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Renegade Monkeys 叛逆的猴子
IF 1.1 4区 艺术学 0 ART Pub Date : 2021-07-03 DOI: 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.’
摘要本文关注的是一只赛勒斯冠猕猴从人类摄影师手中抢走相机后潜逃的一系列自拍照。这只猴子微笑的自拍照出现在国际媒体上,引发了法律和公众对图片版权、版税和合理使用问题的争议。可以说,这场辩论的事实本身就表明,将人与动物、自然与技术区分开来的传统二分法已经崩溃。它进一步呼吁重新评估摄影作为一种独特的行为,它结合了所有这些方面,并对代理和创造力产生了令人惊讶的定义。为此,这篇文章借鉴了维姆·弗鲁瑟的哲学(特别是“装置”和“程序”的概念),并对其进行了发展,以考察摄影的自动化如何改变我们对意图、记忆和代理的看法,使我们都是“猴子摄影师”
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引用次数: 0
Creativity and opportunity: how COVID-19 fosters digital dance education 创意和机会:2019冠状病毒病如何促进数字舞蹈教育
IF 1.1 4区 艺术学 0 ART Pub Date : 2021-07-03 DOI: 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.
2019冠状病毒病大流行对包括教育在内的各个部门造成了重大破坏。大流行期间的虚拟空间促成了一系列创造性活动,如流媒体表演、网络旅游和在线活动。在有限的空间里,表演艺术家迅速成为突破界限的数字专家。本文考察了高校舞蹈教师和学生如何应对新冠肺炎疫情带来的突如其来的变化。共有120多名来自不同大洲的高校舞蹈教师和学生参与了这项研究。研究发现,一些技术比其他技术更有效,虚拟平台符合当前学生的学习偏好,空间的限制促进了创造力和同理心。本文及时分享了在线教学的工具、教学法和策略方面的经验教训和见解。它旨在促进进一步的讨论和质疑,即通过创造性地使用数字技术,我们可以在多大程度上推动基于实践的教育科目。
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引用次数: 9
Special Issue: Methodological innovations and challenges of research on digitally connected homes 特刊:数字互联家庭研究的方法创新和挑战
IF 1.1 4区 艺术学 0 ART Pub Date : 2021-07-03 DOI: 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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引用次数: 0
Engaging locals in rural areas: value correspondence in placemaking through mobile augmented reality 参与农村地区的当地人:通过移动增强现实在地方建设中的价值对应
IF 1.1 4区 艺术学 0 ART Pub Date : 2021-07-03 DOI: 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.
摘要本研究提出了价值对应,认为利益相关者之间的价值对应共享对于农村地方营造的发展至关重要。通过调查基于位置的媒体;特别是移动增强现实(MAR)应用程序,旨在振兴乡村乡镇的当地旅游业,并征求主要利益相关者的意见,作者确定当地居民在场所建设过程中发挥着至关重要的作用。然而,这一领域的研究往往忽视了当地居民,而是关注游客的感知和增强现实技术。各种MAR应用程序被设计成自助服务技术的形式,使游客受益,但在某种程度上也阻碍了游客与当地人之间的对话;这就导致了价值的不一致,从而可能导致场所营造的失败。因此,作者主张应该更多地关注当地人如何通过使用MAR与其他利益相关者产生对应的价值。
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引用次数: 3
The dépaysement art of the new media era incorporating the microscopic world 融合微观世界的新媒体时代的付费艺术
IF 1.1 4区 艺术学 0 ART Pub Date : 2021-04-03 DOI: 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.
摘要本文用电子显微镜观察了两个自然形态的物体。第一件物品是一张旧纸;它美丽的质地在表面上几乎看不见,它就像我们通常看到的大自然。第二个物体是纳米花。虽然它是一种天然形式,但它也是一种人眼看不见的人造化学物质。本文旨在通过共同表达日常生活中所看到的两个微观世界和自然元素,为观察的行为提供一个新的视角,这两个世界和元素与环境相似,但彼此完全不同。超现实主义画家勒内·马格里特(RenéMagritte)的付款技巧通过将特定物体从常识的背景中移除,并将其置于复杂的情境中,创造了一个陌生的场景,给观察者带来了新的震撼。我打算呈现一种独特的艺术表达技巧,这种技巧已经被移植和进化到微观世界中。
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引用次数: 0
Beyond costume tradition and physical computing: characterizing the profile of interactive costume creators 超越服装传统和物理计算:塑造互动服装创作者的形象
IF 1.1 4区 艺术学 0 ART Pub Date : 2021-04-03 DOI: 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.
