首页 > 最新文献

10th International Conference on Digital and Interactive Arts最新文献

英文 中文
Make me up!: Uma proposta de artefacto digital performativo em tempos de ressignificação da arte urbana pós-pandemia 让我起来!:大流行后城市艺术重新定义时代的表演数字人工制品的建议
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483767
Juliana Wexel, Selma Pereira
The brief article contemplates the conceptualization, conception and execution of the computer art project entitled “Make me up!”, a proposal for a self-expression experience of the digital genre make that unites facial recognition technology, urban art and activism, fashion as an expression of identity, performativity and (eco) feminism. Through the idea of the all-screen and the transmedia language, the SPARK AR application is used for modeling digital masks, based on graffiti images and paste up up by artivists feminists from Brazil, Portugal and Italy. Through the experience of creating the artifact based on a research project in artistic practice and digital culture, it is intended to contribute to the discussion on the convergence relations between aesthetics, digital technology, augmented reality and urban art in dialogue with the instagranism culture in a post-digital and post-pandemic context. The realization of the Make me up! is a proposal for collaboration by the authors and is limited to the objective of number five of the UN 2030 Agenda, to promote gender equity in the world, and in particular, to the indicator that aims to amplify the use of basic technologies, information and communication to promote women's empowerment.
这篇简短的文章思考了计算机艺术项目“Make me up!”的构思、构思和执行。,这是一个关于数字类型的自我表达体验的提议,它将面部识别技术、城市艺术和行动主义、作为身份表达的时尚、表演和(生态)女权主义结合起来。通过全屏和跨媒体语言的理念,SPARK AR应用程序基于巴西、葡萄牙和意大利的艺术家女权主义者的涂鸦图像和粘贴,用于建模数字面具。通过基于艺术实践和数字文化研究项目的创作经验,旨在与后数字和后流行病背景下的instagranism文化对话,探讨美学、数字技术、增强现实和城市艺术之间的融合关系。实现了《Make me up!》是由作者提出的合作建议,仅限于联合国2030年议程的第五个目标,即促进世界性别平等,特别是旨在扩大使用基本技术、信息和通信以促进妇女赋权的指标。
{"title":"Make me up!: Uma proposta de artefacto digital performativo em tempos de ressignificação da arte urbana pós-pandemia","authors":"Juliana Wexel, Selma Pereira","doi":"10.1145/3483529.3483767","DOIUrl":"https://doi.org/10.1145/3483529.3483767","url":null,"abstract":"The brief article contemplates the conceptualization, conception and execution of the computer art project entitled “Make me up!”, a proposal for a self-expression experience of the digital genre make that unites facial recognition technology, urban art and activism, fashion as an expression of identity, performativity and (eco) feminism. Through the idea of the all-screen and the transmedia language, the SPARK AR application is used for modeling digital masks, based on graffiti images and paste up up by artivists feminists from Brazil, Portugal and Italy. Through the experience of creating the artifact based on a research project in artistic practice and digital culture, it is intended to contribute to the discussion on the convergence relations between aesthetics, digital technology, augmented reality and urban art in dialogue with the instagranism culture in a post-digital and post-pandemic context. The realization of the Make me up! is a proposal for collaboration by the authors and is limited to the objective of number five of the UN 2030 Agenda, to promote gender equity in the world, and in particular, to the indicator that aims to amplify the use of basic technologies, information and communication to promote women's empowerment.","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":"114257245","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
Contributos para um Sistema de Anotações no Contexto da Comunicação Científica 在科学传播的背景下对注释系统的贡献
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483703
Sandra Cruz, Vasco Branco, Francisco Providência
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
科学出版物在向社会传递信息和传播知识方面发挥着重要作用,但我们发现,在阅读和共享信息方面,还没有一种适应数字世界的范式。因此,我们将笔记作为一种工具来处理,它允许在原始科学文本上创建一层知识,作为一种工具来促进与科学文献消费相关的知识的生产和传播。因此,设计可以有助于增加知识的生产和传播,作为过程和内容的中介,使它们被更广泛的公众感知和理解:在科学和社会之间。本研究提供一个分析的工具,用以评估的一种新方法的使用笔记在科学交流的环境,而认知系统,简化和促进科学话语的理解过程,希望有助于提高传输效率和生产,将科学知识分享笔记的可能,而原始-interpretações文本。为此,我们提出了一个注释系统的模型,该模型旨在利用每种支持的内在特性,并促进其适应一个系统,该系统包含了简化、直观和有用的交互,用于注释任务和信息管理。科学出版物在向社会传播信息和传播知识方面发挥着重要作用,但我们发现,在阅读和分享信息方面,还没有出现向数字世界的范式转变。因此,注释主题被视为一种工具,可以在原始科学信息之上创造一层知识,作为一种工具,加强与科学文献消费相关的知识的生产和传播。设计作为过程和内容的中介,有助于增加知识的生产和传播,使它们被更广泛的受众所感知和理解:在科学和社会之间。我们的目标是分析新方法在表的使用科学的语境沟通的认知系统,simplify和料的过程中理解科学中心,希望contributing对科学知识的传播和生产”引进的可能性共享表的原始-interpretations的文本。因此,在本文中,我们提出了一个注释系统模型,旨在提取纸张和数字平台的最佳特性,并将这些功能适应于一个具有简单、直观交互的系统,用于注释和管理信息
{"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}
引用次数: 0
Algorithmic Experiments in the Design of Brutalist Web Pages 野兽派网页设计中的算法实验
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483746
José N. Rebelo, Sérgio M. Rebelo, Artur Rebelo
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.
