, devastated especially by the lack of protection and funding, by the closure of galleries and specialised spaces. It is not a question of starting from scratch. Future possibilities must be presented as opportunities. First, by analysing what has been learned, experienced and discussed so far before and during the pandemic. From there, we must identify, on the one hand, the direct consequences of the pandemic, and on the other, the problems arising from the acceleration of the digital transformation. Especially in those aspects that allow us to relaunch and promote new lines of work, heterogeneous initiatives, or new methodologies while always bearing in mind that this knowledge and experience has to settle and survive under the rules of the digital economy. Both the creation and consumption of content requires new digital, communication, entrepreneurial and commercial skills. Let us look for new perspectives, let us face the transversality that the hybridisation between art, science and technology can offer. Let us analyse and share with all those involved in all the creative processes and avoid going back into a loop. We are facing a complicated and risky, but exciting project. It is more necessary than ever to learn from mistakes, and to extract the value of certain experiences related to digital art. And, above all, let us not forget two of the most important components: to value the creators, to recover the public, and to attract those who have never felt attracted by these types of artistic practices. Let us look for and share the way to encourage and promote new contents and scenarios.
在过去的一年里,科学和技术在困难和复杂的环境中发挥了不可或缺的作用。我们生活的各个领域都被迫以更快的速度适应数字化进程。面对明显的经济和社会转型,我们要考虑受危机打击最严重的部门之一——文化和创作的状况。具体来说,我们感兴趣的是关注数字创作的特殊情况,特别是由于缺乏保护和资金,画廊和专门空间的关闭而受到破坏。这不是一个从零开始的问题。未来的可能性必须被视为机遇。首先,分析在大流行之前和期间迄今所学到的、经历的和讨论的情况。在此基础上,我们必须一方面确定疫情的直接后果,另一方面确定加速数字化转型所带来的问题。特别是在那些允许我们重新启动和促进新工作线,异构倡议或新方法的方面,同时始终牢记这些知识和经验必须在数字经济规则下沉淀和生存。内容的创造和消费都需要新的数字、沟通、创业和商业技能。让我们寻找新的视角,让我们面对艺术、科学和技术的混合所能提供的横向性。让我们与所有参与创意过程的人进行分析和分享,避免陷入恶性循环。我们正面临着一个复杂而有风险,但令人兴奋的项目。现在比以往任何时候都更有必要从错误中吸取教训,并从与数字艺术相关的某些经验中提取价值。最重要的是,我们不要忘记两个最重要的组成部分:重视创作者,恢复公众,吸引那些从未被这类艺术实践吸引过的人。让我们一起寻找和分享鼓励和推广新内容和新场景的方法。
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引用次数: 0
Divergent theoretical trajectories in Game Studies: a bibliographical review 博弈研究中的分歧理论轨迹——文献综述
IF 0.3 0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2021-07-09 DOI: 10.7238/ARTNODES.V0I28.380176
Rosa Núñez-Pacheco, Phillip Penix-Tadsen
Video games have become important objects of study for different academic disciplines. From the birth of the medium in the mid-twentieth century to the present, video games have offered new and creative ways of approaching reality and fiction, and not only serve as entertainment, but also have significant cultural, social, and technological implications. The formal study of this medium is the purview of the field of game studies, which brings together the contributions of various disciplines. This paper presents a bibliographical review of several theoretical trajectories in game studies, reflecting on the relevance of early debates on narratology and ludology, and examining the ways these initial divisions of the field have branched beyond that debate. Over the past several years, the narratological line of critique has established links with other theories such as cognitivism, the theory of fictional worlds and the contributions of unnatural narratology to the analysis of new technologies; ludology, for its part, has grown through its adaptations to postcolonial and decolonial theories in cultural studies, as well as through its connections to critical race and gender studies. We conclude that as game studies has evolved as a discipline, its initial theoretical debates have undergone profound transformations that have brought depth to the analysis of games’ meaning and diversified to the tools and techniques we have for analysing games as digital and cultural artefacts.
