2,448 research outputs found

    Perceptual 3D rendering based on principles of analytical cubism

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    Cataloged from PDF version of article.Cubism, pioneered by Pablo Picasso and Georges Braque, was a breakthrough in art, influencing artists to abandon existing traditions. In this paper, we present a novel approach for cubist rendering of 3D synthetic environments. Rather than merely imitating cubist paintings, we apply the main principles of analytical cubism to 3D graphics rendering. In this respect, we develop a new cubist camera providing an extended view, and a perceptually based spatial imprecision technique that keeps the important regions of the scene within a certain area of the output. Additionally, several methods to provide a painterly style are applied. We demonstrate the effectiveness of our extending view method by comparing the visible face counts in the images rendered by the cubist camera model and the traditional perspective camera. Besides, we give an overall discussion of final results and apply user tests in which users compare our results very well with analytical cubist paintings but not synthetic cubist paintings. (c) 2012 Elsevier Ltd. All rights reserved

    Substantive Themes, Methodology and the Use of Video in the Early Years Learning Environment: a Postmodernist Interpretation

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    This paper seeks to develop a postmodern interpretation of educational research in light of the multimedia possibilities that are becoming increasingly available. Most research is still presented as duo media ie. using only text, charts and sometimes photographs. Computer software now makes the use of multimedia a more realistic option. The postmodern in research aims to retain the lived complexity of the real world and the use of video is an ideal medium supporting this ambition. The use of video provides the opportunity to develop a research orientation that resembles an exploratory journey through a virtual world of multiple classrooms. Images from Impressionist as well as Cubist art forms lend themselves particularly well as ways of mapping the routes taken during this virtual journey. Here there will be no precise research questions, only experiences en route. Clarke (2005) highlights key differences between modernist grounded theory and postmodernist grounded theorising. This view of research in process, as well as Clarke's use of cognitive maps is consistent with the virtual journey leading to multiple relational and positional maps. The current paper represents a work in progress and provides no more than a glimmer of light in the depths of the forest

    Awen: flowing spirit

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    None provided

    Cubification and animation of artistic shapes

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    This poster describes an original approach to creating static and dynamic sculptures in a cubist style. We propose a novel method for faceting and local distortion thus adding cubist features and generating time-variant sculptural shapes. We introduce the concept of a 4D cubist camera for blending multiple projections from 4D space-time to 3D space. We describe a practical pipeline embracing all the main phases of production of static and dynamic cubist shapes. The proposed techniques are implemented and experimental results are presented

    Fine Art: A guide to finding information

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    A guide to the relevant print and electronic resources for Fine Ar

    A NEW DIGITAL ART GAME: THE ART OF THE FUTURE

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    The task of this study is to create an innovative digital art game of contemporary aesthetics on the basis of research. Research implies the analysis of digital art games and the historical background of their aesthetics, as well as their classification following the stylistic trends. Digital games have a great potential to integrate people into fields that would otherwise not meet their interest. The new game would develop the creative skills of players and teach them the current trends in digital art. The game would project the inheritance of art from the age of modernism into the digital world by teaching the player to recognize it (for instance, pixel aesthetics is a successor to cubism and constructivism). The new game will let its user play around with the trends in digital art such as vaporwave, glitch and others, and to create new ones. Thus, it would deal with the problem of knowledge cache and cultural segregation that characterizes modern art: being an esoteric subject to a great extent, it is difficult to access a large segment of the public. The aim of this study is to raise the interest of a wide-ranging public for contemporary art and to point out the newest creative tendencies in art. The paper presents an overview of digital art games, introduces a novel term, vaporwave, that has not been registered in the art game discourse so far, and offers an updated definition of the art game. The Design Science Research method is used in order to cross-cut such remote fields as the general public and the arthouse world, codes of modern art and the taste of the general public.

    El arte y los nuevos medios en Italia Title: Art and New Media in Italy

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    Maria Grazia Mattei (1950-), Italian expert in new communications technology, founder of MGM Digital Communication, with remarks by artist Fabrizio Plessi.Abstract: Maria Grazia Mattei (1950 -), experta italiana en la nueva tecnología de las comunicaciones, fundadora de MGM Digital Communication, con notas del artista Fabrizio Plessi.Culture & Arts, Cultural Center Encuentros Nro. 45 Maria Grazia Mattei Art and New Media in Italy

    An electronic laager: a sculptural interpretation of post-industrial society's cybernetic order

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    There is the need to express what it is like to be a feeling, thinking, young person growing up on the southern tip of the African continent today, and this, from a generation who have had to cope with and survive the pressures of brain washing or intellectual laundering that an education in a State school in South Africa usually enforces. It is a generation trying to come to terms with information that has been filtered through the organs of the State radio and television systems, which routinely exclude news not deemed to be in the public interest, and substitutes an iconology dedicated to the values of sunny skies, beer and braaivleis. (Dubow 1986: 60) As an artist living in South Africa, I am part of the generation that has had to cope with the 'intellectual laundering' Dubow speaks of. I have experienced the ways in which apartheid, as a cultural norm governing society, has been constructed. It is around these issues that the title, An electronic laager: A sculptural interpretation of post-industrial society's cybernetic order, forms a concise description, and 'key' to an interpretation and understanding of the various issues which have amalgamated to inform my iconography, and the way in which these issues have been transformed into sculptural expression

    4D Cubism: Modeling, Animation and Fabrication of Artistic Shapes

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    The paper describes an original approach to creating and producing artistic shapes in a cubist style. We propose mathematical models and algorithms for adding cubist features to (or cubification of) time-variant sculptural shapes as well as a practical technological pipeline embracing all the main phases of their production. A novel method is proposed for faceting and local distortion of the given artistic shape. A new concept of a 4D cubist camera is introduced for multiple projections from 4D space-time to 3D space and combining them using space-time blending to create animated sculptures. 3D printing for stop-motion animation is proposed as one of the final pipeline processing stages. The proposed techniques are implemented with artist friendly user interfaces and experimental results are presented
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