互动服装丰富了表演理念和艺术表现手段。然而,他们的创作对服装设计师和技术人员提出了挑战,因为他们需要互动设计和电子工程方面的专业知识。本文旨在通过从创作者的角度讨论互动服装的创作过程,使表演专业人士能够充分利用互动服装的潜力。来自专家访谈的见解强调,服装设计与互动设计相结合是互动服装设计师形象的基础,而服装施工与电子工程相结合则是互动服装技术人员形象的基础。如果再加上电子纺织品和以身体为中心的设计和开发方法方面的专业知识,这些简介就能够创造出互动服装。研究结果表明,学科之间的团队合作至关重要,理想情况下,通过共享实践,并使用不同的方法、材料和知识来超越学科性。所有这些都可能引发服装创作者和其他相关职业在实践和教育方面的范式转变。
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引用次数: 0
CRUX: a creativity and user experience model 关键:创意和用户体验模型
IF 1.1 4区 艺术学 0 ART Pub Date : 2021-04-03 DOI: 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.
虚拟现实领域一直在稳步发展,作为创造性任务的支持,虚拟现实正在寻找新的用途。本研究的目的是提出一个理论模型来描述用户体验和创造力之间的联系。相关的科学文献已经确定了先前存在的理论联系。然后进行了两个实验,以确定新的联系和重复的结果。这些实验分别涉及76名和42名参与者,他们分别使用虚拟现实绘图工具执行一项需要发散创造力的任务。结果表明,晕屏症会导致流畅性下降,即产生的想法数量下降,但也会模糊思维流和产生的想法的相关性之间的联系。在此结果的基础上,我们提出了CRUX模型,为支持发散性创造力的工具和模拟设计提供建议。
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引用次数: 4
Advancing interactivity: graphic designers’ practice-based contribution to developing the Web 推进交互性:平面设计师对网络开发的实践贡献
IF 1.1 4区 艺术学 0 ART Pub Date : 2021-03-19 DOI: 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.
摘要本文探讨了平面设计师在网页设计方面的创新如何揭示了互动作为一种交流体验工具的潜力和能力。在早期的万维网(1995-2008)期间,平面设计师对互动的实践贡献增强了人们对这一新技术领域的体验。很少有设计师参与互动性的学术讨论。主要的学术领域——人机交互、交互设计和传播理论——忽视了平面设计的贡献,减缓了围绕交互性质和潜力的知识生产。本文通过对2008年47个网站的分析,比较了这三个领域关于交互性的主要观点。它认为,尽管互动的概念是作为一种跨学科现象出现的,但平面设计师通过发展直观性、实现性、响应性、连接性、意向性和体验等品质,在网络设计中实际实现互动,将其概念化扩展到了技术标准、功能和理论化之外。
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引用次数: 0
The design and evaluation of a multimodal ubiquitous learning application for EFL writers 英语写作多模态泛在学习应用程序的设计与评价
IF 1.1 4区 艺术学 0 ART Pub Date : 2021-02-22 DOI: 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.
摘要:本研究设计了一个具有不同增强效果的多模态泛在学习应用程序(MULA),以加强作为外语的英语(EFL)学术写作教学。在一个试点项目中,17名大学生在一座绿色建筑中进行泛在学习和写作,并就他们的泛在写作经历提供调查反馈和采访反馈。调查结果分为(a)泛在学习模式,(b)有效的写作促进,(c)动机,自我效能和态度,(d)自我调节和(e)系统可用性。访谈结果进一步说明了在无所不在的写作中,使用MULA如何导致积极和消极的体验。对研究结果的最后综合得出了七个启示,这些启示使MULA成为加强英语环境下写作教学的潜在工具。这七种启示被认为是多模态上下文感知泛在学习的有效设计元素,有助于丰富英语学术写作教学。本文还提供了在高等教育中创建多模态泛在学习应用的启示。
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引用次数: 10
The tamarind forest: an augmented virtuality experience 罗望子森林:增强虚拟体验
IF 1.1 4区 艺术学 0 ART Pub Date : 2021-01-02 DOI: 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.
罗望子森林是一个虚拟现实(VR)装置,通过虚拟空间中的身体体验来探索感知的变化。作为一个更大的展览(kimosphere no.4)的一部分,探索沉浸和真实与虚拟空间的纠缠,罗望子森林实验增强虚拟,并邀请观众在虚拟森林中旅行时关注他们的身体。本文介绍了该作品的制作工艺和设计过程,以及主要的收获和思考。
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引用次数: 0
期刊
DIGITAL CREATIVITY
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