This paper introduces a new method to achieve remote distributed performances using a virtual shadow theater and real time motion capture. It was used during the lockdowns in France in 2020-21 to reach remote scholar audiences with The Wizard without Shadow performance. After a review of remote distributed virtual experiments in performing arts, the paper details the creation-as-research process that leads to two versions of the same story. It shows how the quality of the theatrical bond between the actor and the audience of the first face-to-face version is maintained in the second remote version combining a video conference platform and live motion capture in a video game engine to bring actors performances to two remote distributed audiences.
{"title":"Keeping the living bond between actors and remote audiences in distributed virtual theater","authors":"Georges Gagneré, Anastasiia Ternova","doi":"10.1145/3483529.3483683","DOIUrl":"https://doi.org/10.1145/3483529.3483683","url":null,"abstract":"This paper introduces a new method to achieve remote distributed performances using a virtual shadow theater and real time motion capture. It was used during the lockdowns in France in 2020-21 to reach remote scholar audiences with The Wizard without Shadow performance. After a review of remote distributed virtual experiments in performing arts, the paper details the creation-as-research process that leads to two versions of the same story. It shows how the quality of the theatrical bond between the actor and the audience of the first face-to-face version is maintained in the second remote version combining a video conference platform and live motion capture in a video game engine to bring actors performances to two remote distributed audiences.","PeriodicalId":442152,"journal":{"name":"10th International Conference on Digital and Interactive Arts","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123200995","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}
Our essay considers the relevance of language studies to the theory and practice of Visual Design and art. The first section discusses the relationship between Design and Art when technologies exchange the utility notion to poetics meanings. Then we reflect on the occidental language and writing culture by many contributions from Deaf culture also Brazilian Sign Language (Libras). This approach belongs to the research group Imagem(i)matéria, which has developed since 2017 many analogical and technological artifacts considering the wealth of observing cultural-linguistic differences and similarities on the hearing and deaf people. Supported by Gilles Deleuze, Roland Barthes, Jacques Derrida, Oliver Sacks, Anne Sauvagnargues, and examining Christine Sun Kim works.
我们的文章考虑了语言研究与视觉设计和艺术的理论和实践的相关性。第一部分论述了技术将功利观念转换为诗学意义时设计与艺术的关系。然后,我们通过聋人文化和巴西手语(天秤座)的许多贡献来反思西方语言和书写文化。这种方法属于Imagem(i) matria研究小组,该小组自2017年以来开发了许多类比和技术人工制品,考虑到观察听力和聋人文化语言差异和相似之处的丰富。支持Gilles Deleuze, Roland Barthes, Jacques Derrida, Oliver Sacks, Anne Sauvagnargues,并研究Christine Sun Kim的作品。
{"title":"The writing expanded by gesture: The Design and Art's approaches in contact with Deaf culture and sign languages","authors":"Julie de Araujo Pires, Marcelo Gonçalves Ribeiro","doi":"10.1145/3483529.3483723","DOIUrl":"https://doi.org/10.1145/3483529.3483723","url":null,"abstract":"Our essay considers the relevance of language studies to the theory and practice of Visual Design and art. The first section discusses the relationship between Design and Art when technologies exchange the utility notion to poetics meanings. Then we reflect on the occidental language and writing culture by many contributions from Deaf culture also Brazilian Sign Language (Libras). This approach belongs to the research group Imagem(i)matéria, which has developed since 2017 many analogical and technological artifacts considering the wealth of observing cultural-linguistic differences and similarities on the hearing and deaf people. Supported by Gilles Deleuze, Roland Barthes, Jacques Derrida, Oliver Sacks, Anne Sauvagnargues, and examining Christine Sun Kim works.","PeriodicalId":442152,"journal":{"name":"10th International Conference on Digital and Interactive Arts","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123467580","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}
Denise Bandeira, Luiz A. Salgado, Bianca C. Orsso, Mateus F. L. Pelanda
This paper comments the process of creating a hybrid art installation, whose version, with the creative coding and interactive video, resulted in the artwork Tela Transeunte (2020). Therefore, it presents a brief reflection about the new media art and the hybrid art. Likewise, stands out the interdisciplinary, collaborative and shared mode of investigation, in addition to the use of open processes and codes, repositories and databases. Practices that operate between art, science and technology, also contributing to rupture the institutionalized systems and for reflection on artistic production.
