Pub Date : 2021-07-03DOI: 10.1080/14626268.2021.1962914
Yanai Toister
ABSTRACT This article focuses on a series of selfies taken by a Celebes Crested Macaque monkey who seized a camera from a human photographer and absconded with it. The monkey's smiling self-portraits appeared in the international press, sparking legal and public controversy around issues of copyright, royalties and fair use of the images. Arguably, the very fact of the debate is indicative of the breakdown of the traditional dichotomies that separate the human from the animal, the natural from the technological. It further calls for a reassessment of photography as a unique act that combines all these aspects and yields surprising definitions of agency and creativity. To this end, the article draws on the Vilém Flusser’s philosophy (particularly the concepts of ‘apparatus’ and ‘program’) and develops these to examine the ways in which the automation of photography has changed our perceptions of intention, memory and agency to the point that we are all ‘monkey photographers.’
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Pub Date : 2021-07-03DOI: 10.1080/14626268.2021.1967406
Z. Li
ABSTRACT The COVID-19 pandemic has caused major disruptions to every sector, including education. Virtual space during the pandemic has enabled a range of creative events, such as streaming performances, cyber tours, and online activities. Within confined spaces, performing artists have quickly become digital experts in pushing boundaries. This paper examines how tertiary dance teachers and students have coped with the sudden change caused by the COVID-19 pandemic. A total of 120+ university/college dance teachers and students from different continents participated in this study. The study finds that some technologies work better than others, virtual platforms are congruent with current students’ learning preferences, and restrictions in space boost creativity and empathy. This paper shares timely lessons and insights on tools, pedagogies, and strategies for online teaching and learning. It aims to foster further discussions and interrogations of how far we can push practice-based subjects in education by creatively engaging digital technology.
{"title":"Creativity and opportunity: how COVID-19 fosters digital dance education","authors":"Z. Li","doi":"10.1080/14626268.2021.1967406","DOIUrl":"https://doi.org/10.1080/14626268.2021.1967406","url":null,"abstract":"ABSTRACT The COVID-19 pandemic has caused major disruptions to every sector, including education. Virtual space during the pandemic has enabled a range of creative events, such as streaming performances, cyber tours, and online activities. Within confined spaces, performing artists have quickly become digital experts in pushing boundaries. This paper examines how tertiary dance teachers and students have coped with the sudden change caused by the COVID-19 pandemic. A total of 120+ university/college dance teachers and students from different continents participated in this study. The study finds that some technologies work better than others, virtual platforms are congruent with current students’ learning preferences, and restrictions in space boost creativity and empathy. This paper shares timely lessons and insights on tools, pedagogies, and strategies for online teaching and learning. It aims to foster further discussions and interrogations of how far we can push practice-based subjects in education by creatively engaging digital technology.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"32 1","pages":"188 - 207"},"PeriodicalIF":1.1,"publicationDate":"2021-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45480790","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-07-03DOI: 10.1080/14626268.2021.1967573
H. Mainsah, Emma L. Slade, Dag Slettemeås, D. Southerton, A. Storm-Mathisen
The past few years have seen a rapid increase in the number and variety of technologies embedded in and passing through home environments. Researchers increasingly recognize the distinct nature of the home as a site of research. The past four decades have seen a significant shift in the technology environment from the ‘media home’ (Spigel 2001) to the ‘smart home’ (Woods 2021). We have seen significant additions to the abundant digital ecology of the home, increasing the number of digital access-points and available services, and intensifying the data-circulation in connected homes. The home is a site of mundane, private, usually hidden but highly significant everyday practices (Pink et al. 2017). Yet it is also increasingly becoming a part of national healthcare infrastructures through the deployment of welfare technologies, and energy policy through smart meters. During the ‘global lockdown’ caused by the Coronavirus Disease-19 (COVID-19) pandemic, technologies took a prominent role as the home transformed itself into a site in which activities such as learning, parenting, work, entertainment, and remote medical care intermingled. The increasing complexity of the digital infrastructures and the experiences, spaces, visions of the home in a current era of connected homes and connected living pose particular challenges for conducting research in such an environment. This also calls for methodological innovations that shape how we see the home as a research site and how we engage with it. For this special issue, we invite contributions that make a strong methodological contribution by highlighting the innovations and challenges of conducting research on technology in home environments. Papers could, for example:
在过去几年中,嵌入和通过家庭环境的技术的数量和种类迅速增加。研究人员越来越认识到家作为研究场所的独特性质。在过去的四十年里,技术环境发生了重大转变,从“媒体之家”(Spigel 2001)到“智能家居”(Woods 2021)。我们已经看到了丰富的家庭数字生态的显著增加,增加了数字接入点和可用服务的数量,并加强了互联家庭中的数据流通。家是一个平凡的、私人的、通常隐藏的、但非常重要的日常实践场所(Pink et al. 2017)。然而,通过福利技术的部署,它也日益成为国家医疗基础设施的一部分,并通过智能电表成为能源政策的一部分。在2019冠状病毒病(COVID-19)大流行导致的“全球封锁”期间,技术发挥了突出作用,将家庭转变为学习、育儿、工作、娱乐和远程医疗等活动交织在一起的场所。在当今互联家庭和互联生活时代,数字基础设施和家庭体验、空间、愿景日益复杂,这对在这样的环境中进行研究提出了特殊的挑战。这也需要方法论上的创新,塑造我们如何将家视为一个研究场所,以及我们如何参与其中。在本期特刊中,我们邀请通过强调在家庭环境中进行技术研究的创新和挑战,在方法上做出强大贡献的投稿。例如,论文可以:
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Pub Date : 2021-07-03DOI: 10.1080/14626268.2021.1954955
Jiun-Jhy Her
ABSTRACT This research proposes value correspondence, which posits that the value shared in correspondence between stakeholders is essential for the development of placemaking in rural areas. By investigating location-based media; particularly mobile augmented reality (MAR) apps aimed at both reviving local tourism in rural townships and soliciting opinions from major stakeholders, the author has determined that local residents play a vital role in the placemaking process. However, research in this field has often ignored local residents and instead focused on tourists’ perceptions and augmented reality technology. Various MAR apps have been designed as forms of self-service technology that benefits tourists but, to some extent, also hinders dialog between tourists and locals; this results in value noncorrespondence, which may lead to the failure of placemaking. Thus, the author advocates that more attention should be paid to how locals can generate value in correspondence with other stakeholders via the use of MAR.
