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An acceptance model of digital education in intangible cultural heritage based on cultural awareness 基于文化意识的非物质文化遗产数字化教育接受模式
4区 艺术学 0 ART Pub Date : 2023-11-08 DOI: 10.1080/14626268.2023.2280028
Xin Kang, Xin-Zhu Li, Chun-Ching Chen
ABSTRACTDespite the increasing application of digital education in intangible cultural heritage (ICH), user acceptance of digital technology needs further investigation. In this study, a mobile AR system for ICH education was developed to understand user acceptance of digital technology. This study developed a conceptual model and hypotheses based on cultural awareness, generic learning outcomes (GLOs), and the technology acceptance model, aiming to construct an appropriate digital learning model for ICH. The results of the study indicated that the reliability and validity of the measurement model were satisfactory. In addition, the importance of external variables was confirmed. Cultural awareness and GLOs affected users’ perceived usefulness and perceived ease of use. In addition, perceived usefulness and ease of use had a positive effect on attitudes toward the use, which in turn had a positive effect on behavioural intention to use.KEYWORDS: Learning on mobile device; augmented reality; intangible cultural heritage; technology acceptance model; cultural awareness Disclosure statementNo potential conflict of interest was reported by the author(s).Additional informationFundingThis work was supported by Ministry of Education of the Republic of China [grant number: PHA1101038]; Taipei City Government [grant number: ].
摘要尽管数字教育在非物质文化遗产(ICH)中的应用越来越多,但用户对数字技术的接受程度还有待进一步调查。在这项研究中,我们开发了一个移动AR系统,用于非物质文化教育,以了解用户对数字技术的接受程度。本研究建立了基于文化意识、通用学习成果(GLOs)和技术接受模型的概念模型和假设,旨在构建适合非物质文化遗产的数字化学习模型。研究结果表明,该测量模型具有良好的信度和效度。此外,外部变量的重要性得到了确认。文化意识和GLOs影响用户感知有用性和感知易用性。此外,感知有用性和易用性对使用态度有积极影响,而态度又对行为使用意图有积极影响。关键词:移动设备学习;增强现实;非物质文化遗产;技术验收模型;披露声明作者未报告潜在的利益冲突。本研究由中华民国教育部资助[批准号:PHA1101038];台北市政府[批准号]。
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引用次数: 0
The NFT memento: digital thingness and NFTs in exhibition design NFT纪念品:数字事物与展览设计中的NFT
IF 1.1 4区 艺术学 0 ART Pub Date : 2023-11-05 DOI: 10.1080/14626268.2023.2277234
Frances Liddell
‘Live minting’ is an emerging trend in exhibition design which offers visitors the opportunity to mint an NFT memento in the exhibition. This paper examines three examples of this current trend in ...
“现场铸造”是展览设计中的一种新兴趋势,它为游客提供了在展览中铸造NFT纪念品的机会。本文通过三个例子分析了当前在。。。
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引用次数: 1
The Boca Bauhaus Marcel Breuer, BRiC and Lynn University’s NFT museum 博卡包豪斯马塞尔布劳耶,金砖四国和林恩大学的NFT博物馆
4区 艺术学 0 ART Pub Date : 2023-11-02 DOI: 10.1080/14626268.2023.2273532
Cesar Santalo, Andrew J. Corsa, Alex Duque, Ariel Baron-Robbins
ABSTRACT‘Art and Technology – A New Unity.’ This was a slogan of the Bauhaus art school, but it could also be a slogan for digital artworks that have been minted as NFTs. We trace the lineage of the idea of the unity of art and technology from: the Bauhaus art school, which operated from 1919–1933; to buildings in Boca Raton that were co-designed in the late 1960s by a former Bauhaus teacher, Marcel Breuer; to an exhibit of the Lynn University NFT museum that, as of July 2023, is displayed in a building that was co-designed by Breuer and is now part of the Boca Raton Innovation Campus (BRiC). We juxtapose the Bauhaus’s approach to the unity of art and technology, understood by reflecting on Breuer’s architecture, with the unity of art and technology exemplified by NFT artworks. We argue that while audiences do not experience NFT artworks with the same ‘aura’ that audiences experienced when viewing artworks