{"title":"Poetics in hybrid art: Artistic practices, collaborative exchanges","authors":"Denise Bandeira, Luiz A. Salgado, Bianca C. Orsso, Mateus F. L. Pelanda","doi":"10.1145/3483529.3483752","DOIUrl":"https://doi.org/10.1145/3483529.3483752","url":null,"abstract":"This paper comments the process of creating a hybrid art installation, whose version, with the creative coding and interactive video, resulted in the artwork Tela Transeunte (2020). Therefore, it presents a brief reflection about the new media art and the hybrid art. Likewise, stands out the interdisciplinary, collaborative and shared mode of investigation, in addition to the use of open processes and codes, repositories and databases. Practices that operate between art, science and technology, also contributing to rupture the institutionalized systems and for reflection on artistic production.","PeriodicalId":442152,"journal":{"name":"10th International Conference on Digital and Interactive Arts","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121551370","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}
Web Design and Web Development have been in a continuous evolution state ever since the first web page was made publicly available, enabling the development of innovative ways to inter-act and communicate with people. This paper proposed an installation that continuously presents automatically generated web pages based on a computational design system that explores the use of algorithmic design processes for brutalist web page generation reflecting the semantic meaning of its content. The content is gathered from the Wikipedia API, from randomly selected words available in the API. Although conceptually and visually the outputs are Brutalism Websites, this approach effortlessly can be modified to generate outputs taking into consideration other visual and conceptual styles. This way, the proposed installation reflects how the Artificial Intelligence approaches may be impactful in the future of Web Design and Web Development.
{"title":"Algorithmic Experiments in the Design of Brutalist Web Pages","authors":"José N. Rebelo, Sérgio M. Rebelo, Artur Rebelo","doi":"10.1145/3483529.3483746","DOIUrl":"https://doi.org/10.1145/3483529.3483746","url":null,"abstract":"Web Design and Web Development have been in a continuous evolution state ever since the first web page was made publicly available, enabling the development of innovative ways to inter-act and communicate with people. This paper proposed an installation that continuously presents automatically generated web pages based on a computational design system that explores the use of algorithmic design processes for brutalist web page generation reflecting the semantic meaning of its content. The content is gathered from the Wikipedia API, from randomly selected words available in the API. Although conceptually and visually the outputs are Brutalism Websites, this approach effortlessly can be modified to generate outputs taking into consideration other visual and conceptual styles. This way, the proposed installation reflects how the Artificial Intelligence approaches may be impactful in the future of Web Design and Web Development.","PeriodicalId":442152,"journal":{"name":"10th International Conference on Digital and Interactive Arts","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125934695","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}
The article presents Jardim das Cartas that brings together sounds, video, dance, poetry, and voice to express a Presence Ecology and discusses the theoretical framework in line with the creative process development. The concept of Jardim das Cartas is to create an environment to immerse the visitors in a state of suspension, exposing them to several layers of digital materials. The installation affords a construction of meaning by the blending of digital audio and video files. The article introduces concepts anchored to the installation and its creative process developed to generate diversity with a database of digital files. CCS CONCEPTS • Applied computing → Arts and humanities; • Humancentered computing; • Information systems → Data management systems;
本文介绍了汇集声音、影像、舞蹈、诗歌和声音来表达存在生态的Jardim das Cartas,并讨论了与创作过程发展相一致的理论框架。Jardim das Cartas的概念是创造一个让游客沉浸在悬浮状态的环境,将他们暴露在多层数字材料中。该装置通过数字音频和视频文件的混合提供了一种意义的构建。本文介绍了与装置相关的概念,以及通过数字文件数据库产生多样性的创作过程。CCS概念•应用计算→艺术和人文;•以人为本的计算;•信息系统→数据管理系统;
{"title":"Jardim das Cartas a Presence Ecology: a multimodal and dynamic flow in an installation","authors":"J. Manzolli, Mariana Baruco Machado Andraus","doi":"10.1145/3483529.3483680","DOIUrl":"https://doi.org/10.1145/3483529.3483680","url":null,"abstract":"The article presents Jardim das Cartas that brings together sounds, video, dance, poetry, and voice to express a Presence Ecology and discusses the theoretical framework in line with the creative process development. The concept of Jardim das Cartas is to create an environment to immerse the visitors in a state of suspension, exposing them to several layers of digital materials. The installation affords a construction of meaning by the blending of digital audio and video files. The article introduces concepts anchored to the installation and its creative process developed to generate diversity with a database of digital files. CCS CONCEPTS • Applied computing → Arts and humanities; • Humancentered computing; • Information systems → Data management systems;","PeriodicalId":442152,"journal":{"name":"10th International Conference on Digital and Interactive Arts","volume":"91 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129512127","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}
‘With Every Fibre’ is a digital intervention and postmedia artwork that begins by subverting job listings websites and advertising formats, then redirect participants to the decentralised web via peer-to-peer browser Beaker. Drawing upon the aesthetics of the deepsea fibreoptics that funnel our online communications, the work takes the format of a spoof job advert to recruit for the fictional role of ‘Connections Manager’. This advert then directs ‘applicants’ to a page on the decentralised internet, a structure that in itself challenges the centralised power of the mainstream web and its role in perpetuating social inequalities and consolidating existing hierarchies. The core topics that ‘With Every Fibre’ explores include the monetisation and commodification of social interactions, how these interactions are a form of digital labour that often goes unrecognised, and how the need for care, empathy and dialogue is increasingly needed to counter a dominant infrastructure that thrives off polarisation, social tensions and an economy of outrage.
