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Role of engagement in online gaming: a study of generation Z customers 参与在网络游戏中的作用:一项针对Z世代用户的研究
IF 1.1 4区 艺术学 0 ART Pub Date : 2022-01-02 DOI: 10.1080/14626268.2022.2033272
S. Jasrotia, M. K. Kamila, S. Chib, H. Mishra
ABSTRACT Online gaming has become a recent leisure time activity in India, especially among the younger generation. Hence, more and more youngsters, specifically Generation Z are engaged in this virtual gaming world. In response to this scenario, our paper analyzes the role of generation Z customers’ engagement in increasing online game sales. We found that satisfaction from the game, game personalization, and social interaction increases customer engagement, thereby increasing the sale of online games. A research model was developed, and the results were tested using 266 valid questionnaires. The results from the conceptual model testing suggests that the construct of engagement is significant in influencing the purchase decisions of Generation Z customers.
在印度,网络游戏已经成为一种最近的休闲活动,尤其是在年轻一代中。因此,越来越多的年轻人,特别是Z世代,都投入到虚拟游戏世界中。针对这种情况,我们的论文分析了Z世代客户的参与在增加网络游戏销售中的作用。我们发现,游戏满意度、游戏个性化和社交互动增加了用户粘性,从而增加了在线游戏的销量。建立研究模型,采用266份有效问卷对结果进行检验。概念模型检验的结果表明,参与结构对Z世代消费者的购买决策有显著影响。
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引用次数: 2
SurfaceLens: near-surface spatial interaction with science museum exhibits SurfaceLens:与科学博物馆展品的近地表空间交互作用
IF 1.1 4区 艺术学 0 ART Pub Date : 2022-01-02 DOI: 10.1080/14626268.2022.2039208
Hyeon-Beom Yi, Seung Hyeon Han, Min Kyoung Park, Woohun Lee
ABSTRACT Smartphone applications have become an essential tool for museums because of their positive impact on visitor experience. However, smartphones can potentially distract visitors from the exhibit, crippling the hands-on experience. In this study, we present SurfaceLens which is a smartphone-based peripheral device enabling near-surface spatial interaction with exhibits. SurfaceLens detects proximity, location on the surface, and orientation of the device while a visitor moves it along the surface of exhibits like using a magnifying glass. It provides an information space and audio-haptic feedback reflecting its location and orientation so that the visitor can feel like seeing-through the exhibit. We compared this near-surface spatial interaction with on-screen touch interaction to investigate their effect on visitor experience and behaviour. The results indicate that SurfaceLens provided a more intuitive and transparent understanding of the content when used as an observation tool. Moreover, narrowing down the distance between visitors and exhibits promotes exploratory behaviours.
智能手机应用程序已经成为博物馆必不可少的工具,因为它们对游客体验产生了积极的影响。然而,智能手机可能会分散参观者的注意力,削弱亲身体验。在这项研究中,我们提出了SurfaceLens,这是一种基于智能手机的外围设备,可以与展品进行近地表空间交互。当参观者像使用放大镜一样在展品表面移动设备时,SurfaceLens可以检测设备的接近程度、表面位置和方向。它提供了一个信息空间和反映其位置和方向的听觉触觉反馈,使参观者可以有看穿展品的感觉。我们将这种近表面的空间交互与屏幕上的触摸交互进行了比较,以研究它们对游客体验和行为的影响。结果表明,当使用SurfaceLens作为观察工具时,可以提供更直观和透明的内容理解。此外,缩小参观者与展品之间的距离可以促进探索行为。
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引用次数: 0
Musical creativity support tools for bereavement support 为丧亲之痛提供音乐创意支持工具
IF 1.1 4区 艺术学 0 ART Pub Date : 2022-01-02 DOI: 10.1080/14626268.2022.2034648
Lee Cheatley, Margareta Ackerman, A. Pease, Wendy Moncur
ABSTRACT Self-expression is central to mental well-being and mental health therapy. Art therapy offers a wide range of expressive mechanisms, allowing individuals to process their emotions when traditional therapies prove unsuccessful. However, a lack of expertise or comfort with artistic expression, along with cost and waiting times, may hinder one's ability to receive needed mental health support. Creative machines can offer novel therapeutic approaches enabling the bereaved to engage in creative expression as and when needed. In this paper, we apply a co-creative songwriting system, ALYSIA, as a new form of therapy for those who had recently suffered the loss of a loved one. We evaluate the utility of this creative system in aiding bereaved individuals through user testing. The utility of collaborative creative systems for adaptation to bereavement is discussed and may have implications for other therapeutic applications.