in the past, audiences can experience NFT artworks with what we call the ‘simulacrum’ of aura. Audiences can experience the simulacrum of aura because an NFT can be understood as original and authentic and cannot be identically reproduced.KEYWORDS: NFTDigital artMarcel BreuerBauhausAura AcknowledgementsWe are thankful for the feedback offered to us by Gianni D’Alerta, and Nava Dushi. We also appreciate the help of Amy An, who assisted with research and formatting.Disclosure statementNo potential conflict of interest was reported by the author(s).Notes1 Some NFTs store the digital file of an artwork directly in the NFT’s metadata, making it part of the token’s code. But storing the digital file like this is typically cost-prohibitive.2 This section draws from several of our earlier projects: #BocaBauhaus Citation2022A; Citation2022B.3 For a discussion of the spreading of media, see: Jenkins, Ford, and Green Citation2013.4 Many artists of non-digital artworks such as paintings and sculptures have also had their artworks stolen, re-signed, or copied in ways that make maintaining an accurate provenance or accurately establishing authenticity impossible.5 When an NFT stores in its metadata information about where an artwork is stored online rather than the artwork’s digital file, it could be that over time the information in an NFT might cease to direct those who view its information to an artwork or might direct them to different artworks, provided the artwork is deleted from where it is stored or replaced (cf. Liddell, Citation2022, 119). Nonetheless, the NFT itself remains the same and persists through time.6 For a discussion of the spreading of media, see: Jenkins, Ford, and Green Citation2013.Additional informationNotes on contributorsCesar SantaloCesar Santalo is founder of Lynn University’s NFT Museum and the Dean of the College of Communication and Design at Lynn University, 3601 N Military Trl, Boca Raton, FL 33431 (CSantalo@lynn.edu). Santalo held several roles at Univision and also worked for Telemundo/NBC Universal on Quibi. Santalo has
艺术与技术——新的统一。这是包豪斯艺术学校的口号,但它也可以是作为nft铸造的数字艺术品的口号。我们追溯了艺术与技术统一理念的渊源:包豪斯艺术学校,从1919年到1933年运作;到20世纪60年代末在博卡拉顿与包豪斯前教师马塞尔·布鲁尔(Marcel Breuer)合作设计的建筑;林恩大学NFT博物馆的展览,截至2023年7月,该博物馆将在布鲁尔共同设计的建筑中展出,该建筑现在是博卡拉顿创新园区(BRiC)的一部分。我们将包豪斯的方法与艺术和技术的统一并置,通过反思布鲁尔的建筑来理解,与NFT艺术作品所体现的艺术和技术的统一。我们认为,虽然观众在体验NFT艺术作品时不会像过去观看艺术作品时那样体验到同样的“光环”,但观众可以体验到我们称之为“光环”的NFT艺术作品。观众可以体验到光环的拟像,因为NFT可以被理解为原创性和真实性,不能被复制。感谢Gianni D 'Alerta和Nava Dushi给我们提供的反馈。我们也感谢Amy An的帮助,她在研究和格式方面提供了帮助。披露声明作者未报告潜在的利益冲突。注1:一些NFT将艺术品的数字文件直接存储在NFT的元数据中,使其成为令牌代码的一部分。但是像这样存储数字文件通常成本过高这个部分借鉴了我们早期的几个项目:#BocaBauhaus Citation2022A;Citation2022B.3关于媒体传播的讨论,见:Jenkins, Ford, and Green Citation2013.4许多非数字艺术作品(如绘画和雕塑)的艺术家的作品也被窃取、重新签名或复制,其方式使得保持准确的来源或准确地建立真实性是不可能的当NFT在其元数据中存储有关艺术品在线存储位置的信息而不是艺术品的数字文件时,随着时间的推移,NFT中的信息可能会停止将查看其信息的人引导到艺术品上,或者可能会将他们引导到不同的艺术品上,前提是艺术品从存储位置删除或替换(参见Liddell, Citation2022, 119)。尽管如此,NFT本身保持不变,并随着时间的推移而持续存在关于媒体传播的讨论,见:Jenkins, Ford, and Green Citation2013。其他信息贡献者说明塞萨尔·桑塔洛塞萨尔·桑塔洛是林恩大学NFT博物馆的创始人,也是林恩大学通信与设计学院院长,地址是3601 N Military Trl, Boca Raton, FL 33431 (CSantalo@lynn.edu)。Santalo曾在Univision担任多个职位,也曾在Quibi的Telemundo/NBC Universal工作。Santalo曾为拉丁格莱美奖和Premio Lo Nuestro等节目以及太阳马戏团(Cirque du Soleil)、胡安·路易斯·格拉(Juan Luis Guerra)和马克·安东尼(Marc Anthony)等艺术家的现场表演绘制、设计和动画。他目前正在圣托马斯大学攻读领导与创新博士学位。Andrew J. Corsa拥有哲学博士学位,是Lynn University’s College of Arts and Sciences的副教授。他撰写的关于数字艺术和哲学的论文发表在《英国美学杂志》和《Hyperrhiz》上。他还撰写了关于文学哲学、戏剧哲学、伦理学和哲学史的论文。Alex Duque是林恩大学传播与设计学院的教授。杜克教授的课程侧重于逼真的3D计算机图形和视觉效果的发展。他的作品曾在日产、丰田、雷诺、福特、劲量和花旗银行等众多公司的国内和全球广告活动中发表。他在视觉效果和3d计算机图形领域的经验帮助了世界上一些最重要的广告公司,如Young & Rubicam, Ogilvy and Mather, McCann Erickson, J. Walter Thompson, Leo Burnett和Zimmerman广告。Ariel Baron-Robbins是佛罗里达国际大学的客座助理教授,也是Loop Art criticism的创始人和总监,这是一个与MUD基金会合作的实验性驻地项目。她拥有南佛罗里达大学跨学科研究硕士学位,并在南佛罗里达教了12年的数字艺术。在此期间,她在国内和国际艺术会议上展出了她的作品,并组织和参加了多个小组讨论。她目前居住在佛罗里达州迈阿密和纽约市,并在MUD基金会和林恩大学工作
