27,530 research outputs found
Understanding Art-Making as Documentation
Though typically arts information professionals are concerned with the documentation of artwork, this conceptual paper explores how art-making itself can be considered a form of documentation and finished artworks as documents in their own right. On this view, artwork references something outside itself as part of a broader system, and exposes how it references. The implications of this perspective are discussed, springing from a historical discussion of document epistemology, research on the information behavior of artists and the philosophy of Nelson Goodman. This discussion provides a framework for conceptualizing artistic information behavior along the entire information chain. Framing art-making in the terms of information science in this way may help arts information professionals assist artists, and it provides grounds for deeper co-understandings between artists and information scientists. Additionally, once information scientists consider art as a document, we can begin to see that even non-artistic documents perhaps never were as "objective" or "factual" as they seemed
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
Break it Down for Me: A Study in Automated Lyric Annotation
Comprehending lyrics, as found in songs and poems, can pose a challenge to
human and machine readers alike. This motivates the need for systems that can
understand the ambiguity and jargon found in such creative texts, and provide
commentary to aid readers in reaching the correct interpretation. We introduce
the task of automated lyric annotation (ALA). Like text simplification, a goal
of ALA is to rephrase the original text in a more easily understandable manner.
However, in ALA the system must often include additional information to clarify
niche terminology and abstract concepts. To stimulate research on this task, we
release a large collection of crowdsourced annotations for song lyrics. We
analyze the performance of translation and retrieval models on this task,
measuring performance with both automated and human evaluation. We find that
each model captures a unique type of information important to the task.Comment: To appear in Proceedings of EMNLP 201
Pandora: Description of a Painting Database for Art Movement Recognition with Baselines and Perspectives
To facilitate computer analysis of visual art, in the form of paintings, we
introduce Pandora (Paintings Dataset for Recognizing the Art movement)
database, a collection of digitized paintings labelled with respect to the
artistic movement. Noting that the set of databases available as benchmarks for
evaluation is highly reduced and most existing ones are limited in variability
and number of images, we propose a novel large scale dataset of digital
paintings. The database consists of more than 7700 images from 12 art
movements. Each genre is illustrated by a number of images varying from 250 to
nearly 1000. We investigate how local and global features and classification
systems are able to recognize the art movement. Our experimental results
suggest that accurate recognition is achievable by a combination of various
categories.To facilitate computer analysis of visual art, in the form of
paintings, we introduce Pandora (Paintings Dataset for Recognizing the Art
movement) database, a collection of digitized paintings labelled with respect
to the artistic movement. Noting that the set of databases available as
benchmarks for evaluation is highly reduced and most existing ones are limited
in variability and number of images, we propose a novel large scale dataset of
digital paintings. The database consists of more than 7700 images from 12 art
movements. Each genre is illustrated by a number of images varying from 250 to
nearly 1000. We investigate how local and global features and classification
systems are able to recognize the art movement. Our experimental results
suggest that accurate recognition is achievable by a combination of various
categories.Comment: 11 pages, 1 figure, 6 table
A Semantic-Based Information Management System to Support Innovative Product Design
International competition and the rapidly global economy, unified by improved communication and transportation, offer to the consumers an enormous choice of goods and services. The result is that companies now require quality, value, time to market and innovation to be successful in order to win the increasing competition. In the engineering sector this is traduced in need of optimization of the design process and in maximization of re-use of data and knowledge already existing in the company. The âSIMI-Proâ (Semantic Information Management system for Innovative Product design) system addresses specific deficiencies in the conceptual phase of product design when knowledge management, if applied, is often sectorial. Its main contribution is in allowing easy, fast and centralized collection of data from multiple sources and in supporting the retrieval and re-use of a wide range of data that will help stylists and engineers shortening the production cycle. SIMI-Pro will be one of the first prototypes to base its information management and its knowledge sharing system on process ontology and it will demonstrate how the use of centralized network systems, coupled with Semantic Web technologies, can improve inter-working activities and interdisciplinary knowledge sharing
A survey of comics research in computer science
Graphical novels such as comics and mangas are well known all over the world.
The digital transition started to change the way people are reading comics,
more and more on smartphones and tablets and less and less on paper. In the
recent years, a wide variety of research about comics has been proposed and
might change the way comics are created, distributed and read in future years.
Early work focuses on low level document image analysis: indeed comic books are
complex, they contains text, drawings, balloon, panels, onomatopoeia, etc.
Different fields of computer science covered research about user interaction
and content generation such as multimedia, artificial intelligence,
human-computer interaction, etc. with different sets of values. We propose in
this paper to review the previous research about comics in computer science, to
state what have been done and to give some insights about the main outlooks
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