自我表达是心理健康和心理健康治疗的核心。艺术疗法提供了广泛的表达机制,允许个人处理他们的情绪,当传统疗法被证明是不成功的。然而,缺乏专业知识或对艺术表达的舒适感,加上费用和等待时间,可能会阻碍一个人获得所需的心理健康支持的能力。创造性的机器可以提供新颖的治疗方法,使失去亲人的人能够在需要的时候进行创造性的表达。在本文中,我们应用了一个共同创作的歌曲创作系统,ALYSIA,作为一种新的治疗形式,为那些最近遭受失去亲人的人。我们通过用户测试来评估这个创造性系统在帮助失去亲人的个人方面的效用。讨论了协作创造系统对丧亲适应的效用,并可能对其他治疗应用产生影响。
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引用次数: 1
Augmenting television narratives using interactive home appliances 使用互动式家用电器增强电视叙事
IF 1.1 4区 艺术学 0 ART Pub Date : 2021-12-19 DOI: 10.1080/14626268.2021.2013898
Jiwoo Hong, Woohun Lee
ABSTRACT This study focuses on the use of everyday objects as new media for enriching digital storytelling experiences, especially as they pertain to viewing television narratives in living room environments. Through a design ideation workshop, we develop a strategy for augmenting television narratives using interactive home appliances. The ideas obtained through the workshop revealed that interactive home appliances connected to television systems can serve as both input and output channels capable of delivering narrative elements as additional output and can support active viewer engagement in narrative manipulation. Another strategy involved mirroring the environments of television narratives with the physical world to enable spatial immersion into such narratives. Based on the strategies, we discuss the criteria valued by the designers when it comes to designating interactions between home appliances and television narratives and the critical aspects that should be considered in further configurations and applications of such strategies.
本研究主要关注日常物品作为新媒体的使用,以丰富数字叙事体验,特别是当它们与在客厅环境中观看电视叙事有关时。通过设计创意研讨会,我们开发了一种使用交互式家用电器增加电视叙事的策略。通过研讨会获得的想法表明,与电视系统相连的交互式家用电器可以作为输入和输出渠道,能够将叙事元素作为额外的输出,并支持观众积极参与叙事操作。另一种策略是将电视叙事的环境与现实世界相镜像,从而使空间沉浸在这样的叙事中。基于这些策略,我们讨论了设计师在指定家用电器和电视叙事之间的交互时所看重的标准,以及在进一步配置和应用这些策略时应考虑的关键方面。
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引用次数: 1
A framework for interactive artwork based on cultural heritage: focused on the evaluation of artistic value in the artwork ‘deBallution’ prototypes 基于文化遗产的互动艺术框架:专注于艺术作品“deBallution”原型的艺术价值评估
IF 1.1 4区 艺术学 0 ART Pub Date : 2021-10-02 DOI: 10.1080/14626268.2021.1998130
Je-ho Oh, Chungkon Shi
ABSTRACT This study aimed to propose a framework that promotes immersion, artistic experience, and artistic value in the production of cultural heritage-based interactive artwork. Previous cultural heritage-based artworks failed to adopt symbolic narratives. This study adopts a framework based on a narrative structure to apply symbolism to interactive artwork effectively. It proposed the following five narrative structures to create the abovementioned framework: symbol, mission, activity, change, and artistic embodiment. Two prototypes were created for experimental evaluation to test the effectiveness of the proposed framework in immersion, artistic experience, and artistic value. A comparative experiment of the two prototypes with 80 audience members revealed the framework’s significant effect in terms of artistic value. This study has implications for artists and researchers, as applying the proposed framework will improve the artistic value of their artwork.
本研究旨在提出一个框架,以促进文化遗产互动艺术作品的沉浸感、艺术体验和艺术价值。以往的文化遗产艺术作品未能采用象征性叙事。本研究采用基于叙事结构的框架,将象征主义有效地运用于互动艺术中。它提出了以下五个叙事结构来创造上述框架:符号、使命、活动、变化和艺术体现。我们创建了两个原型用于实验评估,以测试所提出的框架在沉浸感、艺术体验和艺术价值方面的有效性。通过80名观众对两种原型的对比实验,揭示了该框架在艺术价值方面的显著效果。本研究对艺术家和研究人员具有启示意义,因为应用所提出的框架将提高他们的艺术品的艺术价值。
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引用次数: 1
Cruxes for visual domain sonification in digital arts 数字艺术中视觉域声音化的关键
IF 1.1 4区 艺术学 0 ART Pub Date : 2021-10-02 DOI: 10.1080/14626268.2021.2002913
Denis Trček
ABSTRACT Two main types of human perception are seeing and hearing. They play a central role in everyday life, scientific research, and also fine arts. Especially in the visual arts, linking the auditory and the visual realms is not uncommon. However, when it comes to linking the visual domain with the audio domain, the possibilities there are less addressed. Therefore, in this paper, we conceptualize the so-called cruxes for sonification of the visual domain. These are hierarchically structured transformations of the main elements in both domains, starting at the physics level, then extending to the physiological level, and finally to the artistic level. They offer a strong basis for creative sonification efforts and are intended for computer-based (generative) art production. In brief, this paper shows that sonification has a strong potential for artistic sonic creations, where scientific basis can play an important role, when linking the visual, acoustic, and physiological domains.
