971 research outputs found

    TechArt learning practices for 1st to 3rd grade in Danish schools

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    In the act of playing you forget where you are

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    This written thesis serves as a companion to the body of work I developed while pursuing my MFA at the University of North Carolina Greensboro. It traces the trajectory of my graduate school experience and culminates with my series, In the Act of Playing You Forget Where You Are. Beginning with my desire to challenge the authority of traditional sculpture, this document follows the evolution of my studio practice as I transition from the autonomy of sculpture-in-the-round to the development of more nuanced installations that claim the physicality of space as artistic medium. Paying close attention to the barriers and demarcations that influence how individuals navigate space, both physical and conceptual, my work probes the collective human experience through the lens of my own personal idiosyncrasies. Focusing on themes such as intimacy verses privacy, nostalgic longing and the humorously absurd, I encourage the reader to consider engaging with art itself as an act of play, one I believe may build a better understanding of ourselves and the world we inhabit

    Artificial Intelligence as a Substitute for Human Creativity

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    Creativity has always been perceived as a human trait, even though the exact neural mechanisms remain unknown, it has been the subject of research and debate for a long time. The recent development of AI technologies and increased interest in AI has led to many projects capable of performing tasks that have been previously regarded as impossible without human creativity. Music composition, visual arts, literature, and science represent areas in which these technologies have started to both help and replace the creative human, with the question of whether AI can be creative and capable of creation more realistic than ever. This review aims to provide an extensive perspective over several state-of-the art technologies and applications based on AI which are currently being implemented into areas of interest closely correlated to human creativity, as well as the economic impact the development of such technologies might have on those domains

    Artech 2008: proceedings of the 4th International Conference on Digital Arts

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    ARTECH 2008 is the fourth international conference held in Portugal and Galicia on the topic of Digital Arts. It aims to promote contacts between Iberian and International contributors concerned with the conception, production and dissemination of Digital and Electronic Art. ARTECH brings the scientific, technological and artistic community together, promoting the interest in the digital culture and its intersection with art and technology as an important research field, a common space for discussion, an exchange of experiences, a forum for emerging digital artists and a way of understanding and appreciating new forms of cultural expression. Hosted by the Portuguese Catholic University’s School of Arts (UCP-EA) at the City of Porto, ARTCH 2008 falls in alignment with the main commitment of the Research Center for Science and Technology of the Arts (CITAR) to promote knowledge in the field of the Arts trough research and development within UCP-AE and together with the local and international community. The main areas proposed for the conference were related with sound, image, video, music, multimedia and other new media related topics, in the context of emerging practice of artistic creation. Although non exclusive, the main topics of the conference are usually: Art and Science; Audio-Visual and Multimedia Design; Creativity Theory; Electronic Music; Generative and Algorithmic Art; Interactive Systems for Artistic Applications; Media Art history; Mobile Multimedia; Net Art and Digital Culture; New Experiences with New Media and New Applications; Tangible and Gesture Interfaces; Technology in Art Education; Virtual Reality and Augmented Reality. The contribution from the international community was extremely gratifying, resulting in the submission of 79 original works (Long Papers, Short Papers and installation proposals) from 22 Countries. Our Scientific Committee reviewed these submissions thoroughly resulting in a 73% acceptance ratio of a diverse and promising body of work presented in this book of proceedings. This compilation of articles provides an overview of the state of the art as well as a glimpse of new tendencies in the field of Digital Arts, with special emphasis in the topics: Sound and Music Computing; Technology Mediated Dance; Collaborative Art Performance; Digital Narratives; Media Art and Creativity Theory; Interactive Art; Audiovisual and Multimedia Design.info:eu-repo/semantics/publishedVersio

    The Machine as Art/ The Machine as Artist

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    The articles collected in this volume from the two companion Arts Special Issues, “The Machine as Art (in the 20th Century)” and “The Machine as Artist (in the 21st Century)”, represent a unique scholarly resource: analyses by artists, scientists, and engineers, as well as art historians, covering not only the current (and astounding) rapprochement between art and technology but also the vital post-World War II period that has led up to it; this collection is also distinguished by several of the contributors being prominent individuals within their own fields, or as artists who have actually participated in the still unfolding events with which it is concerne

    Accessibility and Technology: Remote Access to Art through Telepresence Robotics

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    This capstone project details a proposal for a remote tour pilot program and community partnership written for the Art Institute of Chicago, Snow City Arts and the John H Stroger, Jr. Hospital of Cook County. The proposal seeks to provide a model for remote accessibility to art museums for visitors with mobility disabilities. The pilot program utilizes telepresence technology as a tool for providing remote tours and for emulating the social benefits of a museum visit. Within the program, telepresence technology becomes a mechanism for communication and collaboration between the museum and members of the community, allowing individuals previously unable to visit to experience the collection and contribute to the museum’s interpretive narrative. The result is a reciprocal relationship between community and museum and a tangible project archived as digital content

    My Story. Digital Storytelling across Europe for Social Cohesion

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    ‘My Story’ (Mysty) is a pan-European, Erasmus+ funded Digital Storytelling project focused on intercultural competency. It has eight partners (HE, secondary schools and NGOs) across four countries (Austria, Italy, Hungary and the UK) and involves the collection, editing and uploading of digital stories to a shared ‘toolbox’. These stories focus on ‘food’, ‘family’ and ‘festival’ and act as a platform for diversity awareness and digital upskilling. The project is driven by the principle that innovative teaching resources form part of broader pedagogic strategies that can actively help tackle issues of diversity common across the EU. The paper discusses the process the project went through, some of its challenges and its results and, on the basis of these, looks at the role digital storytelling as a way of expressing different ethical, cultural or personal issues

    Object narratives, imaginings and multilingual communities: young people’s digital stories in the making

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    This paper draws on research from a global 5-year project, Critical Connections: Multilingual Digital Storytelling (2012-2017), which links language and intercultural learning with literacy, active citizenship and the arts. A critical ethnographic approach was adopted in the research project and the multilingual digital stories were an integral part of the research process. With the project’s focus on multilingualism and creation of bilingual digital texts, young people had to imagine how to use language in new contexts, uncover narratives around objects, and negotiate interfaces between different cultural landscapes. The research findings revealed the complexity of multilingual digital storytelling and how young people (aged 6-18 years old) learnt to become meaning makers discovering their own voices in unfamiliar contexts. Through these digital stories the young people forged strong links with the past and created new multilingual communities

    The Machine as Art/ The Machine as Artist

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