电子游戏已经成为不同学科的重要研究对象。从20世纪中期媒介的诞生到现在,电子游戏为处理现实和小说提供了新的创造性方式,不仅是娱乐,而且具有重要的文化、社会和技术意义。对这种媒介的正式研究属于博弈研究领域,它汇集了各个学科的贡献。本文对游戏研究中的几个理论轨迹进行了文献综述,反思了早期关于叙事学和鲁德学的辩论的相关性,并考察了该领域最初的划分如何超越这场辩论。在过去的几年里,叙事学的批判路线与其他理论建立了联系,如认知主义、虚构世界理论以及非自然叙事学对新技术分析的贡献;就鲁德学而言,它是通过适应文化研究中的后殖民和非殖民理论,以及通过与批判性种族和性别研究的联系而发展起来的。我们得出的结论是,随着游戏研究作为一门学科的发展,其最初的理论辩论经历了深刻的转变,这为游戏意义的分析带来了深度,并使我们分析游戏作为数字和文化艺术品的工具和技术多样化。
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引用次数: 0
La anamorfosis en el arte contemporáneo. Un análisis de las diferentes estrategias de su aplicación en las creaciones de artistas actuales 当代艺术中的变形。浅析其在当代艺术家创作中应用的不同策略
IF 0.3 0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2021-07-09 DOI: 10.7238/A.V0I28.381600
Jose-Antonio Soriano-Colchero
La anamorfosis es una variante de la perspectiva matemática estudiada por artistas e in-telectuales europeos desde el siglo xvi, y se alcanzó la publicación del método definitivo en el siglo xvii. Su original aura misteriosa sería sustituida, debido a la consideración sobre las imágenes a las que se le aplicaba, por mero entretenimiento tras su popularización durante el siglo xviii, mediante los gabinetes de curiosidades y Kunst-und Wunderkammeern. No obstante, la anamorfosis ha continuado estudiándose y aplicándose a proyectos de creación artística. Así, el objetivo de la presente publicación es el desarrollo de una actualización sobre cómo la anamorfosis es aplicada al arte contemporáneo a través del estudio de numerosas obras, evidenciando las posibilidades técnicas y conceptuales que este sistema ofrece tanto al arte en sí como a la sociedad en general a través de este. Todas las obras analizadas –relacionadas con la anamorfosis óptica y catóptrica a través de la escultura, la fotografía y la pintura de artistas callejeros o relacionados a las galerías de arte– propician un discurso que invita a la reflexión sobre la realidad contemporánea o hiperrealidad. Con ello, damos a conocer el método de la anamorfosis, además de incentivar a los artistas visuales a aplicarlo en futuras creaciones, dado el interés que genera el método por su versatilidad en cuanto a potencial metodológico y de significación, demostrado en el cuerpo del artículo y en las conclusiones. La imagen anamórfica es entendida, por lo tanto, como metaimagen que evidencia su propia artificiosidad, incitando al observador a reflexionar sobre la realidad y exigiendo nuevas formas de interpretar lo observado.
《变形记》是16世纪以来欧洲艺术家和计算机科学家研究的数学视角的一种变体,最终的方法在17世纪出版。由于对图像的考虑,它最初的神秘光环被纯粹的娱乐所取代,在18世纪通过奇珍异宝柜和艺术与神童。然而,《变形记》继续被研究并应用于艺术创作项目。这样,本出版物的目的是开发一个应用更新语言变体是如何通过研究许多当代艺术作品的技术可能性和概念,并在该系统提供艺术本身和整个社会这。所有被分析的作品——通过街头艺术家或艺术画廊的雕塑、摄影和绘画,与光学和光学变形有关——都促进了一种邀请对当代现实或超现实进行反思的话语。这样介绍我们语言变体的方法,除了鼓励视觉艺术家们在今后的创作中加以应用,给出了方法产生兴趣,其灵活的方法和具有潜力,在身体条和结论。因此,变形图像被理解为一种元图像,它展示了自己的人工,促使观察者反思现实,并要求新的方式来解释所观察到的东西。
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引用次数: 0
Criticisms of digital art: foundations and theoretical limits 数字艺术的批评:基础和理论限制
IF 0.3 0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2021-07-09 DOI: 10.7238/ARTNODES.V0I28.385861
Umberto Roncoroni Osio
This article attempts a critical examination of the actual digital art production, posing key questions about its artistic value inside the contemporary esthetic discourse, including the relationships with the art system. Considering the properties of the numeric language, two important topics will be discussed: the dialectic artwork-process and the meaning of digital multimedia. With the support of up-to-date computational creativity theories and the evidences of experimental digital art, the treacherous influence of the romantic aesthetic paradigm and the traditional art system will be tested. As a possible solution, the author suggests rethinking the components of software as meta-medium, such as its information assets, its algorithms, the code textual properties, interactivity and interfaces. In the conclusions it will be stressed that the immateriality of software is paramount to avoid misunderstandings and to open new fields of research. For instance, natural computation, ethnomathematics and ethnocomputing are valuable social and educational contents and meanings that could substantially improve digital art.