自从第一个网页公开发布以来,Web设计和Web开发一直处于持续的发展状态,使得与人们互动和交流的创新方式得以发展。本文提出了一个基于计算设计系统的装置,该装置持续呈现自动生成的网页,该系统探索了使用算法设计过程来生成野兽派网页,反映其内容的语义含义。内容是从Wikipedia API中随机选择的单词中收集的。虽然从概念上和视觉上输出是野兽派网站,但这种方法可以毫不费力地进行修改,以产生考虑到其他视觉和概念风格的输出。通过这种方式,拟议的装置反映了人工智能方法如何在未来的网页设计和网页开发中产生影响。
{"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}
引用次数: 0
Sociological (Re)search Games: Play and transfer cultural knowledge among social sciences, museum staff and publics 社会学(再)搜索游戏:在社会科学、博物馆工作人员和公众之间玩和传递文化知识
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483660
Pedro Andrade
Why do we possibly need Sociological (Re)search Games? EU Horizon 2020-27 is a new European program for research funding [1]. It establishes, as one of its core strategic ideas, the investment on projects about digital media, articulated with other areas’ instruments and resources, to develop innovative methods for knowledge production and transfer. At present, games are the faster growing segment of digital industry and services. And serious games constitute an efficient way of sharing knowledge, as a genre that teach or allow training various activities or skills, within a critical posture [2]. E.g., health skills; marketing or political campaigns; and cultural heritage qualifications for both professionals and publics at an art museum or gallery. This project's initial big idea is to demonstrate that digital games, and specifically serious games, can be used as one of the most operational research methodological tools, within any kind of knowledge, be it scientific, technical, artistic or other. As we will argue below, there is a lack of literature and game development on this behalf, in particular within Social Sciences. Therefore, our main purpose is to develop both (a) a Sociological reflection on serious games and (b) serious games’ practical tools, e.g. Sociological (re)search games for education and training on social and cultural processes. In particular, targets include universities and corporations that maintain partnership relations with cultural institutions as a museum or gallery, in order to develop knowledge transfer and sharing among them, and among them and other social actors, such as cultural publics.