人类感知的两种主要类型是视觉和听觉。它们在日常生活、科学研究和美术中发挥着核心作用。特别是在视觉艺术中,将听觉和视觉领域联系起来并不罕见。然而,当涉及到将视觉领域与音频领域联系起来时,可能性就少了。因此,在本文中,我们概念化了所谓的视觉域超声的关键。这是两个领域中主要元素的层次结构转换,从物理层面开始,然后延伸到生理层面,最后到艺术层面。它们为创造性的声音化工作提供了坚实的基础,并用于基于计算机的(生成)艺术生产。简而言之,本文表明声化在艺术声音创作中具有强大的潜力,其中科学依据可以在连接视觉,声学和生理领域时发挥重要作用。
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引用次数: 0
A bibliometric analysis of cultural and creative industries in the field of arts and humanities 艺术与人文领域的文化创意产业文献计量学分析
IF 1.1 4区 艺术学 0 ART Pub Date : 2021-10-02 DOI: 10.1080/14626268.2021.1993928
Son Bui Hoai, Binh Hoang Thi, Phuong Nguyen Lan, Trung Tran
ABSTRACT The development and main characteristics of global research related to cultural and creative industries from 1995 to 2020 have been investigated using bibliographic data derived from the Scopus database. We identified 746 single-authored documents among a total of 1099 documents indexed in the Scopus database during this period, with an annual growth rate of 18%. English-speaking countries such as the UK, the USA, Australia and Canada were the most important contributors to this research field, participated in more than 50% of documents of the collection. The most productive scholars and institutions were all located in Australia and the UK. Quality of the publication collection was good, as nine over ten most popular journals who published a quarter of the collection, were classified into the first quartile of the SCImago Journal & Country Rank. Cultural policy and creative economy were the most important research directions of the collection.
摘要利用Scopus数据库中的书目数据,对1995年至2020年全球文化创意产业研究的发展和主要特征进行了调查。在此期间,我们在Scopus数据库中索引的1099份文档中确定了746份单作者文档,年增长率为18%。英国、美国、澳大利亚和加拿大等英语国家是该研究领域最重要的贡献者,参与了50%以上的文献收集。最有成效的学者和机构都位于澳大利亚和英国。出版物集的质量很好,因为超过十种最受欢迎的期刊(出版了四分之一的出版物集)被归类为SCImago期刊和国家排名的第一个四分之一。文化政策和创意经济是该集最重要的研究方向。
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引用次数: 4
The role of digital technologies in recording values of human settlements: testing a practical Historic Urban Landscape approach in China and India 数字技术在记录人类住区价值中的作用:在中国和印度测试一种实用的历史城市景观方法
IF 1.1 4区 艺术学 0 ART Pub Date : 2021-10-02 DOI: 10.1080/14626268.2021.2001538
Xiaoxin Zhao, Kali Marnane, Kelly Greenop
ABSTRACT UNESCO’s 2011 recommendation on Historic Urban Landscapes (HUL) advocated for an integrated, holistic approach to heritage places, in terms of how they are conceptualised and how they are recorded and managed in practical terms. Digital technologies offer increased capacity for recording places of all kinds, especially in terms of the physical environment and increasingly within heritage settings. Diverse case studies from China and India representing challenges in historic environments aim to test how a combination of the latest technologies and their current deployment better work toward goals within the HUL imperative. Further, we investigate where HUL approaches cannot be met by current technologies or analysis of digital data, providing a clear set of goals for future technologies or data interpretation that can work towards a more holistic capturing of place. This study analyses the interpretation of digital data in two different cultural settings between 2017 and 2018 – a historic water town in China and an informal settlement in India. Both cases employed digital technologies, including 3D laser scanning, photogrammetry, digital photography, video and audio recording to capture both the physical attributes of human settlements and how those places were used, reflecting residents’ values and cultural practices. Findings suggest that digital technologies are useful tools to illustrate layers of value beyond the built environment by connecting physical, social and cultural landscapes and associated place attachment. The combined use of various digital technologies helps to reveal interconnected place values and support better solutions for more sustainable and equitable development.
