4,605 research outputs found
The hunt for submarines in classical art: mappings between scientific invention and artistic interpretation
This is a report to the AHRC's ICT in Arts and Humanities Research Programme.
This report stems from a project which aimed to produce a series of mappings between advanced imaging information and communications technologies (ICT) and needs within visual arts research. A secondary aim was to demonstrate the feasibility of a structured approach to establishing such mappings.
The project was carried out over 2006, from January to December, by the visual arts centre of the Arts and Humanities Data Service (AHDS Visual Arts).1 It was funded by the Arts and Humanities Research Council (AHRC) as one of the Strategy Projects run under the aegis of its ICT in Arts and Humanities Research programme. The programme, which runs from October 2003 until September 2008, aims âto develop, promote and monitor the AHRCâs ICT strategy, and to build capacity nation-wide in the use of ICT for arts and humanities researchâ.2 As part of this, the Strategy Projects were intended to contribute to the programme in two ways: knowledge-gathering projects would inform the programmeâs Fundamental Strategic Review of ICT, conducted for the AHRC in the second half of 2006, focusing âon critical strategic issues such as e-science and peer-review of digital resourcesâ. Resource-development projects would âbuild tools and resources of broad relevance across the range of the AHRCâs academic subject disciplinesâ.3 This project fell into the knowledge-gathering strand.
The project ran under the leadership of Dr Mike Pringle, Director, AHDS Visual Arts, and the day-to-day management of Polly Christie, Projects Manager, AHDS Visual Arts. The research was carried out by Dr Rupert Shepherd
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Use of creative tools, technologies, processes and practices in the sectors of Art, Media, and Architecture: State-of the-Art and desired future scenarios
The aim of the paper is to analyse and present the preliminary findings of the EU FP7 funded CRe-AM project for the Art, Media, and Architecture sectors. This project bridges communities of technology providers and innovators with the creative industries, with the aim to build sector-specific dynamic roadmaps for the future of the European creative industries by examining the current state-of-the-art tools, technologies, processes, and practices supporting the creative process against the future scenarios envisioned by stakeholders in these sectors.This work was carried out as part of CRe-AM project, which is supported by European Commission (grant agreement n°612451)
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Serious Games in Cultural Heritage
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Aesthetic potential of human-computer interaction in performing arts
Human-computer interaction (HCI) is a multidisciplinary area that studies the communication between users and computers. In this thesis, we want to examine if and how HCI when incorporated into staged performances can
generate new possibilities for artistic expression on stage.
We define and study four areas of technology-enhanced performance that were strongly influenced by HCI techniques: multimedia expression, body representation, body augmentation and interactive environments. We trace relevant artistic practices that contributed to the exploration of these topics and then present new forms of creative expression that emerged after the incorporation of HCI techniques. We present and discuss novel practices like: performer and the media as one responsive entity, real-time control of virtual characters, on-body projections, body augmentation through humanmachine systems and interactive stage design.
