首页 > 最新文献

DIGITAL CREATIVITY最新文献

英文 中文
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。
{"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}
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。
{"title":"The dépaysement art of the new media era incorporating the microscopic world","authors":"Ho-Jun Ji, Jin-wan Park","doi":"10.1080/14626268.2021.1922458","DOIUrl":"https://doi.org/10.1080/14626268.2021.1922458","url":null,"abstract":"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.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"32 1","pages":"124 - 142"},"PeriodicalIF":1.1,"publicationDate":"2021-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/14626268.2021.1922458","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44180110","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}
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。
{"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}
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。
{"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}
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。
{"title":"Advancing interactivity: graphic designers’ practice-based contribution to developing the Web","authors":"Nicole Wragg, Carolyn Barnes","doi":"10.1080/14626268.2021.1898987","DOIUrl":"https://doi.org/10.1080/14626268.2021.1898987","url":null,"abstract":"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.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"32 1","pages":"143 - 164"},"PeriodicalIF":1.1,"publicationDate":"2021-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/14626268.2021.1898987","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49133541","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}
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。
{"title":"The design and evaluation of a multimodal ubiquitous learning application for EFL writers","authors":"Vivien Lin, Yu-Hsuan Lin, Min-Chai Hsieh, Gi‐Zen Liu, H. Lin","doi":"10.1080/14626268.2021.1885449","DOIUrl":"https://doi.org/10.1080/14626268.2021.1885449","url":null,"abstract":"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.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"32 1","pages":"79 - 98"},"PeriodicalIF":1.1,"publicationDate":"2021-02-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/14626268.2021.1885449","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43741997","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}
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。
{"title":"The tamarind forest: an augmented virtuality experience","authors":"Doros Polydorou","doi":"10.1080/14626268.2021.1882504","DOIUrl":"https://doi.org/10.1080/14626268.2021.1882504","url":null,"abstract":"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.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"32 1","pages":"71 - 77"},"PeriodicalIF":1.1,"publicationDate":"2021-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/14626268.2021.1882504","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44112010","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}
引用次数: 0
Remediating tradition with technology: a case study of From Tangible to Intangible: A Media Showcase of Kisa chin p’yori chinch’an uigwe 以技术修复传统:以《从有形到无形:吉萨·钦普尤里·钦奇安维格的媒体展示》为例
IF 1.1 4区 艺术学 0 ART Pub Date : 2021-01-02 DOI: 10.1080/14626268.2021.1876093
Bo A Rhee, Federico Pianzola, Nayea Oh, Gangta Choi, Jungho Kim
ABSTRACT This paper presents the remediation of a nineteenth century Korean manuscript (the 1809 Uigwe) as an interactive digital experience using creative algorithms and gesture recognition developed by LG Electronics. The interactive media project we created using sound visualization invites visitors to jointly experience Joseon’s royal music and the manuscript’s pictorial illustrations. We present the media development process and the results of a survey assessing users’ engagement. Our findings show that technological remediation can be a fruitful way to elicit interest for cultural heritage. The Uigwe media project enhanced the participants’ curiosity for the 1809 Uigwe, and the added sound of the traditional court music (Yeominlak) and the images of the musical instruments increased users’ understanding of the 1809 Uigwe and of royal court music. Overall, the study provides evidence about the use of multisensory digital media for fostering learning about and cultural appreciation of historical artefacts.