本文试图对实际的数字艺术生产进行批判性考察,在当代审美话语中提出其艺术价值的关键问题,包括与艺术系统的关系。考虑到数字语言的特性,将讨论两个重要的主题:辩证的艺术过程和数字多媒体的意义。在最新计算创造力理论的支持和实验数字艺术的证据下,浪漫主义美学范式和传统艺术体系的危险影响将得到检验。作为一种可能的解决方案,作者建议重新思考作为元媒体的软件组件,如其信息资产、算法、代码文本属性、交互性和接口。在结论中,将强调软件的非物质性对于避免误解和开辟新的研究领域至关重要。例如,自然计算、民族数学和民族计算是有价值的社会和教育内容和意义,可以大大提高数字艺术。
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引用次数: 0
Discurso videolúdico y transhumanismo en SOMA
IF 0.3 0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2021-07-09 DOI: 10.7238/ARTNODES.V0I28.385626
Álvaro Pina Arrabal
En este trabajo se realiza un análisis del discurso videolúdico de SOMA (2015), seleccionado por su alta carga diegética, filosófica y, en última instancia, discursiva. Las ideas sobre la ética del transhumanismo y la conciencia humana que plantea se estudian como parte de un discurso mayor: los límites morales de la ciencia y la tecnología. Así, se ofrece un marco teórico en el que se señala la potencialidad discursiva de los videojuegos a partir de su carga narrativa. En concreto, se aboga por una concepción del videojuego como discurso multimodal electrónico, de manera que para analizar un discurso videolúdico haya que atender a los distintos elementos multisemióticos que lo integran y no solo al texto (lo que supondría sesgar y/o limitar el análisis del discurso en cuestión). Se parte de presupuestos narratológicos y se proponen siete indicadores discursivos que encauzan el discurso multimodal de SOMA: cronotopos diegéticos, elementos metamórficos narrativos, elementos narrativos opcionales, actantes con potencial cesativo, diálogos, decisiones morales y el cuestionario. Se concluye que los videojuegos, en cuanto que “sistemas afectivos” (Anable, 2018), propician la representación y consiguiente transmisión de sentimientos humanos complejos (como los derivados de la propuesta transhumanista) que cabe estudiar desde un análisis del discurso multimodal que atienda a los distintos componentes semióticos que integran el videojuego.
本文分析了索玛(2015)的视频叙事话语,选择它是因为它具有高度的叙事、哲学和最终的话语内容。关于超人类主义伦理和它提出的人类意识的观点被研究作为一个更大的论述的一部分:科学和技术的道德界限。本文提出了一种理论框架,通过这种框架,电子游戏的话语潜力可以从其叙事内容中识别出来。具体地说,主张对电子游戏作为演讲的多式联运,来看看一个演讲videolúdico需要满足不同要素multisemióticos成员不仅(案文将分叉和/或限制对话分析问题)。本文从叙事假设出发,提出了指导多模态索玛话语的七个话语指标:叙事时间轴、叙事变形元素、可选叙事元素、具有必要潜力的行动者、对话、道德决策和问卷调查。总结说,视频游戏,至于“情感”(Anable, 2018)系统,从而导致话语权和传播人类复杂的情感(如玉transhumanista)提案应当学习从分析各个部件演讲多式在学语言视频游戏中。
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引用次数: 1
Digital creation: possible (and achievable) futures 数字化创造:可能(和可实现)的未来
IF 0.3 0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2021-07-09 DOI: 10.7238/AV0I28.388278
P. Díaz
During the last year, science and technology have been playing an indispensable role in a difficult and complex context. All areas of our lives have been forced to adapt to digital processes at an accelerated pace.Faced with an obvious economic and social transformation, we want to consider the state of culture and creation, one of the sectors hardest hit by the crisis. Specifically, we are interested in focusing on the particular situation of digital creation, devastated especially by the lack of protection and funding, by the closure of galleries and specialised spaces.It is not a question of starting from scratch. Future possibilities must be presented as opportunities. First, by analysing what has been learned, experienced and discussed so far before and during the pandemic. From there, we must identify, on the one hand, the direct consequences of the pandemic, and on the other, the problems arising from the acceleration of the digital transformation. Especially in those aspects that allow us to relaunch and promote new lines of work, heterogeneous initiatives, or new methodologies while always bearing in mind that this knowledge and experience has to settle and survive under the rules of the digital economy. Both the creation and consumption of content requires new digital, communication, entrepreneurial and commercial skills.Let us look for new perspectives, let us face the transversality that the hybridisation between art, science and technology can offer. Let us analyse and share with all those involved in all the creative processes and avoid going back into a loop. We are facing a complicated and risky, but exciting project. It is more necessary than ever to learn from mistakes, and to extract the value of certain experiences related to digital art. And, above all, let us not forget two of the most important components: to value the creators, to recover the public, and to attract those who have never felt attracted by these types of artistic practices. Let us look for and share the way to encourage and promote new contents and scenarios.