为什么我们需要社会学(Re)搜索游戏?欧盟地平线2020-27是一项新的欧洲研究资助计划[1]。作为其核心战略理念之一,它建立了对数字媒体项目的投资,与其他领域的工具和资源相结合,以开发知识生产和转移的创新方法。目前,游戏是数字产业和服务中增长最快的部分。严肃游戏是一种有效的知识分享方式,作为一种能够教授或训练各种活动或技能的类型[2]。例如,保健技能;营销或政治运动;以及艺术博物馆或画廊的专业人员和公众的文化遗产资格。这个项目最初的想法是证明数字游戏,特别是严肃游戏,可以作为最具操作性的研究方法工具之一,在任何类型的知识中,无论是科学,技术,艺术还是其他。正如我们将在下文所述,这方面的文献和游戏开发缺乏,特别是在社会科学领域。因此,我们的主要目的是开发(a)对严肃游戏的社会学反思和(b)严肃游戏的实用工具,例如社会学(重新)搜索游戏对社会和文化过程的教育和培训。具体而言,目标包括与博物馆或画廊等文化机构保持伙伴关系的大学和公司,以便在它们之间以及它们与文化公众等其他社会行动者之间发展知识转移和分享。
{"title":"Sociological (Re)search Games: Play and transfer cultural knowledge among social sciences, museum staff and publics","authors":"Pedro Andrade","doi":"10.1145/3483529.3483660","DOIUrl":"https://doi.org/10.1145/3483529.3483660","url":null,"abstract":"Why do we possibly need Sociological (Re)search Games? EU Horizon 2020-27 is a new European program for research funding [1]. It establishes, as one of its core strategic ideas, the investment on projects about digital media, articulated with other areas’ instruments and resources, to develop innovative methods for knowledge production and transfer. At present, games are the faster growing segment of digital industry and services. And serious games constitute an efficient way of sharing knowledge, as a genre that teach or allow training various activities or skills, within a critical posture [2]. E.g., health skills; marketing or political campaigns; and cultural heritage qualifications for both professionals and publics at an art museum or gallery. This project's initial big idea is to demonstrate that digital games, and specifically serious games, can be used as one of the most operational research methodological tools, within any kind of knowledge, be it scientific, technical, artistic or other. As we will argue below, there is a lack of literature and game development on this behalf, in particular within Social Sciences. Therefore, our main purpose is to develop both (a) a Sociological reflection on serious games and (b) serious games’ practical tools, e.g. Sociological (re)search games for education and training on social and cultural processes. In particular, targets include universities and corporations that maintain partnership relations with cultural institutions as a museum or gallery, in order to develop knowledge transfer and sharing among them, and among them and other social actors, such as cultural publics.","PeriodicalId":442152,"journal":{"name":"10th International Conference on Digital and Interactive Arts","volume":"102 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":"122504131","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 Science Communication through AR Driven Visual Storytelling: Suggested Approach and Study 通过AR驱动的视觉叙事增强科学传播:建议的方法和研究
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483727
A. Tyurina
This paper suggests that integration of Augmented Reality (AR) with Visual Storytelling in non-scientific professional contexts is needed to improve communication of scientific research. The use of AR technology in Visual Storytelling for communication of scientific research enables science communicators to better communicate, and non-scientific audiences to experience and therefore better understand scientific data and its relevance to society. The paper urges the development of new principles and methods of Visual Storytelling with AR for effective communication of scientific research and findings that can also be translated into Design practice.
本文认为,在非科学专业背景下,需要将增强现实与视觉叙事相结合,以改善科学研究的交流。在科学研究的视觉叙事传播中使用AR技术使科学传播者能够更好地传播,使非科学受众能够体验并因此更好地理解科学数据及其与社会的相关性。本文敦促利用AR开发新的视觉叙事原则和方法,以便有效地交流科学研究和发现,这些研究和发现也可以转化为设计实践。
{"title":"Enhancing Science Communication through AR Driven Visual Storytelling: Suggested Approach and Study","authors":"A. Tyurina","doi":"10.1145/3483529.3483727","DOIUrl":"https://doi.org/10.1145/3483529.3483727","url":null,"abstract":"This paper suggests that integration of Augmented Reality (AR) with Visual Storytelling in non-scientific professional contexts is needed to improve communication of scientific research. The use of AR technology in Visual Storytelling for communication of scientific research enables science communicators to better communicate, and non-scientific audiences to experience and therefore better understand scientific data and its relevance to society. The paper urges the development of new principles and methods of Visual Storytelling with AR for effective communication of scientific research and findings that can also be translated into Design practice.","PeriodicalId":442152,"journal":{"name":"10th International Conference on Digital and Interactive Arts","volume":"1 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":"127386913","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: 2
Inside the embroidery. The rematerialization of traditional embroidery in a post-digital approach: No interior do bordado. A rematerialização do bordado numa vertente pós-digital 里面的刺绣。后数字方法中传统刺绣的再物质化:刺绣内部。后数字时代刺绣的再物质化
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483766
Selma Pereira, A. Marcos
The installation takes Castelo Branco Embroidery and the textile technology involved as a starting point, materializes the design motifs, and deconstructs the fabric as if the fabric that was being embroidered exploded., expanding through the exhibition space. The Embroidery of Castelo Branco is traditional from the Beira Baixa region, in the interior of Portugal, and is considered the result of the meeting of cultures between West and East, with a strong European influence. The motifs of this Embroidery design result from the convergence of the design and engravings made in Europe in the 17th and 18th centuries, in Portuguese tiles, in Indian textiles, and in Chinese porcelain. Resumo. A instalação artística toma como ponto de partida o Bordado de Castelo Branco e a tecnologia têxtil envolvida, materializamos os motivos do desenho e desconstruímos o tecido como se o tecido que estava a ser bordado explodisse da tela, expandindo-se pelo espaço expositivo. O Bordado de Castelo Branco é tradicional da região da Beira Baixa, no interior de Portugal, e considera-se que seja fruto do encontro das culturas entre o Ocidente e o Oriente, com forte influência europeia. Os motivos do desenho deste Bordado resultam da convergência do desenho e das gravuras que se faziam na Europa nos séculos XVII e XVIII, na azulejaria portuguesa, nos têxteis indianos e na porcelana chinesa.
