46 research outputs found

    An Analysis of Interactive Technology’s Effect on the Appreciation of Traditional Chinese Painting: A Review of Case Studies

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    From a perspective of safeguarding Intangible Cultural Heritage, this paper discusses how to enhance the appreciation of traditional Chinese painting through the support of interactive technology. The author analyses extensive yet current case studies based on the findings from the interactive appreciation of and engagement with paintings. The author then summarises four aspects of how to design interactive technology in order to support the appreciation of and engagement with traditional Chinese paintings: (1) deepening the aesthetic understanding of traditional Chinese paintings should not be a neglected aspect during the design process; (2) current case studies have not considered distinguishing the user experience between professional artists and amateurs (who are unskilled at painting); (3) it is vital to exploit interactive technology to improve the originality and subtlety of traditional Chinese painting; and (4) employing interactive systems to engage users in participatory appreciation (through encouraging them to talk about art or discussing their understanding of it) could provide potential design insights for future studies

    Educational Technology and Related Education Conferences for January to June 2011 - November 11, 2010

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    If you attend the same conferences each year, you don’t need to scan this list. This list is your opportunity to “push the envelope” by trying something new. There are hundreds of professional development events that may give you a different perspective or help you learn a new skill. Rather than attend the same event you always do, scan this list and investigate conferences, symposiums, or workshops you have never attended. The list below covers selected events focused primarily on the use of technology in educational settings and on teaching, learning, and educational administration. Only listings until June 2011 are complete as dates, locations, or URLs are not available for a number of events held after June 2011. A Word 2003 format is used to enable people who do not have access to Word 2007 or higher version and those with limited or high-cost Internet access to find a conference that is congruent with their interests or obtain conference proceedings. (If you are seeking a more interactive listing, refer to online conference sites.) Consider using the “Find” tool under Microsoft Word’s “Edit” tab or similar tab in OpenOffice to locate the name of a particular conference, association, city, or country. If you enter the country “United Kingdom” in the “Find” tool, all conferences that occur in the United Kingdom will be highlighted. Then, “cut and paste” a list of suitable events for yourself and your colleagues. Please note that events, dates, titles, and locations may change; thus, CHECK the specific conference website. Note also that some events will be cancelled at a later date. All Internet addresses were verified at the time of publication. No liability is assumed for any errors that may have been introduced inadvertently during the assembly of this conference list. If possible, please do not remove the contact information when you re-distribute the list as that is how I receive updates and corrections. If you publish the list on the web, please note its source

    Interdisciplinary Film & Digital Media 2015 APR Self-Study & Documents

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    UNM Interdisciplinary Film & Digital Media APR self-study report, review team report, response to review report, and initial action plan for Spring 2015, fulfilling requirements of the Higher Learning Commission. IFDM was absorbed by the Cinematic Arts Department following this review

    Educational Technology and Education Conferences, June to December 2012

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    The conference list contains events such as "Learning and Teaching","Innovation in e-Learning", "Online Teaching", "Distance Learning Administration", "The World Open Educational Resources Congress", "Mobile Health", and "Realizing Dreams"