去年,科学和技术在困难和复杂的背景下发挥了不可或缺的作用。我们生活的各个领域都被迫以加快的速度适应数字进程。面对明显的经济和社会转型,我们想考虑文化和创作的状况,这是受危机影响最严重的部门之一。具体而言,我们有兴趣关注数字创作的特殊情况,尤其是由于缺乏保护和资金,画廊和专业空间的关闭,数字创作受到了破坏。这不是一个从头开始的问题。未来的可能性必须以机会的形式呈现。首先,通过分析迄今为止在大流行之前和期间所学到的、经历的和讨论的内容。从那里,我们必须一方面确定疫情的直接后果,另一方面确定加速数字化转型所产生的问题。特别是在那些使我们能够重新启动和推广新的工作路线、异构举措或新方法的方面,同时始终牢记这些知识和经验必须在数字经济的规则下沉淀和生存。内容的创作和消费都需要新的数字、沟通、创业和商业技能。让我们寻找新的视角,让我们面对艺术、科学和技术之间的融合所能提供的横向性。让我们分析并与所有参与所有创造性过程的人分享,避免回到循环中。我们面临着一个复杂而危险但令人兴奋的项目。现在比以往任何时候都更有必要从错误中吸取教训,并从与数字艺术相关的某些体验中汲取价值。最重要的是,让我们不要忘记两个最重要的组成部分:重视创作者,恢复公众,吸引那些从未被这些类型的艺术实践吸引过的人。让我们寻找并分享鼓励和推广新内容和新场景的方法。
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引用次数: 0
Metaphysics of The Machines: From Human-Robot-Robot Interaction to AI Philoso-phers Abstraction 机器的形而上学:从人-机器人-机器人交互到人工智能哲学家的抽象
IF 0.3 0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2021-07-09 DOI: 10.7238/ARTNODES.V0I28.385735
Predrag K. Nikolić, Ruiyang Liu
In this paper, we introduce the artwork «Syntropic Counterpoints: Metaphysics of The Machines» which is part of the ongoing art-based research project «Syntropic Counterpoints». We aim to investigate the potentials of using artificial intelligence as an interdisciplinary creative medium. Moreover, to raise fundamental questions related to the artificial agents' role in raising human-AI society throughout the continuous period of reaching its emancipation. We are proposing the conceptual approach and methods in creating the audio-visual AI automated content through philosophical discussions between the four AI philosopher clones of Aristotle, Nietzsche, Machiavelli, and Sun Tzu. Special attention is given to the hybrid usage of technologies that led us toward transforming artificial intelligence into a co-existing artistic entity and novel creative framework for art and design practitioners. Therefore, we discuss some of the crucial questions related to our research and further directions in exploring AI abstraction in the context of robot creativity and its potential future forms. Our approach toward the liberation of machine creativity is through the use of words and grammar as a creative tool humans developed to express worlds «beyond» the world. The interaction between the audience and the installation is antagonistic as the process of further AI emancipation seems inevitable.
