17,736 research outputs found

    Intermedia Remediated & the Question of Designing Discourse

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    New “engines of discourse” (neural networks, algorithms and other forms of artificial intelligence, combined with the devices that record and interpret viewer actions) bring to the fore rhetorical concerns that challenge discipline-based notions of process and form. We shall focus here on the tradition of intermedial art practices to better understand the ever more complex question of how to inter-relate three aspects of digital communication: authorial “intent”, the digital sign and its interactive exploration by a “spect-actor”. We shall argue that the digital sign is an extension of intermedial thinking rooted in a pre-digital, photographic practice and esthetic. The writings of several French theorists on the subject of interactive digital design will provide a context for understanding examples of “virtual art-realities”, whose specificity is staging relationships between objects and people. Keywords: Rhetoric; Discourse; Intermedia; Interactivity; Digital Sign; Esthetics; Artificial Intelligence; Behavior-based Art.</p

    Player identification in American McGee’s Alice : a comparative perspective

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    In this paper I analyse personal identification in three incarnations of Alice in Wonderland: the original novels, the 1950s Disney animation film and the computer game American McGee’s Alice. After presenting the research corpus, I lay out the analytical framework derived from Kendall Walton’s theory of representational artefacts as props for evoking imagining in games of make-believe. From this perspective, the Alice heritage relies on spectacle rather than plot to entertain. This spectacle differs across media as each medium’s strengths are played out: language-play in the novels, colour/motion/sound in the film and challenges in the game. There are two types of imagining involved: objective, whereby a person imagines a scene outside of himself, and subjective, in which case the imagining revolves around a version of himself. Both the novels and the film primarily evoke objective imagining whereas the game invites the player to be introjected into the Alice character evoking subjective imagining. The picture is not unambiguous, however, as the novels and the film stage a broad array of subjectifying techniques and the game objectifying ones. This gives us some indication as to the nature of representation which, to be of interest, presents a tension between here and there, between the self and an other

    Spartan Daily, May 3, 1966

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    Volume 53, Issue 112https://scholarworks.sjsu.edu/spartandaily/4846/thumbnail.jp

    Multistage, multiband and sequential imagery to identify and quantify non-forest vegetation resources

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    Earth Resources photographs from Apollo 6, 7, and 9 and photographs taken during Gemini 4, were used in the research along with high altitude and conventional aerial photography. A unified land use and resource analysis system was devised and used to develop a mapping legend. The natural vegetation, land use, macrorelief, and landforms of northern Maricopa County, Arizona, were analyzed and inventoried. This inventory was interpreted in relation to the critical problem of urban expansion and agricultural production in the study area. The central thrust of the research program has been to develop methods for use of space and small-scale, high-altitude aerial photography to develop information for land use planning and resource allocation decisions

    Screenshots as Photography in Gamescapes: An Annotated Psychogeography of Imaginary Places

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    Travel is an integral part of our lives, whether for work or leisure. Since the advent of photography, we have documented our journeys, often sharing the images with friends and family to reflect upon the experience, tell stories, or invite commentary. We often lose ourselves in digital media - film, documentary and games - particularly during times when physical travel is unavailable. In this pictorial, we explore the travels of a single player through hundreds of games, presenting annotated game screenshots as photo-documentary through gamescapes, and as a form of the New Games Journalism. We present a New Games Travelogue traversing and formulating the psychogeography of games as imaginary places, and through this process, we unveil transdisciplinary tensions in negotiating and perceiving the importance of visual knowledge in games research, encouraging other researchers to join us in this practice

    The Jurisprudence of Transformation: Intellectual Incoherence and Doctrinal Murkiness Twenty Years After Campbell v. Acuff-Rose Music

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    Examining recent judicial opinions, this Article analyzes and critiques the transformative-use doctrine two decades after the U.S. Supreme Court introduced it into copyright law in Campbell v. Acuff-Rose Music. When the Court established the transformative-use concept, which plays a critical role in fair-use determinations today, its contours were relatively undefined. Drawing on an influential law-review article, the Court described a transformative use as one that adds “new expression, meaning or message.” Unfortunately, the doctrine and its application are increasingly ambiguous, with lower courts developing competing conceptions of transformation. This doctrinal murkiness is particularly disturbing because fair use is a key proxy for First Amendment interests in copyright law. This Article traces the evolution of transformative use, analyzes three key paradigms of transformative use that have gained prominence in the post-Campbell environment, and offers suggestions for a jurisprudence in which transformative use is a less significant component of the fair-use analysis

    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

    Using of modern technologies for visualization of cultural heritage

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    This paper explores the historical evolution and contemporary applications of photogrammetry and laser scanning in cultural heritage preservation, focusing on the restoration of the Shush synagogue in Iraqi Kurdistan. It traces the development of documentation techniques, highlighting photogrammetry's pivotal role and the impact of the digital revolution. The case study of Project Shush illustrates the practical use of geomatics techniques, advanced 3D modeling, and collaboration with NGOs and authorities. The methodology outlines the use of technologies like terrestrial laser scanners (BLK360, Zeb-Revo) and UAVs, emphasizing their mobility and accuracy. Results detail the project stages, showcasing the creation of a detailed 3D model and the use of Unreal Engine for visualization. The conclusion emphasizes the importance of 3D documentation in cultural heritage and celebrates the success of the Shush synagogue restoration as a testament to technological advancements in preservation. Our research has shown that the joining of different 3D object documentation technologies significantly improves the quality and speeds up the workflow. Comparison of partial point clouds in software Cloudcompare on a case study of a smaller historic building showed differences in the internal structure in centimeters, while for the external parts that were covered with vegetation the differences reached up to decimeters
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