{"title":"With Every Fibre: Postmedia art and subverting job listings platforms","authors":"Cultura Plasmic INC","doi":"10.1145/3483529.3483782","DOIUrl":"https://doi.org/10.1145/3483529.3483782","url":null,"abstract":"‘With Every Fibre’ is a digital intervention and postmedia artwork that begins by subverting job listings websites and advertising formats, then redirect participants to the decentralised web via peer-to-peer browser Beaker. Drawing upon the aesthetics of the deepsea fibreoptics that funnel our online communications, the work takes the format of a spoof job advert to recruit for the fictional role of ‘Connections Manager’. This advert then directs ‘applicants’ to a page on the decentralised internet, a structure that in itself challenges the centralised power of the mainstream web and its role in perpetuating social inequalities and consolidating existing hierarchies. The core topics that ‘With Every Fibre’ explores include the monetisation and commodification of social interactions, how these interactions are a form of digital labour that often goes unrecognised, and how the need for care, empathy and dialogue is increasingly needed to counter a dominant infrastructure that thrives off polarisation, social tensions and an economy of outrage.","PeriodicalId":442152,"journal":{"name":"10th International Conference on Digital and Interactive Arts","volume":"112 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121958530","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}
Inês Regina Barbosa de Argôlo, B. Silva, G. Borges
“Rejeitorio” is an interactive video installation mediated by digital technologu that alert to the urgency of preserving São Francisco River, especially after the rupture of the dam in the city of Brumadinho (Brazil), which resulted in the contamination of one of its tributaries with toxic waste. The video installation features 2D animations that alternate according to the presence or absence of the audience within the demarcated space. Resumo. Rejeitorio é uma videoinstalação interativa mediada pela tecnologia digital que aponta para a urgência da preservação do rio São Francisco, sobretudo após o rompimento da barragem na cidade de Brumadinho (Brasil), que resultou na contaminação de um de seus afluentes com rejeitos tóxicos. A videoinstalação apresenta animações 2D que se alternam conforme a presença ou ausência do público dentro do espaço demarcado.
{"title":"“Rejeitorio”: An interactive video installation focusing on human impact on the São Francisco River: Rejeitorio: Uma videoinstalação interativa enfocando o impacto humano sobre o rio São Francisco","authors":"Inês Regina Barbosa de Argôlo, B. Silva, G. Borges","doi":"10.1145/3483529.3483791","DOIUrl":"https://doi.org/10.1145/3483529.3483791","url":null,"abstract":"“Rejeitorio” is an interactive video installation mediated by digital technologu that alert to the urgency of preserving São Francisco River, especially after the rupture of the dam in the city of Brumadinho (Brazil), which resulted in the contamination of one of its tributaries with toxic waste. The video installation features 2D animations that alternate according to the presence or absence of the audience within the demarcated space. Resumo. Rejeitorio é uma videoinstalação interativa mediada pela tecnologia digital que aponta para a urgência da preservação do rio São Francisco, sobretudo após o rompimento da barragem na cidade de Brumadinho (Brasil), que resultou na contaminação de um de seus afluentes com rejeitos tóxicos. A videoinstalação apresenta animações 2D que se alternam conforme a presença ou ausência do público dentro do espaço demarcado.","PeriodicalId":442152,"journal":{"name":"10th International Conference on Digital and Interactive Arts","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115959053","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}
As publicações científicas desempenham um papel substancial na transmissão de informação e difusão do conhecimento para a sociedade, no entanto verificamos que ainda não houve uma adaptação de paradigma para o mundo digital na leitura e partilha de informação. Assim, abordou-se a temática das anotações enquanto ferramenta que permite criar uma camada de conhecimento sobre texto científico original, funcionando como instrumento potenciador da produção e transmissão de conhecimento associado ao consumo de literatura científica. O design pode deste modo contribuir para incrementar a produção e transmissão do conhecimento, enquanto agente de mediação de processos e conteúdos, para que sejam percebidos e compreendidos por um público mais alargado: entre a ciência e a sociedade. O presente estudo pretende constituir um instrumento de análise para a avaliação de uma nova abordagem da utilização das anotações no contexto da comunicação da ciência, enquanto sistema cognitivo, para simplificar e facilitar o processo de compreensão do discurso científico, na expectativa de contribuir para uma melhor eficácia da transmissão e produção do conhecimento científico, introduzindo a possibilidade de partilha das anotações enquanto proto-interpretações do texto. Para tal, propõe-se um modelo para um sistema de anotações que pretende tirar partido das características intrínsecas de cada suporte e fomentar a sua adaptação a um sistema que incorpore uma interacção simplificada, intuitiva e útil para as tarefas de anotação e gestão dessa informação. Scientific publications play a substantial role in the transmission of information and dissemination of knowledge towards society, however, we find that there has not yet been a paradigm shift towards the digital world in reading and sharing of information. Therefore, the topic of annotations was approached as a tool that allows the creation of a layer of knowledge over original scientific information, functioning as an instrument to enhance the production and transmission of knowledge associated with