本文介绍了19世纪韩国手稿(1809年威格文)的修复,作为使用LG电子开发的创造性算法和手势识别的交互式数字体验。我们利用声音可视化创造了互动媒体项目,邀请游客共同体验朝鲜皇家音乐和手稿的图像插图。我们展示了媒体发展过程和一项评估用户参与度的调查结果。我们的研究结果表明,技术补救可以是一种富有成效的方式来引起人们对文化遗产的兴趣。威歌媒体项目提高了参与者对1809威歌的好奇心,加上传统宫廷音乐的声音和乐器的图像,增加了用户对1809威歌和皇家宫廷音乐的了解。总体而言,该研究提供了使用多感官数字媒体促进对历史文物的学习和文化欣赏的证据。
{"title":"Remediating tradition with technology: a case study of From Tangible to Intangible: A Media Showcase of Kisa chin p’yori chinch’an uigwe","authors":"Bo A Rhee, Federico Pianzola, Nayea Oh, Gangta Choi, Jungho Kim","doi":"10.1080/14626268.2021.1876093","DOIUrl":"https://doi.org/10.1080/14626268.2021.1876093","url":null,"abstract":"ABSTRACT This paper presents the remediation of a nineteenth century Korean manuscript (the 1809 Uigwe) as an interactive digital experience using creative algorithms and gesture recognition developed by LG Electronics. The interactive media project we created using sound visualization invites visitors to jointly experience Joseon’s royal music and the manuscript’s pictorial illustrations. We present the media development process and the results of a survey assessing users’ engagement. Our findings show that technological remediation can be a fruitful way to elicit interest for cultural heritage. The Uigwe media project enhanced the participants’ curiosity for the 1809 Uigwe, and the added sound of the traditional court music (Yeominlak) and the images of the musical instruments increased users’ understanding of the 1809 Uigwe and of royal court music. Overall, the study provides evidence about the use of multisensory digital media for fostering learning about and cultural appreciation of historical artefacts.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"32 1","pages":"56 - 70"},"PeriodicalIF":1.1,"publicationDate":"2021-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/14626268.2021.1876093","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47864017","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}
引用次数: 7
Augmented reality sandboxes: children’s play and storytelling with mirror worlds 增强现实沙盒:儿童游戏和讲故事与镜像世界
IF 1.1 4区 艺术学 0 ART Pub Date : 2021-01-02 DOI: 10.1080/14626268.2020.1868535
Teemu Leinonen, Jaana Brinck, Henriikka Vartiainen, Nitin Sawhney
ABSTRACT Augmented Reality (AR) technology has provided a new technological platform for ‘mirror worlds’, where layers of information, meaning, and functions are integrated with a digital twin of the real world. To explore mirror worlds, we designed and developed +Andscape, an interactive AR sandbox. In this conceptual and empirical case study, we observed children’s (5–6-year-old, N = 16) collaborative play and storytelling with +Andscape. The qualitative content analysis from observational video-based data allows us to infer how children’s play with the AR sandbox engaged their questioning and reflections of both the real world events and the computational mirror worlds. The use of the tool triggered children’s imagination and opened for them a story world for exploration of current media events in a unique way. We conclude that when introducing mirror worlds, the focus should be on creative play, participation and storytelling through which the children can construct their own story worlds.
摘要:增强现实(AR)技术为“镜像世界”提供了一个新的技术平台,在这个平台上,信息层、意义层和功能层与现实世界的数字孪生融合在一起。为了探索镜像世界,我们设计并开发了+Andscape,一个交互式AR沙盒。在这个概念和实证案例研究中,我们观察了儿童(5-6岁 = 16) 与+Andscape合作演出和讲故事。基于观察视频数据的定性内容分析使我们能够推断出儿童在玩AR沙盒时是如何对现实世界事件和计算镜像世界进行提问和思考的。该工具的使用激发了孩子们的想象力,并以独特的方式为他们打开了一个探索当前媒体事件的故事世界。我们得出的结论是,在引入镜像世界时,重点应该放在创造性的游戏、参与和讲故事上,通过这些游戏,孩子们可以构建自己的故事世界。
{"title":"Augmented reality sandboxes: children’s play and storytelling with mirror worlds","authors":"Teemu Leinonen, Jaana Brinck, Henriikka Vartiainen, Nitin Sawhney","doi":"10.1080/14626268.2020.1868535","DOIUrl":"https://doi.org/10.1080/14626268.2020.1868535","url":null,"abstract":"ABSTRACT Augmented Reality (AR) technology has provided a new technological platform for ‘mirror worlds’, where layers of information, meaning, and functions are integrated with a digital twin of the real world. To explore mirror worlds, we designed and developed +Andscape, an interactive AR sandbox. In this conceptual and empirical case study, we observed children’s (5–6-year-old, N = 16) collaborative play and storytelling with +Andscape. The qualitative content analysis from observational video-based data allows us to infer how children’s play with the AR sandbox engaged their questioning and reflections of both the real world events and the computational mirror worlds. The use of the tool triggered children’s imagination and opened for them a story world for exploration of current media events in a unique way. We conclude that when introducing mirror worlds, the focus should be on creative play, participation and storytelling through which the children can construct their own story worlds.