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引用次数: 0
Reading computer-generated texts: examining code as a reading strategy 阅读计算机生成的文本:将检查代码作为一种阅读策略
IF 1.1 4区 艺术学 0 ART Pub Date : 2023-10-27 DOI: 10.1080/14626268.2023.2274451
Tuuli Hongisto
This article explores code as part of a reading strategy, focusing on a case study of works produced as part of a programming challenge entitled National Novel Generation Month (NaNoGenMo). For the...
本文探讨了作为阅读策略一部分的代码,重点是作为名为“全国小说生成月”(NaNoGenMo)的编程挑战的一部分而制作的作品的案例研究。对于。。。
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引用次数: 0
Planet Anima: a virtual graduation experience in the metaverse 行星Anima:在虚拟世界的虚拟毕业体验
IF 1.1 4区 艺术学 0 ART Pub Date : 2023-07-03 DOI: 10.1080/14626268.2023.2254750
Zihan Gao, Xin Lyu
ABSTRACT In this paper, we present Planet Anima, a virtual environment designed for hosting virtual graduation events in the metaverse. Through this digital space, we successfully organized an online event under the COVID-19 circumstance, including a graduation ceremony and a student art exhibition. Our user study analyzes the Planet Anima experience with a focus on collaborative engagement and creative expression. Furthermore, we explore the impact of platform choice (headset VR vs. desktop VR) on metaverse user experience. Our findings demonstrate that Planet Anima can facilitate the co-experiences that foster creativity. Notably, the results indicate that headset VR outperforms desktop VR in terms of presence, social presence, and emotional involvement. This study also highlights the gaps between virtual and physical experiences, identifying the challenge of cybersickness associated with headset VR. These insights contribute to enhancing the user experience within the metaverse.
摘要在本文中,我们介绍了Planet Anima,一个为在元宇宙中举办虚拟毕业活动而设计的虚拟环境。通过这个数字空间,我们在新冠肺炎的情况下成功组织了一场在线活动,包括毕业典礼和学生艺术展。我们的用户研究分析了Planet Anima的体验,重点关注合作参与和创造性表达。此外,我们还探讨了平台选择(耳机VR与桌面VR)对元宇宙用户体验的影响。我们的研究结果表明,Planet Anima可以促进共同体验,从而培养创造力。值得注意的是,研究结果表明,耳机VR在存在感、社交存在感和情感参与方面优于台式VR。这项研究还强调了虚拟体验和物理体验之间的差距,确定了与耳机VR相关的网络病的挑战。这些见解有助于增强元宇宙中的用户体验。
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引用次数: 0
Artificial intelligence as relational artifacts in creative learning 人工智能作为创造性学习中的关系人工制品
IF 1.1 4区 艺术学 0 ART Pub Date : 2023-07-03 DOI: 10.1080/14626268.2023.2236595
J. Lim, Teemu Leinonen, L. Lipponen, Henry Lee, Julienne DeVita, Dakota Murray
ABSTRACT Artificial Intelligence (AI) has significantly advanced in creating professional-level media content. In creative education, determining how students can benefit without becoming dependent on them is a challenge. In this study, researchers conducted an exploratory experiment that positioned AI as a relational artifact to students in a series of drawing activities and examined the potential impact of affective relations with machines in socio-cultural creative learning. The resulting artifacts, observations, and interview transcripts were analyzed using the Consensual Assessment Technique and a grounded theory approach. The study's results indicate that the design professors reliably evaluated the student drawings as more creative than the AI drawings, but neither demonstrated a consistent increase in creativity. However, the presence of AI engaged the students to explore different approaches to artistic prompts. We theorize that AI can be mediated as a learning artifact for transformative creativity if the students perceive their relationship with AI as empathetic and collaborative.