the consumption of scientific literature. Design can contribute towards an increase in the production and transmission of knowledge, as a mediator of processes and contents, so that they are perceived and understood by a wider audience: between science and society. We aim to analyze new approaches in the use of annotations in the context of science communication, as a cognitive system, to simplify and aid the process of understanding scientific discourse, in the hope of contributing towards the transmission and production of scientific knowledge, introducing the possibility of sharing annotations as proto-interpretations of the text. As such, in this paper, we propose a model for an annotation system that strives to extract the best characteristics of both paper and digital platforms and adapt these functionalities into a system with a simple, intuitive interaction for annotating and managing information
{"title":"Contributos para um Sistema de Anotações no Contexto da Comunicação Científica","authors":"Sandra Cruz, Vasco Branco, Francisco Providência","doi":"10.1145/3483529.3483703","DOIUrl":"https://doi.org/10.1145/3483529.3483703","url":null,"abstract":"As publicações científicas desempenham um papel substancial na transmissão de informação e difusão do conhecimento para a sociedade, no entanto verificamos que ainda não houve uma adaptação de paradigma para o mundo digital na leitura e partilha de informação. Assim, abordou-se a temática das anotações enquanto ferramenta que permite criar uma camada de conhecimento sobre texto científico original, funcionando como instrumento potenciador da produção e transmissão de conhecimento associado ao consumo de literatura científica. O design pode deste modo contribuir para incrementar a produção e transmissão do conhecimento, enquanto agente de mediação de processos e conteúdos, para que sejam percebidos e compreendidos por um público mais alargado: entre a ciência e a sociedade. O presente estudo pretende constituir um instrumento de análise para a avaliação de uma nova abordagem da utilização das anotações no contexto da comunicação da ciência, enquanto sistema cognitivo, para simplificar e facilitar o processo de compreensão do discurso científico, na expectativa de contribuir para uma melhor eficácia da transmissão e produção do conhecimento científico, introduzindo a possibilidade de partilha das anotações enquanto proto-interpretações do texto. Para tal, propõe-se um modelo para um sistema de anotações que pretende tirar partido das características intrínsecas de cada suporte e fomentar a sua adaptação a um sistema que incorpore uma interacção simplificada, intuitiva e útil para as tarefas de anotação e gestão dessa informação. Scientific publications play a substantial role in the transmission of information and dissemination of knowledge towards society, however, we find that there has not yet been a paradigm shift towards the digital world in reading and sharing of information. Therefore, the topic of annotations was approached as a tool that allows the creation of a layer of knowledge over original scientific information, functioning as an instrument to enhance the production and transmission of knowledge associated with the consumption of scientific literature. Design can contribute towards an increase in the production and transmission of knowledge, as a mediator of processes and contents, so that they are perceived and understood by a wider audience: between science and society. We aim to analyze new approaches in the use of annotations in the context of science communication, as a cognitive system, to simplify and aid the process of understanding scientific discourse, in the hope of contributing towards the transmission and production of scientific knowledge, introducing the possibility of sharing annotations as proto-interpretations of the text. As such, in this paper, we propose a model for an annotation system that strives to extract the best characteristics of both paper and digital platforms and adapt these functionalities into a system with a simple, intuitive interaction for annotating and managing information","PeriodicalId":442152,"journal":{"name":"10th International Conference on Digital and Interactive Arts","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122283287","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}
This study is an attempt to understand and describe the compositional principles of Chaoshan traditional houses (CTH) through a computational space syntax. In this approach, the space syntax is used to describe and verify the compositional rules of Chaoshan houses. Chaoshan rural residence is a classical Lingnan style building in Chaoshan area of eastern Guangdong province, associated with Teo-Swa people, a Han Chinese minority. This study takes the example the prototypes existing in the village of Zhupu, Haojiang District, Shantou city as a case study, to analyse the spatial form of the residences. The Zhupu village houses date from the Qing Dynasty - Qianlong period, around 1700 AD. The hypothesis of this study is that CTH buildings are a result of a space compositional rule system that can be described and replicated through a computational design methodology. This study will establish a computational architectural syntax, and is the first stage of an extended research work on the evolution of Chaoshan residential types. The understanding of this evolution may help, as future work, to develop urban strategies for adaptation of the CTH heritage buildings to the contemporary living conditions. As the result of this study is a computational 3D graphics modelling algorithm, the ability of the system to generate the house layouts is not limited to the reconstruction of existing typologies of CTH and its variations. The same algorithm will allow the generation of new housing schemes, with adaptation to design variables extracted from a particular site and region.