联合国教科文组织2011年关于城市历史景观(HUL)的建议主张对遗产地采取综合、全面的方法,包括如何对其进行概念化,以及如何在实践中对其进行记录和管理。数字技术提高了记录各种场所的能力,尤其是在物理环境方面,以及越来越多地在遗产环境中。来自中国和印度的各种案例研究代表了历史环境中的挑战,旨在测试最新技术及其当前部署的结合如何更好地实现HUL的目标。此外,我们调查了当前技术或数字数据分析无法满足HUL方法的地方,为未来的技术或数据解释提供了一套明确的目标,可以实现更全面的位置捕捉。本研究分析了2017年至2018年间两种不同文化背景下的数字数据解读——中国的一个历史古镇和印度的一个非正式定居点。这两个案例都采用了数字技术,包括3D激光扫描、摄影测量、数字摄影、视频和音频记录,以捕捉人类住区的物理属性以及这些地方的使用方式,反映居民的价值观和文化实践。研究结果表明,数字技术是一种有用的工具,可以通过连接物理、社会和文化景观以及相关的场所依恋来说明建筑环境之外的价值层。各种数字技术的结合使用有助于揭示相互关联的地方价值观,并支持更好的解决方案,以实现更可持续和公平的发展。
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引用次数: 2
A digital distraction? The role of digital tools and distributed intelligence in woodblock printmaking practice 数码分心?数字工具和分布式智能在木版版画实践中的作用
IF 1.1 4区 艺术学 0 ART Pub Date : 2021-07-03 DOI: 10.1080/14626268.2021.1964539
Tara Chittenden
ABSTRACT Artists’ adoption of CNC devices and related technologies is making possible novel printmaking processes and variations on techniques. Such changes suggest a need to broaden our understanding of what constitutes a print under contemporary technological conditions. This article looks at the human-machine relationship and the state of creative cognition in the act of woodblock printmaking. Connections between the printmaker’s and programmer’s notions of creating lines indicate different ways of thinking-drawing space and position the resulting 2D print not just as the transfer of ink from block to paper but also existing as lines of code and as a 3D space. By drawing parallels between the embodied yet distributed act of traditional Japanese woodblock printmaking and the experience of CNC computerized carving in the work of Mike Lyon, I explore how woodblock printmaking might facilitate a productive collaboration with digital carving technologies.
艺术家对CNC设备和相关技术的采用正在使新的版画制作工艺和技术变化成为可能。这些变化表明,在当代技术条件下,我们需要拓宽对版画构成的理解。本文考察了木版版画创作活动中的人机关系和创作认知状态。版画家和程序员对线条的概念之间的联系表明了不同的思维方式——绘制空间和定位产生的2D打印不仅是将墨水从块转移到纸上,而且作为代码行和3D空间存在。通过将日本传统木版版画的具体而分散的行为与迈克·里昂(Mike Lyon)作品中CNC计算机雕刻的经验进行比较,我探索了木版版画如何促进与数字雕刻技术的富有成效的合作。
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引用次数: 2
Mythical narratives in digital games and the digital apocalypse 数字游戏中的神话叙事与数字启示录
IF 1.1 4区 艺术学 0 ART Pub Date : 2021-07-03 DOI: 10.1080/14626268.2021.1961808
Sunny Yoon
ABSTRACT Digital games propagate mythical stories and revitalize medieval legends. Amplification of gothic elements in contemporary media and in digital games reflects an ideological and aesthetic transformation of cultural products in contemporary society. This essay discusses distinctiveness in game narratives by citing diverse theories, including semiotics and theories of psychoanalysis, as well as mythology and theology. Game narratives tend to deconstruct the conventional timeframes of chronological order seen in the narratives of traditional literature. Contrary to the formulaic structure of mythology described by Joseph Campbell, digital games introduce a new dimension of time in narratives akin to biblical apocalypse. Digital games deploy synchronic time, exclusively in the form of the present tense, which Tillich identifies as relating to kairos contingent on Heidegger’s notion of time. At their forefront, digital games visualize elements of literary stories as a result of deploying synchronic time in reimagined narratives. While digital games attract users via this new concept of transformative time and their visual embellishment of mysticism, innovative narratives in digital games function as a new means of ideology, resonating with the social psychology of users under the challenges of the contemporary world.
数字游戏传播神话故事,复兴中世纪传说。当代媒体和数字游戏中哥特式元素的放大反映了当代社会文化产品在思想和审美上的转变。本文通过引用不同的理论,包括符号学和精神分析理论,以及神话和神学,来讨论游戏叙事的独特性。游戏叙事倾向于解构传统文学叙事中的时间顺序。与Joseph Campbell所描述的神话的公式化结构相反,数字游戏在类似于圣经启示录的叙述中引入了新的时间维度。数字游戏利用共时时间,仅以现在时的形式,Tillich认为这与海德格尔的时间概念有关。最重要的是,数字游戏通过在重新想象的叙述中部署同步时间,将文学故事元素形象化。虽然数字游戏通过这种变革时代的新概念和神秘主义的视觉装饰来吸引用户,但数字游戏中的创新叙事作为一种新的意识形态手段,在当代世界的挑战下与用户的社会心理产生共鸣。
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引用次数: 1
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