人工智能(AI)在创造专业级媒体内容方面取得了显著进展。在创造性教育中,如何让学生在不依赖他们的情况下受益是一个挑战。在这项研究中,研究人员进行了一项探索性实验,将人工智能定位为一系列绘画活动中与学生相关的人工制品,并研究了与机器的情感关系在社会文化创造性学习中的潜在影响。由此产生的伪影、观察结果和访谈记录使用共识评估技术和扎根理论方法进行分析。研究结果表明,设计学教授确实认为学生的画比人工智能的画更有创意,但两者都没有显示出创造力的持续增长。然而,人工智能的存在促使学生探索不同的艺术提示方法。我们的理论是,如果学生认为他们与人工智能的关系是移情和协作的,那么人工智能可以作为一种学习人工制品来调解,以实现变革性的创造力。
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引用次数: 0
Curious spectatorship in the age of deepfakes 在深度造假时代,好奇的观众
IF 1.1 4区 艺术学 0 ART Pub Date : 2023-07-03 DOI: 10.1080/14626268.2023.2248964
Sara Oscar
ABSTRACT On social media platforms, deepfakes commonly show users inserting their own faces into figures from the history of Hollywood film and visual culture while reduplicating a range of gender stereotypes to self-represent. This paper considers the resonances between deepfakes and the writing of feminist film theorist, Laura Mulvey on the male gaze and spectatorship. In particular, the paper looks at deepfake production from the framework of Mulvey’s concept of ‘curious spectatorship,’ a term that describes a process of playful spectator interaction with new technologies to remix old filmic media which leads to decipherment of the screen. Moving between the theoretical and the personal, I consider how early and late arguments in Mulvey’s writing anticipate deepfake practices. I argue that there is creative potential for deepfakes to revise patriarchal structures of looking in Hollywood film and offer a way to consider how new forms of subjectivity and self-perception are encouraged by playful interaction with figures on screen.
摘要在社交媒体平台上,deepfakes通常显示用户将自己的脸插入好莱坞电影和视觉文化史上的人物中,同时重复一系列性别刻板印象来自我代表。本文探讨了deepfakes与女性主义电影理论家劳拉·马尔维关于男性凝视和观众的写作之间的共鸣。特别是,这篇论文从Mulvey的“好奇的观众”概念的框架来看深度伪造制作,这个术语描述了一个有趣的观众与新技术互动的过程,以重新混合旧的电影媒体,从而解读屏幕。在理论和个人之间,我考虑马尔维写作中早期和晚期的论点是如何预测深度伪造的实践的。我认为,deepfakes具有创造性的潜力,可以修改好莱坞电影中的父权结构,并提供一种方式来思考如何通过与屏幕上的人物进行有趣的互动来鼓励新形式的主体性和自我感知。
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引用次数: 0
From concept to space: a new perspective on AIGC-involved attribute translation 从概念到空间:aigc相关属性翻译的新视角
IF 1.1 4区 艺术学 0 ART Pub Date : 2023-07-03 DOI: 10.1080/14626268.2023.2248103
Kaiyu Cheng, Paulina Neisch, Tong Cui
ABSTRACT Drawn inspiration from phenomenal attributes and translating them into heuristic model tools is one of the effective means to promote architectural form innovation. However, over-reliance on perception indicates greater risks in decision-making. Nowadays, AI-generated Content (AIGC) technology combines the advantages of information comprehensiveness and modelling efficiency, providing new possibilities for the translation of architectural attributes. Based on attribute study, this paper proposes a new approach to spatial translation that uses the Generative Adversarial Network (VQGAN + CLIP) to realize the visualization of abstract concepts and then adds multi-dimensional influence through the Keyframe Style Transfer technology. The eclectic attribute is used as an example for the 2D and virtual 3D translation feasibility experiments. The article aims to improve the scientificity and influence of spatial translation through a technical organization from the perspective of architects. While providing an innovative, democratic and efficient aided-design tool also highlights a new angle for AIGC-involved pre-design.