{"title":"Study of the Compositional Rules of Design in Chaoshan Traditional House: A Computational Approach","authors":"Filipe Afonso","doi":"10.1145/3483529.3483721","DOIUrl":"https://doi.org/10.1145/3483529.3483721","url":null,"abstract":"This study is an attempt to understand and describe the compositional principles of Chaoshan traditional houses (CTH) through a computational space syntax. In this approach, the space syntax is used to describe and verify the compositional rules of Chaoshan houses. Chaoshan rural residence is a classical Lingnan style building in Chaoshan area of eastern Guangdong province, associated with Teo-Swa people, a Han Chinese minority. This study takes the example the prototypes existing in the village of Zhupu, Haojiang District, Shantou city as a case study, to analyse the spatial form of the residences. The Zhupu village houses date from the Qing Dynasty - Qianlong period, around 1700 AD. The hypothesis of this study is that CTH buildings are a result of a space compositional rule system that can be described and replicated through a computational design methodology. This study will establish a computational architectural syntax, and is the first stage of an extended research work on the evolution of Chaoshan residential types. The understanding of this evolution may help, as future work, to develop urban strategies for adaptation of the CTH heritage buildings to the contemporary living conditions. As the result of this study is a computational 3D graphics modelling algorithm, the ability of the system to generate the house layouts is not limited to the reconstruction of existing typologies of CTH and its variations. The same algorithm will allow the generation of new housing schemes, with adaptation to design variables extracted from a particular site and region.","PeriodicalId":442152,"journal":{"name":"10th International Conference on Digital and Interactive Arts","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126672566","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}
The article presents the process of developing a demo of a digital game, from a prototype, named “The Desert Star” previously developed in the course completion work (TCC) in Arts at Faac Unesp Bauru. It seeks to present the construction and pre-production, through a process that encourages creative freedom and problem solving that will not affect the production phase, thus solving and bringing improvements within the game's art, mechanics, and narrative. Digital games are related to art technology due to the distribution of specific visual, auditory, and interactive information mediated by computers, thus being a creative and cultural production with a range of unique experiences in the cyberculture universe, new forms of interaction within universes hybrids. The production of the project will be carried out on the Unity platform, being distributed online, occupying the virtual space with videos and lives showing the creative process, seeking public cooperation in development with feedbacks, sharing experiences to advance the project.
{"title":"ART TECHNOLOGY – A new digital adventure: A new digital adventure","authors":"Isabelle Reny Ribaldo, Sidney Tamai","doi":"10.1145/3483529.3483719","DOIUrl":"https://doi.org/10.1145/3483529.3483719","url":null,"abstract":"The article presents the process of developing a demo of a digital game, from a prototype, named “The Desert Star” previously developed in the course completion work (TCC) in Arts at Faac Unesp Bauru. It seeks to present the construction and pre-production, through a process that encourages creative freedom and problem solving that will not affect the production phase, thus solving and bringing improvements within the game's art, mechanics, and narrative. Digital games are related to art technology due to the distribution of specific visual, auditory, and interactive information mediated by computers, thus being a creative and cultural production with a range of unique experiences in the cyberculture universe, new forms of interaction within universes hybrids. The production of the project will be carried out on the Unity platform, being distributed online, occupying the virtual space with videos and lives showing the creative process, seeking public cooperation in development with feedbacks, sharing experiences to advance the project.","PeriodicalId":442152,"journal":{"name":"10th International Conference on Digital and Interactive Arts","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126848626","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}