在本文中,我们介绍了艺术作品“共向对位:机器的形而上学”,这是正在进行的基于艺术的研究项目“共向对位”的一部分。我们的目标是研究使用人工智能作为跨学科创意媒介的潜力。此外,提出与人工智能在人类-人工智能社会的持续解放过程中所扮演的角色相关的基本问题。我们通过亚里士多德、尼采、马基雅维利、孙子这四位人工智能哲学家的哲学讨论,提出了创造视听人工智能自动化内容的概念途径和方法。特别关注技术的混合使用,这些技术引导我们将人工智能转化为艺术和设计从业者共存的艺术实体和新颖的创作框架。因此,我们讨论了与我们的研究相关的一些关键问题,以及在机器人创造力及其潜在未来形式的背景下探索人工智能抽象的进一步方向。我们解放机器创造力的方法是通过使用单词和语法作为人类开发的创造性工具来表达“超越”世界的世界。观众和装置之间的互动是对立的,因为人工智能进一步解放的过程似乎是不可避免的。
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引用次数: 2
La condición transreal: información expandida y hacktivismo en el Media Art 超真实状态:媒体艺术中的扩展信息和黑客行动主义
IF 0.3 0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2021-07-09 DOI: 10.7238/A.V0I28.377879
C. F. Castrillo
Desde el Media Art hallamos una larga serie de expresiones culturales de carácter innovador en respuesta a las nuevas inquietudes e intereses surgidos en la era de la posverdad. En la presente investigación se hará especial hincapié en el importante papel del hacktivismo para incentivar la participación ciudadana en la lucha contra la desinformación y el abuso de poder desde el ámbito más experimental de la cultura digital. Adoptaremos como objeto de estudio el corpus artístico de Paolo Cirio, por su interés al abordar el papel central de la información como medio y contenido creativo. En sus obras, la activación de originales mecanismos de visualización de datos e interacción con el usuario va dirigida no solo a denunciar injusticias y falsedades, sino también a estimular una intervención real sobre los propios hechos. A partir del análisis de algunas de sus principales aportaciones se establecerá un marco teórico original para la identificación de aquellas aportaciones creativas que entran dentro de la que denominaremos “condición transreal”. La relevancia de esta propuesta reside en el planteamiento de unas coordenadas para el estudio de aquellos proyectos transmedia de carácter interactivo, y en la mayoría de las ocasiones contestatario, capaces de brindar un nuevo modelo de relación con la audiencia y una atractiva estrategia de expansión del universo informativo desde el compromiso social mediante una acción directa sobre la realidad.
在媒体艺术中,我们发现了一系列具有创新性质的文化表达,以回应后真相时代出现的新关注和兴趣。本研究将特别强调黑客行动主义在鼓励公民参与打击错误信息和权力滥用方面的重要作用,从最具实验性的数字文化领域。我们将以Paolo Cirio的艺术语料库为研究对象,因为他对信息作为媒介和创造性内容的中心作用感兴趣。在他的作品中,激活原始的数据可视化机制和与用户的互动,不仅是为了谴责不公正和谎言,而且是为了刺激对事实本身的真正干预。通过对他的一些主要贡献的分析,我们将建立一个原始的理论框架,以识别那些创造性贡献,我们称之为“超现实条件”。本提议的意义在于一些坐标办法研究那些transmedia可互动项目,在大多数场合某些关系,能够提供一种新模型与读者有吸引力的战略信息膨胀的宇宙从对现实社会通过直接行动的承诺。
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引用次数: 1
NFT and digital art: new possibilities for the consumption, dissemination and preservation of contemporary works of art NFT和数字艺术:当代艺术作品消费、传播和保存的新可能性
IF 0.3 0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2021-07-09 DOI: 10.7238/ARTNODES.V0I28.386317
Salomé Cuesta Valera, Paula Fernández Valdés, Salvador Muñoz Viñas
Digital technology, which appeared in the '80s and consolidated itself in the following decade with what was called the “third industrial revolution”, has transformed not only our daily environment, but also the way in which we produce and experience the artistic work. Digital art, a subcategory of the so-named art of the new media, presents multiple forms and is in continual evolution, parallel to the devices which make it possible; but its commercialisation in the contemporary art market becomes complex, so digital works present a series of characteristics such as the paperless ofice, obsolescence and reproducibility which may be considered to be not particularly profitable by collectors.Despite this, in recent months the sale of some digital artworks, to which numerous texts are referred to under the name of cryptoart, have increased notably, reaching figures in the millions for the first time in auction houses. The commercial success of these pieces is due to the fact that, together with the work's archive, they include a type of cryptographic certificate, the non- fungible-tokens or NFTs, which collect the the work's data and inscribe them in a blockchain; transforming a multiple and disseminated work into a digital item that is unique and traceable, whose property can be transmitted as one would do with any other object in the offline world. Although they favour in principle the creation and sale of digital art, NFTs present their own problems, especially related to their access, use and sustainability; are NFTs a permanent tool or only a method of fleeting speculation? How does this certification affect property and the author's rights? Is it possible and will it be sustainable to employ them as a strategy for the preservation of digital works?This article carries out an analysis of the principal characteristics and problems of digital art in a general sense, as well as the solutions and preoccupations which the cryptographic certificates offer in all aspects in the life of a work of art: production, dissemination and preservation.