从现象属性中汲取灵感并将其转化为启发式模型工具是推动建筑形式创新的有效手段之一。然而,过度依赖感知表明决策风险更大。如今,人工智能生成内容(AI-generated Content, AIGC)技术结合了信息全面性和建模效率的优势,为建筑属性的翻译提供了新的可能性。在属性研究的基础上,提出了一种利用生成式对抗网络(VQGAN + CLIP)实现抽象概念的可视化,然后通过关键帧风格转移技术增加多维影响的空间翻译新方法。以折衷属性为例,进行了二维和虚拟三维翻译可行性实验。本文旨在从建筑师的角度出发,通过一个技术组织来提高空间翻译的科学性和影响力。在提供创新、民主、高效的辅助设计工具的同时,也为aigc参与的预设计提供了一个新的视角。
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引用次数: 0
Pending recognition of media art: a case study of themes in media art festivals 2006–2021 媒体艺术有待认可:2006-2021年媒体艺术节主题个案研究
IF 1.1 4区 艺术学 0 ART Pub Date : 2023-04-17 DOI: 10.1080/14626268.2023.2195378
Solvita Zarina
ABSTRACT This article examines the thematic scope and media-specific characteristics of media art by analysing it through one of this art exhibitions practices: the annual specialized media art exhibitions–festivals–conferences. An overview of media art terminology and a study of the evolution of technological art festivals provide a framework for exploring the themes of the three major festivals, Ars Electronica, SIGGRAPH, and the RIXC Art Science Festival. Comparative and contrastive analysis of the data has revealed that in many cases the festivals address specific themes in their calls for submissions of papers and artworks. This allows for a better assessment of the place of technology-oriented media art in the overall mainstream contemporary art and opens up a space for discussions about the pending recognition of media art that can broaden the thematic range of the entire art field.
摘要本文通过每年一度的专业媒体艺术展——艺术节——会议来分析媒体艺术的主题范围和媒体特有的特征。对媒体艺术术语的概述和对技术艺术节演变的研究为探索电子艺术节、SIGGRAPH和RIXC艺术科学节这三个主要节日的主题提供了一个框架。对数据的比较和对比分析表明,在许多情况下,艺术节在要求提交论文和艺术品时都涉及特定主题。这有助于更好地评估以技术为导向的媒体艺术在当代主流艺术中的地位,并为讨论媒体艺术有待承认的问题开辟了空间,从而拓宽整个艺术领域的主题范围。
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引用次数: 1
Digital tufting bee: expanding computational design boundaries through collective material practice and social play 数字簇绒蜜蜂:通过集体材料实践和社会游戏拓展计算设计边界
IF 1.1 4区 艺术学 0 ART Pub Date : 2023-04-03 DOI: 10.1080/14626268.2023.2205389
Yi-Chin Lee
ABSTRACT This paper questions design priorities in computational systems and proposes that social aspects of material practice are overlooked in existing computational design practices. An interactive fabrication system designed for this project: Digital Tufting Bee centres on machine tufting, an adaptation of the handcrafting technique for making voluminous folds of yarn. The word ‘Bee’ refers to a quilting tradition in which a group comes together to quilt; I use this term to emphasize communal effort, shared decision-making and collective meaning-making in computational design processes. Building on literature in Science and Technology Studies, I argue that collective material practice and social play deepen human engagement in making processes and further challenge existing orders of computational design processes. By collecting and analysing qualitative data from three tufting workshops, I observed that uncertainties of yarn, conversation during making, tendencies to leave space for others, and exchange of crafting skills brought valuable meaning to interactive tufting. This paper concludes that as long as researchers involve communal aspects of making to connect makers, tools, materials and their communities, computational making could challenge the dominant design paradigm. Based on these findings, promising areas of further study include rituals of gift giving and collective textile repair in material practices.
本文质疑计算系统中的设计优先级,并提出在现有的计算设计实践中忽视了材料实践的社会方面。为这个项目设计的交互式制造系统:Digital Tufting Bee以机器簇绒为中心,这是一种手工制作技术的改编,用于制作大量的纱线褶皱。“Bee”这个词指的是一种拼布传统,一群人聚在一起拼布;我用这个词来强调计算设计过程中的共同努力、共同决策和集体意义创造。基于科学和技术研究的文献,我认为集体材料实践和社会游戏加深了人类在制造过程中的参与,并进一步挑战了现有的计算设计过程秩序。通过收集和分析三个簇绒车间的定性数据,我观察到纱线的不确定性,制作过程中的对话,为他人留下空间的倾向,以及工艺技能的交流,为互动性簇绒带来了宝贵的意义。本文的结论是,只要研究人员将制造者、工具、材料和他们的社区联系起来,计算制造就可以挑战占主导地位的设计范式。基于这些发现,有希望进一步研究的领域包括礼物赠送仪式和材料实践中的集体纺织品修复。
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引用次数: 0
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