    3DCGアニメーション技術を利用したインドネシアの伝統的な演劇芸術の保存

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    There are various types of traditional theater art called Wayang in Indonesia. One of them is Wayang Beber of Pacitan, which originated in the 17th century and has a long history of over 400 years. Despite the precious value of these art works as cultural, historical, and religious heritage of Indonesia, their preservation is currently in a critical condition. Because of the humid climate of Indonesia it is hard to keep pictures in a good condition, and in addition, the country is experiencing a dramatic decrease in the number of artists to draw them, lack of budget for preservation, and lack of overall national interest in the preservation of Wayang Beber of Pacitan. It is feared that without a quick action, Wayang Beber of Pacitan could be lost in the near future. The purpose of this research is to preserve the Wayang Beber of Pacitan in a reasonable manner, so that Indonesian cultural heritage survives eternally. In order to solve the problems, the author proposes an application of 3-Dimensional Computer Graphics (3DCG) technology as a tool to reproduce and save the art digitally. The author then develops a 3DCG system specifically to generate Wayang Beber of Pacitan art works. As an example, some digital art reproduction works of Wayang Beber of Pacitan are generated using the proposed system. This thesis consists of 6 chapters: Chapter 1 describes background, scope, and objectives of the research. This chapter also provides literature survey related to digital preservation of cultural heritage, and specific nonphotorealistic CG techniques such as silhouette rendering, pattern generation. Chapter 2 discusses the research to compile archives of Wayang Beber of Pacitan. This research is performed by surveying related research works, observing the actual artwork and gathering data from interviews. The results of this survey are used as a basis for analyzing the visual style of Wayang Beber. After the identification of characteristics of the visual style, details of the required method for converting the pictures into 3DCG animation are determined. The original Wayang Beber is composed of many parts. It is difficult to create parts one by one in 3DCG, therefore a method that can generate the picture semi-automatically is considered to be used. Chapter 3 discusses the development of an outline shader. This shader is used to simulate outlines of Wayang Beber pictures on a 3DCG model. Outlines of Wayang Beber have some typical characteristics, such as expressive brushstrokes and variations in thicknesses. To produce an outline with these characteristics, a shader that incorporates object-based silhouette detection and a non-uniform point displacement algorithm is proposed. Chapter 4 discusses the development of the shader to generate ornamentation for rendering Wayang Beber characters’ textiles patterns. The characters of Wayang Beber have many characteristic patterns on their textiles. These patterns would require plenty of hard work during the 3DCG animation production of Wayang Beber. This research proposes a semi-automatic system utilizing a shader that uses procedural pattern generation based on shape grammars. Using this system, artists can easily create and modify details of the pattern including shape, size, quantity, color, and arrangement. Chapter 5 discusses key pose extraction and interpolation of in-between frames for animating CG characters made from Wayang Beber of Pacitan paintings. A Wayang Beber painting is a still image that does not have motion from it. Therefore, it appears that it would be very difficult to make a cartoon movie. However, P. Tabrani showed in his study that the essence of motion does exist in these historical paintings. In this research, a new technique was established using the theory developed in Tabrani’s study and the author have succeeded in extracting key poses from Wayang Beber of Pacitan works. Next, in-between frames are needed for the purpose of making a cartoon movie from the extracted key poses. The interpolation in this research is based on the principles of Wayang motion. The principles are derived from movements in other types of Wayang performances, such as Wayang Orang and Wayang Kulit. Using the method proposed in this research, the key frames and in-between frames for animating the characters are able to be provided adequately. Chapter 6 contains the conclusion and the summary of this research. The quality of digital eproductions of traditional drawings using this 3DCG system and the usability of this system are checked and evaluated. Using the methods proposed in this research, it is possible to create 3DCG animations from other types of Wayang Beber. The author intends to propose this 3DCG system to the Indonesian government as a tool for the preservation of traditional theater art in order that this research can contribute to the survival of cultural heritages in Indonesia.首都大学東京, 2015-09-30, 博士(芸術工学)首都大学東

    Negotiating Transnational Collaborations with the Chinese Film Industry

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    In recent years, Chinese international collaborations and co-productions with foreign film makers have flourished as reforms were implemented to create policies that made this more possible. As a result, Chinese and foreign filmmakers have embraced collaborative approaches, seeking mutually beneficial, feasible collaborations in terms of their respective markets. This thesis sets out to investigate the processes and outcomes of a number of significant productions in order to understand the role and impact of international coproductions and foreign collaborations on the Chinese film industry. Four specific industrial contexts were selected for analysis because of their on-going collaborations with China. They are Hollywood, Hong Kong and South Korea as well as Australia’s film industry
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