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"32 1","pages":"38 - 55"},"PeriodicalIF":1.1,"publicationDate":"2021-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/14626268.2020.1868535","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49292683","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}
引用次数: 6
Audio-augmented arboreality: wildflowers and language 音频增强树境:野花和语言
IF 1.1 4区 艺术学 0 ART Pub Date : 2021-01-02 DOI: 10.1080/14626268.2020.1868536
Hafizur Rahaman, Michelle Johnston, E. Champion
ABSTRACT Before colonization, there were over 250 languages spoken in Australia. Today only thirteen Indigenous languages are still being taught to children). Language has an important part to play in cultural maintenance and ‘closing the gap’ in terms of First Peoples’ cultural heritage, identity, and sense of belonging. In this work, we aim to develop an engaging and easy way to teach and learn the local Indigenous names of wildflowers using a mobile device. This paper presents the development of a phone application that runs on a local machine, recognizes local wildflowers through its camera, and plays associated sounds and displays associated text in the Noongar language. The prototype mobile application has been developed with MobileNets model on the TensorFlow platform. The dataset is derived from Google searches, while the sound files are generated from label text by running an apple script. UI and interactivity have been developed by using Vuforia and the Unity game engine. Finally, the Android Studio is used to deploy the app. At this point in time, the prototype can only recognize ten local flowers, with 85%∼99% of accuracy. We are working with a larger dataset towards developing the full application.
在殖民统治之前,澳大利亚有超过250种语言。今天,只有13种土著语言仍在向儿童教授)。语言在原住民文化遗产、身份和归属感方面的文化维护和“缩小差距”方面发挥着重要作用。在这项工作中,我们的目标是开发一种引人入胜且简单的方法,通过移动设备教授和学习当地土著野花的名称。本文介绍了一个手机应用程序的开发,该应用程序在本地机器上运行,通过其摄像头识别当地的野花,并播放相关的声音,并以Noongar语言显示相关的文本。在TensorFlow平台上使用MobileNets模型开发了原型移动应用程序。数据集来自谷歌搜索,而声音文件是通过运行apple脚本从标签文本生成的。使用Vuforia和Unity游戏引擎开发UI和交互性。最后,使用Android Studio来部署应用程序。此时,原型只能识别十种本地花卉,准确率为85% ~ 99%。我们正在使用更大的数据集开发完整的应用程序。
{"title":"Audio-augmented arboreality: wildflowers and language","authors":"Hafizur Rahaman, Michelle Johnston, E. Champion","doi":"10.1080/14626268.2020.1868536","DOIUrl":"https://doi.org/10.1080/14626268.2020.1868536","url":null,"abstract":"ABSTRACT Before colonization, there were over 250 languages spoken in Australia. Today only thirteen Indigenous languages are still being taught to children). Language has an important part to play in cultural maintenance and ‘closing the gap’ in terms of First Peoples’ cultural heritage, identity, and sense of belonging. In this work, we aim to develop an engaging and easy way to teach and learn the local Indigenous names of wildflowers using a mobile device. This paper presents the development of a phone application that runs on a local machine, recognizes local wildflowers through its camera, and plays associated sounds and displays associated text in the Noongar language. The prototype mobile application has been developed with MobileNets model on the TensorFlow platform. The dataset is derived from Google searches, while the sound files are generated from label text by running an apple script. UI and interactivity have been developed by using Vuforia and the Unity game engine. Finally, the Android Studio is used to deploy the app. At this point in time, the prototype can only recognize ten local flowers, with 85%∼99% of accuracy. We are working with a larger dataset towards developing the full application.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"32 1","pages":"22 - 37"},"PeriodicalIF":1.1,"publicationDate":"2021-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/14626268.2020.1868536","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46797160","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}
引用次数: 0
期刊
DIGITAL CREATIVITY
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:481959085
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