33,881 research outputs found

    Computer Art in the Former Soviet Bloc

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    Documents early computer art in the Soviet bloc and describes Marxist art theory.Comment: 28 page

    Musica ex machina:a history of video game music

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    The history of video game music is a subject area that has received little attention by musicologists, and yet the form presents fascinating case studies both of musical minimalism, and the role of technology in influencing and shaping both musical form and aesthetics. This presentation shows how video game music evolved from simple tones, co-opted from sync circuits in early hardware to a sophisticated form of adaptive expression

    Graphic Thinking and Digital Processes: Three Built Case Studies of Digital Materiality

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    Think strategic link between computer programming; digital modeling; the data; matter and CNC manufacturing in the various stages of the architectural project is key to update our discipline with new technologies. Our proposal to articulate and digital graphic thought processes; developable folded geometries and compositions is rooted in an expanded graphic thinking through multiple conceptual tools that are already part of the operational structure of our discipline

    Cultural robotics : The culture of robotics and robotics in culture

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    Copyright 2013 Samani et al.; licensee InTech. This is an open access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/3.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly citedIn this paper, we have investigated the concept of "Cultural Robotics" with regard to the evolution o social into cultural robots in the 21st Century. By defining the concept of culture, the potential development of culture between humans and robots is explored. Based on the cultural values of the robotics developers, and the learning ability of current robots, cultural attributes in this regard are in the process of being formed, which would define the new concept of cultural robotics. According to the importance of the embodiment of robots in the sense of presence, the influence of robots in communication culture is anticipated. The sustainability of robotics culture based on diversity for cultural communities for various acceptance modalities is explored in order to anticipate the creation of different attributes of culture between robot and humans in the futurePeer reviewe

    Toward alive art

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    Electronics is about to change the idea of art and drastically so. We know this is going to happen - we can feel it. Much less clear to most of us are the hows, whens and whys of the change. In this paper, we will attempt to analyze the mechanisms and dynamics of the coming cultural revolution, focusing on the «artistic space» where the revolution is taking place, on the interactions between the artistic act and the space in which the act takes place and on the way in which the act modifies the space and the space the act. We briefly discuss the new category of «electronic artists». We then highlight what we see as the logical process connecting the past, the present and our uncertain future. We examine the relationship between art and previous technologies, pointing to the evolutionary, as well as the revolutionary impact of new means of expression. Against this background we propose a definition for what we call «Alive Art», going on to develop a tentative profile of the performers (the «Alivers»). In the last section, we describe two examples of Alive Artworks, pointing out the central role of what we call the "Alive Art Effect" in which we can perceive relative independence of creation from the artist and thus it may seem that unique creative role of artist is not always immediate and directly induced by his/her activity. We actually, emphasized that artist's activities may result in unpredictable processes more or less free of the artist's will

    Technological Change and Innovation in Consumer Magazine Publishing: a UK-Based Study

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    This paper presents the results of research undertaken between 2002 and 2004 into the impact of technological change on the UK consumer magazine industry. The findings highlight patterns of innovation, both in the range of products (most notably monthly magazine titles) and the structure of organisations and work practices, which have tended to elude much of the contemporary debate within the “cultural industries” approach adopted in the media studies discipline. Instead, our analysis makes use of insights from the innovation literature to highlight the impact of technological discontinuities on the capabilities of both incumbent firms and new entrants. It also highlights the important and growing role that is being played in innovation-led industries through the adoption of organisational practices that find their origins in the traditions of project-based firms

    Toward a Semiotic Framework for Using Technology in Mathematics Education: The Case of Learning 3D Geometry

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    This paper proposes and examines a semiotic framework to inform the use of technology in mathematics education. Semiotics asserts that all cognition is irreducibly triadic, of the nature of a sign, fallible, and thoroughly immersed in a continuing process of interpretation (Halton, 1992). Mathematical meaning-making or meaningful knowledge construction is a continuing process of interpretation within multiple semiotic resources including typological, topological, and social-actional resources. Based on this semiotic framework, an application named VRMath has been developed to facilitate the learning of 3D geometry. VRMath utilises innovative virtual reality (VR) technology and integrates many semiotic resources to form a virtual reality learning environment (VRLE) as well as a mathematical microworld (Edwards, 1995) for learning 3D geometry. The semiotic framework and VRMath are both now being evaluated and will be re-examined continuously
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