装置以Castelo Branco Embroidery和所涉及的纺织技术为出发点,将设计主题物质化,并解构织物,就像正在刺绣的织物爆炸一样。,通过展览空间进行扩展。布兰科城堡(Castelo Branco)的刺绣是葡萄牙内陆贝拉拜萨(Beira Baixa)地区的传统刺绣,被认为是东西方文化交汇的结果,受到了强烈的欧洲影响。这种刺绣图案的图案源于17世纪和18世纪欧洲的图案和雕刻,葡萄牙瓷砖,印度纺织品和中国瓷器。Resumo。一个安装 系统系统(artística),一个技术(têxtil envolvida),一个技术(têxtil envolvida),一个材料(materiizamos),一个动机(动机),一个技术(desconstruímos),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(爆炸),一个扩展(扩展),一个技术(技术),一个空间(扩展),一个空间(空间)。O O Bordado de Castelo Branco O传统文化中心O O da Beira Baixa,没有葡萄牙的内部,我们考虑到seja fruto do encontrol作为西方和东方的文化中心,以及influência欧洲的文化中心。我们的动机是什么?我们的目标是什么?我们的目标是什么?我们的目标是什么?我们的目标是什么?我们的目标是什么?我们的目标是什么?
{"title":"Inside the embroidery. The rematerialization of traditional embroidery in a post-digital approach: No interior do bordado. A rematerialização do bordado numa vertente pós-digital","authors":"Selma Pereira, A. Marcos","doi":"10.1145/3483529.3483766","DOIUrl":"https://doi.org/10.1145/3483529.3483766","url":null,"abstract":"The installation takes Castelo Branco Embroidery and the textile technology involved as a starting point, materializes the design motifs, and deconstructs the fabric as if the fabric that was being embroidered exploded., expanding through the exhibition space. The Embroidery of Castelo Branco is traditional from the Beira Baixa region, in the interior of Portugal, and is considered the result of the meeting of cultures between West and East, with a strong European influence. The motifs of this Embroidery design result from the convergence of the design and engravings made in Europe in the 17th and 18th centuries, in Portuguese tiles, in Indian textiles, and in Chinese porcelain. Resumo. A instalação artística toma como ponto de partida o Bordado de Castelo Branco e a tecnologia têxtil envolvida, materializamos os motivos do desenho e desconstruímos o tecido como se o tecido que estava a ser bordado explodisse da tela, expandindo-se pelo espaço expositivo. O Bordado de Castelo Branco é tradicional da região da Beira Baixa, no interior de Portugal, e considera-se que seja fruto do encontro das culturas entre o Ocidente e o Oriente, com forte influência europeia. Os motivos do desenho deste Bordado resultam da convergência do desenho e das gravuras que se faziam na Europa nos séculos XVII e XVIII, na azulejaria portuguesa, nos têxteis indianos e na porcelana chinesa.","PeriodicalId":442152,"journal":{"name":"10th International Conference on Digital and Interactive Arts","volume":"72 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":"131294575","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
ANTIGENOUS 2.021 - CURRENT RESISTANCES 抗生2.021 -电流电阻
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483773
P. C. Teles, Juliano Prado, Guilherme Z. L. Avila, Klebert Pallucci Cardoso, Rosana Campinas
The present manuscript presents, describes and analyzes the work "Antigenous 2.021 - Currency Resistances", an interactive sculpture that sets, guides and induces its audience to act and contemplate of a poetic diversity composed of sound expressions, ranging from synthetic textures to understandable noises and sounds, and colorful luminous animations (pulsating and flowing) on pictures in classic frames with organic expressions in high relief, whose holes at the top of their reliefs emanate spot lights (in laser). The installation brings in its poetics the purpose of evoking intimate memories, concerns and feelings about invasions (ours and others) and resistances suffered, committed and expressed, based on the protagonism established by the audience through the linear approach of people in front of pieces on display. Resumo: O presente manuscrito apresenta, descreve e analisa a obra "Antigenous 2.021 - Current Resistances", uma escultura interativa que ambienta, conduz e induz a sua audiência à realização e à contemplação de uma diversidade poética composta de expressões sonoras, que variam de texturas sintéticas à ruídos e sonoridades compreensíveis, e animações luminosas coloridas (pulsantes e em fluxo) sobre quadros em molduras clássicas com expressões orgânicas em alto-relevo, cujos orifícios no topo de seus relevos emanam luzes pontuais (em laser). A instalação traz em sua poética o propósito de evocar íntimas lembranças, inquietações e sensações acerca de invasões (nossas e alheias) e resistências a elas sofridas, cometidas e externadas, a partir do protagonismo estabelecido pela audiência por meio da aproximação linear das pessoas diante das peças em exibição.