数字技术出现在80年代,并在随后的十年中与所谓的“第三次工业革命”相结合,它不仅改变了我们的日常环境,还改变了我们生产和体验艺术作品的方式。数字艺术是新媒体艺术的一个子类别,呈现出多种形式,并在不断演变,与使其成为可能的设备平行;但其在当代艺术市场上的商业化变得复杂,因此数字作品呈现出一系列特征,如无纸化、过时和可复制性,这些特征可能被收藏家认为不是特别有利可图。尽管如此,近几个月来,一些数字艺术品的销售额显著增加,拍卖行首次达到数百万美元。这些作品的商业成功是因为,与作品的档案一起,它们包括一种加密证书,即不可替代的代币或NFT,它收集作品的数据并将其刻在区块链中;将多个传播的作品转化为独特且可追踪的数字物品,其属性可以像对待离线世界中的任何其他对象一样进行传输。尽管NFT原则上支持数字艺术的创作和销售,但它们也存在自己的问题,尤其是在获取、使用和可持续性方面;NFT是一种永久性的工具,还是仅仅是一种转瞬即逝的投机方法?这一证明如何影响财产和作者的权利?将其作为保护数字作品的战略是否可能,是否可持续?本文分析了一般意义上的数字艺术的主要特征和问题,以及加密证书在艺术作品的生产、传播和保存等各个方面提供的解决方案和关注点。
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引用次数: 10
Estrategias del cine volumétrico para generar empatía en la audiencia. El caso de Queerskins: Ark 体积电影在观众中产生共鸣的策略。奎尔斯金斯案:方舟
IF 0.3 0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2021-07-09 DOI: 10.7238/ARTNODES.V0I28.386381
Francisco-Julián Martínez-Cano, Emilio Roselló-Tormo, Emilio Roselló-Tormo
El registro volumétrico ofrece la posibilidad de trabajar con grabaciones de actores reales en producciones cinematográficas interactivas de realidad virtual. Queerskins: Ark (Szilak y Tsiboulski, 2020) es una de las primeras creaciones narrativas que aplican y exploran esta técnica, capaz de potenciar las respuestas empáticas de la audiencia. El presente trabajo parte del análisis de esta obra, con el objetivo de identificar los procedimientos de creación empleados en su construcción. Este estudio emplea una metodología cualitativa que se compone de tres fases. Una primera de revisión bibliográfica, posteriormente se profundiza en el proceso de creación de Queerskins: Ark a través de una serie de entrevistas semiestructuradas a los autores. Finalmente se analiza el metraje virtual aplicando un modelo propio diseñado en tres bloques. Los proyectos de investigación, llevados a cabo para comprobar el impacto de la narrativa audiovisual de RV en el espectador, siempre han optado por las estrategias de toma de perspectiva. La obra objeto de estudio, por el contrario, experimenta con la aplicación de recursos expresivos y artísticos con el mismo fin. Los resultados expuestos demuestran la existencia de métodos alternativos para generar respuestas empáticas en la audiencia.
体积录制提供了在交互式虚拟现实电影制作中使用真实演员录制的可能性。奎尔斯金斯:方舟(Szilak和Tsiboulski,2020年)是最早应用和探索这一技术的叙事创作之一,能够增强观众的移情反应。这项工作从对这项工作的分析开始,目的是确定其施工中使用的创作程序。这项研究采用了一种由三个阶段组成的定性方法。第一次文献回顾随后通过对作者的一系列半结构化采访深入探讨了《酷儿:方舟》的创作过程。最后,应用三个模块设计的特征模型对虚拟镜头进行了分析。为验证RV视听叙事对观众的影响而进行的研究项目一直选择透视策略。另一方面,所研究的作品也在为此目的应用表达和艺术资源进行实验。上述结果表明,存在在观众中产生移情反应的替代方法。
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