{"title":"Engaging locals in rural areas: value correspondence in placemaking through mobile augmented reality","authors":"Jiun-Jhy Her","doi":"10.1080/14626268.2021.1954955","DOIUrl":"https://doi.org/10.1080/14626268.2021.1954955","url":null,"abstract":"ABSTRACT This research proposes value correspondence, which posits that the value shared in correspondence between stakeholders is essential for the development of placemaking in rural areas. By investigating location-based media; particularly mobile augmented reality (MAR) apps aimed at both reviving local tourism in rural townships and soliciting opinions from major stakeholders, the author has determined that local residents play a vital role in the placemaking process. However, research in this field has often ignored local residents and instead focused on tourists’ perceptions and augmented reality technology. Various MAR apps have been designed as forms of self-service technology that benefits tourists but, to some extent, also hinders dialog between tourists and locals; this results in value noncorrespondence, which may lead to the failure of placemaking. Thus, the author advocates that more attention should be paid to how locals can generate value in correspondence with other stakeholders via the use of MAR.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"32 1","pages":"215 - 233"},"PeriodicalIF":1.1,"publicationDate":"2021-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/14626268.2021.1954955","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43939378","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-04-03DOI: 10.1080/14626268.2021.1922458
Ho-Jun Ji, Jin-wan Park
ABSTRACT This article observes two objects of natural form through an electron microscope. The first object is an old paper; its beautiful texture is hardly visible on its surface and it resembles the nature that we commonly see. The second object is nanoflowers. Although it is a natural form, it is also an artificial chemical that is invisible to the human eye. This paper aims to present a new perspective on the action of seeing by collectively expressing two microworlds and elements of nature that are seen in everyday life, which are similar to the environment but utterly different from each other. Surrealist painter René Magritte's technique of dépaysement creates a stranger scene by removing a specific object from the context of common sense and placing it in a complicated situation, giving the observer a new shock. I intend to present a unique technique of artistic expression that has been grafted and evolved into the microscopic world.
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Pub Date : 2021-04-03DOI: 10.1080/14626268.2021.1922459
Michaela Honauer
ABSTRACT Interactive costumes enrich performance concepts and means of artistic expression. However, their creation challenges costume designers and technicians because they demand expertise in interaction design and electronic engineering. This article aims at empowering performance professionals to exploit the full potential of interactive costumes by discussing the creation process from the creators’ perspectives. Insights from expert interviews highlight that costume design combined with interaction design underlies the profile of interactive costume designers, whilst costume construction combined with electronic engineering underlies the profile of interactive costume technicians. Together, these profiles are capable of creating interactive costumes if complemented with expertise in e-textiles and body-centred design and development approaches. The findings suggest that teamwork between disciplines is essential, resulting ideally in transcending disciplinarity through shared practices, and using diverse methods, materials, and knowledge. All of this might evoke a paradigm shift in the practice and education of costume creators and other respective professions.