The thesis concludes by showing some concrete examples of these novel practices implemented in performance pieces. We present and discuss technologyaugmented dance pieces developed during this masterâs degree. We also present a software tool for aesthetic visualisation of movement data and discuss its application in video creation, staged performances and interactive installations
Gesture-Controlled Interaction with Aesthetic Information Sonification
Information representation in augmented and virtual reality systems, and social physical (building) spaces can enhance the efficacy of interacting with and assimilating abstract, non-visual data. Sanification is the process of automatically generated real time information representation. There is a gap in our implementation and knowledge of auditory display systems used to enhance interaction in virtual and augmented reality. This paper addresses that gap by examining methodologies for mapping socio-spatial data to spatialised sanification manipulated with gestural controllers. This is a system of interactive knowledge representation that completes the human integration loop, enabling the user to interact with and manipulate data using 3D spatial gesture and 3D auditory display. Benefits include 1) added immersion in an augmented or virtual reality interface; 2) auditory display avoids visual overload in visually-saturated processes such as designing, evacuation in emergencies, flying aircraft; computer gaming; and 3) bi-modal or auditory representation, due to its time-based character, facilitates cognition of complex information
The Influence of Mixed Reality on Satisfaction and Brand Loyalty in Cultural Heritage Attractions: A Brand Equity Perspective
Mixed reality technology is being increasingly used in cultural heritage attractions to enhance visitorsâ experience. However, how the characteristics of mixed reality affect satisfaction and brand loyalty has not been explored in previous research. The purpose of this study is to identify factors affecting satisfaction with mixed reality experiences at cultural and artistic visitor attractions and their influence on brand loyalty, which is connected with management performance. We propose a theoretical model based on brand equity theory in the context of mixed reality experience. Survey data were gathered from 251 respondents visiting a cultural and artistic visitor attraction in Seoul, Korea using a stratified sampling method. PLS-SEM was employed for the data analysis. The results suggest that the characteristics of mixed reality (interactivity, vividness) not only influence the affective aspects (perceived immersion, perceived enjoyment) of visitorsâ experience, but also positively affect brand awareness, brand association, and brand loyalty
REVISIĂN DE LAS TĂCNICAS DE REALIDAD AUMENTADA Y REALIDAD VIRTUAL EN EL ARTE RUPESTRE
[EN] The usage of augmented reality (AR) and virtual reality (VR) technologies began to grow when smartphones appeared.
Until then, the number of portable devices capable of incorporating these technologies was reduced. Video games are
the main field where these technologies are applied, but in other fields such as in archaeology, these technologies can
offer many advantages. Ruins reconstruction, ancient life simulation, highly detailed 3D models visualisation of valuable
objects from the past or even user free movement in missing places are just some examples found in literature.
This paper reviews the latest visualisation technologies and their applicability to the rock art field. The main purpose is to
disseminate rock art paintings through AR and VR applications. After the image-based three-dimensional (3D) modelling
is obtained, an interactive visit to a shelter for displaying rock art paintings is presented. This is one of examples
developed in this paper that pretends to apply the revised AR and VR techniques. In addition, an example of AR is
developed that can be easily adapted to further applications displaying rock art paintings.[ES] El uso de las tecnologĂas de realidad virtual (RV) y realidad aumentada (RA) comenzĂł a crecer con la apariciĂłn de los
telĂ©fonos inteligentes. Hasta entonces, habĂa pocos dispositivos portĂĄtiles capaces de incorporar estas tecnologĂas.
Principalmente estas tecnologĂas se aplican en la creaciĂłn de videojuegos, aunque en otros campos como la
arqueologĂa, estas tecnologĂas tienen mucho que ofrecer. Con estas tecnologĂas es posible mostrar la reconstrucciĂłn de
ruinas, la simulaciĂłn de otra Ă©poca, modelos 3D altamente detallados de objetos de valor del pasado o incluso trasladar
al usuario a lugares que ya no existen.
Este trabajo presenta una revisiĂłn de las Ășltimas tecnologĂas de visualizaciĂłn y su aplicabilidad en el campo del arte
rupestre, con el objetivo de divulgar las pinturas rupestres a través de aplicaciones de RA y RV. Después del modelado
3D basado en imĂĄgenes, se presenta una visita interactiva a un refugio para la visualizaciĂłn de las pinturas rupestres.
Este es uno de los ejemplos desarrollados en este trabajo que pretende aplicar las técnicas revisadas de RA y RV.
AdemĂĄs, se detalla un sencillo ejemplo de RA que puede fĂĄcilmente adaptarse a otras aplicaciones que muestren
pinturas rupestres.Blanco Pons, S.; CarriĂłn Ruiz, B.; Lerma, JL. (2016). REVIEW OF AUGMENTED REALITY AND VIRTUAL REALITY TECHNIQUES IN ROCK ART. En 8th International congress on archaeology, computer graphics, cultural heritage and innovation. Editorial Universitat PolitĂšcnica de ValĂšncia. 176-183. https://doi.org/10.4995/arqueologica8.2016.3561OCS17618
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