本稿件介绍、描述和分析了作品“Antigenous 2.021 - Currency resistance”,这是一个互动雕塑,它设置、引导和诱导观众行动和思考由声音表情组成的诗意多样性,从合成的纹理到可理解的噪音和声音,以及经典框架中具有高浮雕有机表情的图片上的彩色发光动画(脉动和流动)。浮雕顶部的孔洞发出聚光灯(激光)。该装置以诗意为目的,唤起对入侵(我们的和他人的)的亲密记忆、关注和感受,以及对遭受、承诺和表达的抵抗,以观众通过人们在展品前的线性方式建立的主角为基础。Resumo:提交了一份报告,描述了一种分析方法,一种“Antigenous 2.021 - Current resistance”,一种文化相互作用的环境,一种文化相互作用的环境,一种文化相互作用的环境,一种文化相互作用的环境audiência,一种文化相互作用的环境,一种文化相互作用的环境,一种文化相互作用的环境,一种文化相互作用的环境,一种文化相互作用的环境,一种文化相互作用的环境,一种文化相互作用的环境,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化。Cujos orifícios no topo de seus relevos emanam luzes pontuais (em laser)。1 . A install -。
{"title":"ANTIGENOUS 2.021 - CURRENT RESISTANCES","authors":"P. C. Teles, Juliano Prado, Guilherme Z. L. Avila, Klebert Pallucci Cardoso, Rosana Campinas","doi":"10.1145/3483529.3483773","DOIUrl":"https://doi.org/10.1145/3483529.3483773","url":null,"abstract":"The present manuscript presents, describes and analyzes the work \"Antigenous 2.021 - Currency Resistances\", an interactive sculpture that sets, guides and induces its audience to act and contemplate of a poetic diversity composed of sound expressions, ranging from synthetic textures to understandable noises and sounds, and colorful luminous animations (pulsating and flowing) on pictures in classic frames with organic expressions in high relief, whose holes at the top of their reliefs emanate spot lights (in laser). The installation brings in its poetics the purpose of evoking intimate memories, concerns and feelings about invasions (ours and others) and resistances suffered, committed and expressed, based on the protagonism established by the audience through the linear approach of people in front of pieces on display. Resumo: O presente manuscrito apresenta, descreve e analisa a obra \"Antigenous 2.021 - Current Resistances\", uma escultura interativa que ambienta, conduz e induz a sua audiência à realização e à contemplação de uma diversidade poética composta de expressões sonoras, que variam de texturas sintéticas à ruídos e sonoridades compreensíveis, e animações luminosas coloridas (pulsantes e em fluxo) sobre quadros em molduras clássicas com expressões orgânicas em alto-relevo, cujos orifícios no topo de seus relevos emanam luzes pontuais (em laser). A instalação traz em sua poética o propósito de evocar íntimas lembranças, inquietações e sensações acerca de invasões (nossas e alheias) e resistências a elas sofridas, cometidas e externadas, a partir do protagonismo estabelecido pela audiência por meio da aproximação linear das pessoas diante das peças em exibição.","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":"128267118","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
Enacted Scene: Virtual World Built Upon Experimental Cognitive Intervention 制定的场景:虚拟世界建立在实验认知干预
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483777
Sunsook Nam
Our mind constantly interacts with our environments. We cognize the world and transform it on the basis of multifarious experiences we continue to have. Enacted Scene intervenes in this cognitive process of building memories and mediates the disparity between disinterested digital images and unstable yet rich, affective memories of the same experience. In this project, the artist carefully opens and explores the underlying interaction between a mind and a world by digitally recreating the experienced world – the city of Spokane. The artist's daily exploration of the city was influenced by their actions in the process – observation, photographing, and 3D modeling, and in this way, they intervened in underlying cognitive activities. To represent this process that a nonconscious mind emerges as a recognizable cognition, it is first presented as a scattered image and invites the audience to approach closely and engage in enacting the image of their memories.