{"title":"Beyond costume tradition and physical computing: characterizing the profile of interactive costume creators","authors":"Michaela Honauer","doi":"10.1080/14626268.2021.1922459","DOIUrl":"https://doi.org/10.1080/14626268.2021.1922459","url":null,"abstract":"ABSTRACT Interactive costumes enrich performance concepts and means of artistic expression. However, their creation challenges costume designers and technicians because they demand expertise in interaction design and electronic engineering. This article aims at empowering performance professionals to exploit the full potential of interactive costumes by discussing the creation process from the creators’ perspectives. Insights from expert interviews highlight that costume design combined with interaction design underlies the profile of interactive costume designers, whilst costume construction combined with electronic engineering underlies the profile of interactive costume technicians. Together, these profiles are capable of creating interactive costumes if complemented with expertise in e-textiles and body-centred design and development approaches. The findings suggest that teamwork between disciplines is essential, resulting ideally in transcending disciplinarity through shared practices, and using diverse methods, materials, and knowledge. All of this might evoke a paradigm shift in the practice and education of costume creators and other respective professions.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"32 1","pages":"99 - 115"},"PeriodicalIF":1.1,"publicationDate":"2021-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/14626268.2021.1922459","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41991661","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-04-03DOI: 10.1080/14626268.2021.1915339
Sylvain Fleury, Rishi Vanukuru, Charles Mille, K. Poinsot, Aurélien Agnès, S. Richir
ABSTRACT The field of Virtual Reality has been developing at a steady pace, and VR is finding new uses as a support for creative tasks. The objective of this study is to propose a theoretical model describing the links between user experience and creativity. Pre-existing theoretical links have been identified in relevant scientific literature. Two experiments were then conducted in order to identify new links and replicate results. These experiments involved respectively 76 and 42 participants who individually performed a task requiring divergent creativity using virtual reality drawing tools. The results indicate that cybersickness leads to a decrease in fluency, i.e. the number of ideas generated, but also shades the links between flow and the relevance of the ideas generated. On the basis of this result, we propose the CRUX model to lead to recommendations for the design of tools and simulations to support divergent creativity.
{"title":"CRUX: a creativity and user experience model","authors":"Sylvain Fleury, Rishi Vanukuru, Charles Mille, K. Poinsot, Aurélien Agnès, S. Richir","doi":"10.1080/14626268.2021.1915339","DOIUrl":"https://doi.org/10.1080/14626268.2021.1915339","url":null,"abstract":"ABSTRACT The field of Virtual Reality has been developing at a steady pace, and VR is finding new uses as a support for creative tasks. The objective of this study is to propose a theoretical model describing the links between user experience and creativity. Pre-existing theoretical links have been identified in relevant scientific literature. Two experiments were then conducted in order to identify new links and replicate results. These experiments involved respectively 76 and 42 participants who individually performed a task requiring divergent creativity using virtual reality drawing tools. The results indicate that cybersickness leads to a decrease in fluency, i.e. the number of ideas generated, but also shades the links between flow and the relevance of the ideas generated. On the basis of this result, we propose the CRUX model to lead to recommendations for the design of tools and simulations to support divergent creativity.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"32 1","pages":"116 - 123"},"PeriodicalIF":1.1,"publicationDate":"2021-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/14626268.2021.1915339","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46820865","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-03-19DOI: 10.1080/14626268.2021.1898987
Nicole Wragg, Carolyn Barnes
ABSTRACT This article examines how graphic designers’ innovations in web design revealed the potential and capabilities of interactivity as a communication experience tool. During the early World Wide Web (1995–2008), graphic designers’ practice-based contribution to interactivity enhanced how people experienced this new technological domain. Few designers contributed to the scholarly discussion of interactivity. The main academic fields that did—Human–Computer Interaction, Interaction Design and Communication Theory—disregarded graphic design's contribution, slowing knowledge production around the nature and potential of interactivity. The article compares the three fields’ main ideas about interactivity to an analysis of 47 websites from 2008. It argues that although the idea of interactivity emerged as a transdisciplinary phenomenon, graphic designers’ practical implementation of interactivity in web design through the development of qualities of intuitiveness, enablement, responsiveness, connectivity, intentionality and experience extended its conceptualization beyond technical standards, functionality and theorization.
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Pub Date : 2021-02-22DOI: 10.1080/14626268.2021.1885449
Vivien Lin, Yu-Hsuan Lin, Min-Chai Hsieh, Gi‐Zen Liu, H. Lin
ABSTRACT This study presents the design of a multimodal ubiquitous learning application (MULA) with different augmenting effects for enhancing English as a Foreign Language (EFL) academic writing instruction. In a pilot project, 17 undergraduates engaged in ubiquitous learning and writing at a green building and provided survey responses and interview feedback about their ubiquitous writing experience. The survey results were categorized into perceptions about (a) the ubiquitous learning mode, (b) effective writing facilitation, (c) motivation, self-efficacy, and attitude, (d) self-regulation, and (e) system usability. Interview results further illustrated how using MULA led to positive and negative experiences during ubiquitous writing. A final synthesis on the findings led to the identification of seven affordances that made MULA a potential tool for enhancing writing instruction in EFL settings. The seven affordances were considered effective design elements for multimodal context-aware ubiquitous learning that served the purpose of enriching English academic writing instruction. Implications about creating multimodal ubiquitous learning applications in higher education are also provided.
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Pub Date : 2021-01-02DOI: 10.1080/14626268.2021.1882504
Doros Polydorou
ABSTRACT The tamarind forest is a virtual reality (VR) installation that explores shifts of perception through a somatic experience in a virtual space. As part of a larger show (kimosphere no.4) that explored immersion and an entwinement of real and virtual spaces, The Tamarind forest experiments with augmented virtuality and invites the audience to pay attention to their physical body while taking a journey through a virtual forest. This paper describes the piece, the technology and the design process as well as the main takeaways and reflections.
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