39,365 research outputs found

    Updating the art history curriculum: incorporating virtual and augmented reality technologies to improve interactivity and engagement

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    Master's Project (M.Ed.) University of Alaska Fairbanks, 2017This project investigates how the art history curricula in higher education can borrow from and incorporate emerging technologies currently being used in art museums. Many art museums are using augmented reality and virtual reality technologies to transform their visitors' experiences into experiences that are interactive and engaging. Art museums have historically offered static visitor experiences, which have been mirrored in the study of art. This project explores the current state of the art history classroom in higher education, which is historically a teacher-centered learning environment and the learning effects of that environment. The project then looks at how art museums are creating visitor-centered learning environments; specifically looking at how they are using reality technologies (virtual and augmented) to transition into digitally interactive learning environments that support various learning theories. Lastly, the project examines the learning benefits of such tools to see what could (and should) be implemented into the art history curricula at the higher education level and provides a sample section of a curriculum demonstrating what that implementation could look like. Art and art history are a crucial part of our culture and being able to successfully engage with it and learn from it enables the spread of our culture through digital means and of digital culture

    Lissitzky : new materialism and diagrammatic living

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    Lissitsky\u27s spatial and architectural work anticipates the contemporary fascination with expanded fields of activity that have resulted in transdisciplinary approaches to research and the role of practice-led research. This paper will discuss Lissitzky\u27s suprematist perspective in relation to contemporary practices - under the rubric of the &quot;diagram&quot; - that re-imagine and enact the relationship between the built surround and embodied cognition. Lissitzky\u27s work will serve as the starting point for a discussion of contemporary practitioners and theorists working across philosophy, cognitive science and built environment in order to draw out, through the act of diagramming, life on new terms.<br /

    SoundScapes - Beyond Interaction... in search of the ultimate human-centred interface

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    Digital Urban - The Visual City

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    Nothing in the city is experienced by itself for a city’s perspicacity is the sum of its surroundings. To paraphrase Lynch (1960), at every instant, there is more than we can see and hear. This is the reality of the physical city, and thus in order to replicate the visual experience of the city within digital space, the space itself must convey to the user a sense of place. This is what we term the “Visual City”, a visually recognisable city built out of the digital equivalent of bricks and mortar, polygons, textures, and most importantly data. Recently there has been a revolution in the production and distribution of digital artefacts which represent the visual city. Digital city software that was once in the domain of high powered personal computers, research labs and professional software are now in the domain of the public-at-large through both the web and low-end home computing. These developments have gone hand in hand with the re-emergence of geography and geographic location as a way of tagging information to non-proprietary web-based software such as Google Maps, Google Earth, Microsoft’s Virtual Earth, ESRI’s ArcExplorer, and NASA’s World Wind, amongst others. The move towards ‘digital earths’ for the distribution of geographic information has, without doubt, opened up a widespread demand for the visualization of our environment where the emphasis is now on the third dimension. While the third dimension is central to the development of the digital or visual city, this is not the only way the city can be visualized for a number of emerging tools and ‘mashups’ are enabling visual data to be tagged geographically using a cornucopia of multimedia systems. We explore these social, textual, geographical, and visual technologies throughout this chapter

    The content and critical metaphor analysis of illustrated print advertisements in China.

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    This dissertation takes Chinese advertisements as the research subjects to see in what way a quantifiable large number of advertisements with its metaphorical nature and instrumental mission can reflect social cultural change, in specifics, ideology and identity change of China in the last thirty years by combining four methods of research: content analysis, Critical Discourse Analysis, Conceptual Metaphor Analysis and Pictorial Metaphor Analysis. The dissertation goes through the sign or ad interpretation process of linguistic, semiotic and critical analysis of 300 sample illustrated print advertisements collected from popular and award-winning illustrated print advertisements in Chinese media in the three periods of 1980s, 1990s and 2000s respectively. After comparing and contrasting the high frequency key words, advertising appeals and metaphorical expressions and images (categories and groups) appeared in the advertisements of the three periods the following conclusions are made: First, although advertisements in all the three periods belonged to the commercial public discourse, those in 1980s were inclined towards public discourse without much consideration for specific target groups while those in 1990s and 2000s tended to denote private and personal discourse with clear target groups in mind. While the advertisements in 1980s were characterized largely by the direct informative style, the majority of the advertisements in 1990s manifested a hybridization of both informative and involving styles. The advertisements in 2000s demonstrated strong involving and interacting style. Second, it can be seen from the shift of advertising appeals from the use of rational appeal to personal appeal that the overall society is moving up the ladder of Maslow\u27s Hierarchy of Needs Analysis from the basic need satisfaction to more social need and personal need satisfaction. Third, with regard to semiotic image categories used, the result shows the tendency that China is increasingly becoming a male-dominated society with a big increase in using male images from 1980s to 2000s and in particular adult male images. The representational images in the ads show a decline in intimacy but an increase in positional communication. The social setting is the dominant advertising background for all the three periods. Meanwhile with regard to the typical types of metaphorical images that are used as signifieds or secondary subjects to be projected onto the signifiers or primary subjects, there is a decline in using human images as opposed to non-human images. The dominant metaphorical image types used in three periods are in concomitant with the ideology and identity needs of each specific period of time. Fourth, on the whole the critical metaphor analysis of 300 sample illustrated print advertisements in mainland China from 1979 to 2008 has revealed advertisements during this period, implicitly or explicitly, have served the evolving ruling and dominant ideology very well. The dominant ideologies have changed from political ideology to economic ideology in 1980s, from economic ideology to national ideology in 1 990s, and from national ideology to balanced harmonious ideologies in 2000s. The individual consumers have transformed their identities from political self to material social self in 1980s, from material social self to national cultural self in 1990s, and from national cultural self to a individualized myself in 2000s. The dissertation contributes both theoretically and practically to the advertising research as well as visual culture research. On the one hand it confirms the critical discourse theory that discourse change can reflect socially-constructed reality. On the other hand, it contributes to pictorial metaphor theory by that visual metaphors are deep-rooted in human conceptualization and are cultural-specific