我们的思维不断与环境互动。我们认识世界,并在我们不断拥有的各种经验的基础上改造它。制定的场景干预了这种建立记忆的认知过程,并调解了不感兴趣的数字图像与不稳定但丰富的情感记忆之间的差异。在这个项目中,艺术家通过数字再现体验世界——斯波坎市,仔细地打开并探索了思想与世界之间的潜在互动。艺术家对城市的日常探索受到他们在这个过程中的行为——观察、拍摄、3D建模——的影响,以这种方式介入了潜在的认知活动。为了表现无意识思维作为可识别的认知出现的过程,它首先以分散的图像呈现,并邀请观众接近并参与他们记忆中的图像。
{"title":"Enacted Scene: Virtual World Built Upon Experimental Cognitive Intervention","authors":"Sunsook Nam","doi":"10.1145/3483529.3483777","DOIUrl":"https://doi.org/10.1145/3483529.3483777","url":null,"abstract":"Our mind constantly interacts with our environments. We cognize the world and transform it on the basis of multifarious experiences we continue to have. Enacted Scene intervenes in this cognitive process of building memories and mediates the disparity between disinterested digital images and unstable yet rich, affective memories of the same experience. In this project, the artist carefully opens and explores the underlying interaction between a mind and a world by digitally recreating the experienced world – the city of Spokane. The artist's daily exploration of the city was influenced by their actions in the process – observation, photographing, and 3D modeling, and in this way, they intervened in underlying cognitive activities. To represent this process that a nonconscious mind emerges as a recognizable cognition, it is first presented as a scattered image and invites the audience to approach closely and engage in enacting the image of their memories.","PeriodicalId":442152,"journal":{"name":"10th International Conference on Digital and Interactive Arts","volume":"326 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":"129669005","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
I'm watching you/me: Live drawing and VR visualization of spherical perspectives using Touch Designer 我在看你/我:使用触摸设计师的球形透视图的实时绘图和VR可视化
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483778
Lucas Fabián Olivero, A. Araújo
There are currently very few options for executing live spherical drawings for an audience. This work presents an artefact which demonstrates one possible way to achieve such drawings in a performative setting with concurrent interactive live feed of the spherical drawing's VR visualization. The authors aim at stimulating the under-explored form of expression that spherical perspectives represent by facilitating, demonstrating, opening, and extending their use both with general applications and in particular with digital art live presentations. To highlight the artefact's utility, we consider the state of art of drawing techniques for different spherical perspectives (equirectangular, azimuthal equidistant, cubical) and the software available for their practice. The artefact processes various inputs into one mixed output. The inputs are a drawing generated either with traditional or digital techniques, and OSC data taken from an external device. The output is a classical perspective projected onto a screen (optionally also on a mobile device). The software has been made with node-based programming: the free non-commercial version of TouchDesigner, which allowed us to evaluate the workflow with great versatility and a good integration with Python before entering a coding stage. The artefact is tested within the exhibition “I'm watching you/me” (IMWYM), which is part of Lufo Art project. The live presentation explores and explodes Hybrid Immersive Models (HIMs) within digital art and uses the artefact as a way of expanding spherical perspectives’ applications.
