47,541 research outputs found
Interactive digital art
In this paper, we present DNArt in general, our work in DNArtâs lab including a detailed presentation of the first artwork that has come out of our lab in September 2011, entitled âENCOUNTERS #3â, and the use of DNArt for digital art conservation. Research into the use of DNArt for digital art conservation is currently conducted by the Netherlands Institute for Media art (Nederlands Instituut voor Mediakunst, NIMk). The paper describes this research and presents preliminary results. At the end, it will offer the reader the possibility to participate in DNArtâs development
Ant Tribe
Ant Tribe describes the post-80s generation university graduates who live together in poor conditions without Social security in communities around China\u27s major metropolises. They dream of a better life in big cities but struggle with low-paying jobs. These struggling elites have become the fourth weak Social group, after peasants, migrant workers and unemployed people. The reason why these college graduates are compared to ants is that they are like ants: clever, hardworking, politically weak and living in groups.
The real world is always different from the ideal world of the Ant Tribe in China. They often lose their purposes in a complex society. It is more important for them to recognize the distance between the real and imaginary in order to rethink whether it is a right choice to stay in a big city and try to realize their dreams. The intention of the Ant Tribe installation is to explore the process and concept of changing between the real and fantasy. In the installation, I hope to portray the Ant Tribe phenomenon widely and deeply from an artist\u27s perspective. The most important thing for me is using my artistic practice to investigate the power of the media over the contemporary subject in order to activate the viewers to question some Social issues regarding humanity consciousness. My artwork should be thought - provoking for them. I would like to use my visual language to convey specific Social issues to inquire how far the viewers are from their dreams. I hope they think about themselves in their complex society physically and psychologically when they go through my work
Science and Technology in Media
Tato prĂĄce se zabĂœvĂĄ vlivem mĂ©diĂ, pĆedevĆĄĂm novĂœch mĂ©diĂ, na oblast vÄdy a techniky. Definuje zĂĄkladnĂ mediĂĄlnĂ pojmy a upozorĆuje na to, ĆŸe mĂ©dia mohou bĂœt vĂœbornĂœm prostĆedkem k propagaci vÄdy a techniky, ale majĂ takĂ© obrovskou moc a mohou zkreslovat realitu a manipulovat s lidmi. V prĂĄci je takĂ© rozebrĂĄno nÄkolik konkrĂ©tnĂch pĆĂkladĆŻ. V zĂĄvÄru prĂĄce je nastĂnÄn moĆŸnĂœ pohled do budoucna propojenĂ vÄdy, techniky a mĂ©diĂ.This thesis deals with the influence of Media, especially New Media, on the field of Science and Technology. It defines basic media terms and warns that Media may represent an excellent mean of Science and Technology promotion. On the other hand, they are very powerful and can distort reality and manipulate with humans. There are explored several examples in the thesis, too. The conclusion outlines a possible view on the interconnection of Science, Technology and Media in the future.
Rethinking authenticity in digital art preservation
In this paper I am discussing the repositioning of traditional
conservation concepts of historicity, authenticity and versioning
in relation to born digital artworks, upon findings from my
research on preservation of computer-based artifacts. Challenges
for digital art preservation and previous work in this area are
described, followed by an analysis of digital art as a process of
components interaction, as performance and in terms of
instantiations. The concept of dynamic authenticity is proposed,
and it is argued that our approach to digital artworks preservation
should be variable and digital object responsive, with a level of
variability tolerance to match digital art intrinsic variability and
dynamic authenticity
VR/Urban: spread.gun - design process and challenges in developing a shared encounter for media façades
Designing novel interaction concepts for urban environments is not only a technical challenge in terms of scale, safety, portability and deployment, but also a challenge of designing for social configurations and spatial settings. To outline what it takes to create a consistent and interactive experience in urban space, we describe the concept and multidisciplinary design process of VR/Urban's media intervention tool called Spread.gun, which was created for the Media Façade Festival 2008 in Berlin. Main design aims were the anticipation of urban space, situational system configuration and embodied interaction. This case study also reflects on the specific technical, organizational and infrastructural challenges encountered when developing media façade installations
Reviews
The Hutchinson Electronic Encyclopedia, First Electronic Version, Oxford, Random Century and Attica Cybernetics, 1991. ISBN: 1â873472â00â5. Price ÂŁ99
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