    Egocentric Perception of Hands and Its Applications

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    Considerations for the future development of virtual technology as a rehabilitation tool

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    BACKGROUND: Virtual environments (VE) are a powerful tool for various forms of rehabilitation. Coupling VE with high-speed networking [Tele-Immersion] that approaches speeds of 100 Gb/sec can greatly expand its influence in rehabilitation. Accordingly, these new networks will permit various peripherals attached to computers on this network to be connected and to act as fast as if connected to a local PC. This innovation may soon allow the development of previously unheard of networked rehabilitation systems. Rapid advances in this technology need to be coupled with an understanding of how human behavior is affected when immersed in the VE. METHODS: This paper will discuss various forms of VE that are currently available for rehabilitation. The characteristic of these new networks and examine how such networks might be used for extending the rehabilitation clinic to remote areas will be explained. In addition, we will present data from an immersive dynamic virtual environment united with motion of a posture platform to record biomechanical and physiological responses to combined visual, vestibular, and proprioceptive inputs. A 6 degree-of-freedom force plate provides measurements of moments exerted on the base of support. Kinematic data from the head, trunk, and lower limb was collected using 3-D video motion analysis. RESULTS: Our data suggest that when there is a confluence of meaningful inputs, neither vision, vestibular, or proprioceptive inputs are suppressed in healthy adults; the postural response is modulated by all existing sensory signals in a non-additive fashion. Individual perception of the sensory structure appears to be a significant component of the response to these protocols and underlies much of the observed response variability. CONCLUSION: The ability to provide new technology for rehabilitation services is emerging as an important option for clinicians and patients. The use of data mining software would help analyze the incoming data to provide both the patient and the therapist with evaluation of the current treatment and modifications needed for future therapies. Quantification of individual perceptual styles in the VE will support development of individualized treatment programs. The virtual environment can be a valuable tool for therapeutic interventions that require adaptation to complex, multimodal environments

    Not Untitled.

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    This chapter situates my own practice within an emergent field of urban intervention. It discusses the process, value of and inherent dangers in reframing interventionist practices and generating critical discourse around the 'invisible' and 'unofficial,' in interventionist practice. From the introduction: Cultural hijack is a term that cropped up in conversation with the editor, Ben Parry, in a bar in Glasgow some time ago. I was referring to that moment of being taken unawares by an experience – by something that stops you in your tracks, that redirects your thoughts, actions, attitude; something uninvited, unannounced, perhaps unnamed. The writing that follows is an attempt to sharpen my own thinking around the term. My intention is to frame cultural hijack and to discuss its recurrence and relevance in my own practice. in the process, I want to weigh up its value to artists and activists – partly to argue for its place in the canon of contemporary art and particularly to explore its various functions as a tool in the critical resistance toolkit. Sometimes like the benign stuff of day-to-day serendipity, this hijack can be a gentle gift; more often it’s a type of deliberate misdirection, like that practised by the magician to pull off a trick, by the conman to separate you from your money and by the artist to ‘wilfully disrupt’ your day. Cultural hijack doesn’t ask to be engaged with, cultural hijack doesn’t wait patiently to be consumed. Cultural hijack works against your best interests because it thinks it knows better. With the most provocative cultural hijack, you never escape without being perturbed, altered or otherwise redirected

    Emerging technologies for learning (volume 1)

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    Collection of 5 articles on emerging technologies and trend
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