目前,为观众执行现场球形绘图的选项很少。这项工作提出了一个人工制品,它展示了一种可能的方法来实现这样的图纸在一个表演性的设置与并发的交互式实时馈送球形图纸的VR可视化。作者旨在通过促进,演示,开放和扩展其在一般应用程序,特别是数字艺术现场演示中的使用,来刺激球形视角所代表的未被探索的表达形式。为了突出人工制品的实用性,我们考虑了不同球面透视图(等矩形、等距方位角、立方体)的绘画技术的现状以及可用于其实践的软件。工件将各种输入处理成一个混合输出。输入是用传统或数字技术生成的图纸,以及从外部设备获取的OSC数据。输出是投影到屏幕上的经典透视图(也可选择在移动设备上)。该软件是基于节点的编程:免费的非商业版本的TouchDesigner,它允许我们在进入编码阶段之前评估工作流的多功能性和与Python的良好集成。这件艺术品在“我在看你/我”(IMWYM)展览中进行了测试,这是卢福艺术项目的一部分。现场演示探索并引爆了数字艺术中的混合沉浸式模型(HIMs),并使用人工制品作为扩展球形视角应用的一种方式。
{"title":"I'm watching you/me: Live drawing and VR visualization of spherical perspectives using Touch Designer","authors":"Lucas Fabián Olivero, A. Araújo","doi":"10.1145/3483529.3483778","DOIUrl":"https://doi.org/10.1145/3483529.3483778","url":null,"abstract":"There are currently very few options for executing live spherical drawings for an audience. This work presents an artefact which demonstrates one possible way to achieve such drawings in a performative setting with concurrent interactive live feed of the spherical drawing's VR visualization. The authors aim at stimulating the under-explored form of expression that spherical perspectives represent by facilitating, demonstrating, opening, and extending their use both with general applications and in particular with digital art live presentations. To highlight the artefact's utility, we consider the state of art of drawing techniques for different spherical perspectives (equirectangular, azimuthal equidistant, cubical) and the software available for their practice. The artefact processes various inputs into one mixed output. The inputs are a drawing generated either with traditional or digital techniques, and OSC data taken from an external device. The output is a classical perspective projected onto a screen (optionally also on a mobile device). The software has been made with node-based programming: the free non-commercial version of TouchDesigner, which allowed us to evaluate the workflow with great versatility and a good integration with Python before entering a coding stage. The artefact is tested within the exhibition “I'm watching you/me” (IMWYM), which is part of Lufo Art project. The live presentation explores and explodes Hybrid Immersive Models (HIMs) within digital art and uses the artefact as a way of expanding spherical perspectives’ applications.","PeriodicalId":442152,"journal":{"name":"10th International Conference on Digital and Interactive Arts","volume":"51 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":"130287086","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: 3
Escrita onírica digital: e as imagens de sonhos 数字梦写作:和梦的图像
Pub Date : 2021-10-13 DOI: 10.1145/3483529.3483764
Andréa Catrópa
Oneirografia é uma obra de literatura digital que permite ao seu usuário recriar sonhos, ou criar novos, e guardá-los ou compartilhá-los. Baseada em uma reflexão sobre o papel dos sonhos na vida humana, e em uma experiência onírica pessoal que ocorreu no início da pandemia de Covid-19, o trabalho utiliza ambientes imersivos 3D para alcançar seus objetivos. Esses objetivos são a possibilidade de rememorarmos nossos sonhos e darmos eco a eles, utilizando-os para nos conectarmos conosco e com o mundo a nossa volta.
oneirography是一种数字文学作品,它允许用户重新创造梦想,或创造新的梦想,并保存或分享它们。基于对梦在人类生活中的作用的反思,以及Covid-19大流行开始时发生的个人梦体验,该作品使用3D沉浸式环境来实现其目标。这些目标是回忆我们的梦想并呼应它们的可能性,利用它们与我们自己和我们周围的世界联系起来。
{"title":"Escrita onírica digital: e as imagens de sonhos","authors":"Andréa Catrópa","doi":"10.1145/3483529.3483764","DOIUrl":"https://doi.org/10.1145/3483529.3483764","url":null,"abstract":"Oneirografia é uma obra de literatura digital que permite ao seu usuário recriar sonhos, ou criar novos, e guardá-los ou compartilhá-los. Baseada em uma reflexão sobre o papel dos sonhos na vida humana, e em uma experiência onírica pessoal que ocorreu no início da pandemia de Covid-19, o trabalho utiliza ambientes imersivos 3D para alcançar seus objetivos. Esses objetivos são a possibilidade de rememorarmos nossos sonhos e darmos eco a eles, utilizando-os para nos conectarmos conosco e com o mundo a nossa volta.","PeriodicalId":442152,"journal":{"name":"10th International Conference on Digital and Interactive Arts","volume":"1 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":"133726821","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
10th International Conference on Digital and Interactive Arts
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:604180095
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