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Οι ψηφιακές μορφές τέχνης στην εικαστική αγωγή στην πρωτοσχολική εκπαίδευση : μια διδακτική πρότασηΔαουλτζή, Ελευθερία 05 February 2015 (has links)
Η παρούσα εργασία αποτελεί την καταγραφή μιας διδακτικής παρέμβασης που εμπλέκει το σχολείο και ειδικά την πρωτοσχολική ηλικία με τη δημιουργία σύγχρονων έργων εικαστικής τέχνης με τη βοήθεια του ηλεκτρονικού υπολογιστή. / This work is a record of a teaching intervention involving the school and especially the Elementary First age by creating contemporary works of visual art using the computer.
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Mirror as metasign: contemporary culture as mirror worldHaley, Stephen John Unknown Date (has links) (PDF)
The mirror, central to traditional Western epistemology and representation, has shattered. Yet its metaphors, mechanisms, operations and poetics continue to powerfully shape and evocatively describe, contemporary Western culture. The exhibition, After Reflection, investigates realist representation in a post-mirror paradigm, through paintings, prints and projections that incorporate perceptual plays, virtual imaging and digital modeling. The dissertation charts the history of the mirror metaphor and its reconfiguration through post-modernity. It suggests that while the metaphor may be superceded it remains useful and evocative but only if considered in the form of a mirror-ball rather than as a planar mirror. The dissertation examines the mirror metaphor and its relationship to a wide selection of aspects crucial to the arrangement of contemporary Western culture, art and space. / The thesis is structured as a mirror-ball, in small fragments that both reflect on and illuminate aspects of the topic. The dissertation is thus divided into various ‘Shards’ – broad subject headings derived from the primary mechanisms and poetics of the mirror. Within each shard are a varied number of ‘Rays’ – lines of illumination arising from each shard that impact on particular aspects of Western culture. / The exhibition After Reflection includes further speculations around the theme of the mirror and with the arrangement of contemporary space – both pictorial and actual. It is not intended to illustrate the dissertation but to be an additional supplement that visually elaborates on issues enmeshed and parallel to those addressed in the dissertation. The works have all been completed during the period of the candidature (from March 2000) They include six oil paintings, a set of Lightjet photographs (from the “Echohouse’ series) generated from 3d modelling programs and then face-mounted to Perspex. There is an additional three larger scale Lightjet photographs from another series. Finally there are projected works. One is a self contained DVD projection and the other is Mirror Land - a large scale 3d animation covering two wall and projected in a chiasmatic arrangement. Both works feature an endless looping repetition. / All the works play with metaphoric aspects of the mirror and examine the construction of space in contemporary Western culture. This space has become increasingly rationalized since the Renaissance and mirror a more general abstraction whereby the real is evermore preceded by simulations. The work looks at the mirror land and suggests a mode of realism capable of addressing the situation where the real has increasingly been reconfigured into representation.
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The work of art in the field of cultural production : the principle of legitimization in the digital era /Tkachev, Natalia. January 2006 (has links)
Thesis (M.A.) - Simon Fraser University, 2006. / Theses (School of Communication) / Simon Fraser University.
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Glitch art : uso do erro digital como procedimento artístico e possibilidade estética /Gazana, Cleber, 1982- January 2016 (has links)
Orientador: Milton Terumitsu Sogabe / Banca: Fernando Luiz Fogliano / Banca: Agnus Valente / Resumo: Esta pesquisa tem como objetivo constatar a possibilidade e potencialidade estética por meio do uso do erro digital e de usos não projetados dos dispositivos técnicos e softwares na Glitch Art . Por ser um tema quase inédito, foi importante explicar o significado dos termos tilt, bug, failure, fault, error e mistake em relação ao campo técnico e artístico da Glitch Art, à sua prática e a nossa experiência, assim como a definição do termo glitch e de seu uso como designação deste recente gênero ar- tístico. Seguiu-se para a investigação de suas bases fundamentais, classificações, características visuais, procedimentos artísticos, relação com o passado da arte, seus artistas visuais mais expressivos e sua aplicação para além da arte digital. Para tanto, este trabalho apoiou-se, principalmente, nos pensamentos de Moradi, Manon, Temkin e Menkman nos aspectos exclusivos da Glitch Art . Por fim, de modo teórico-prático, resultou a criação da obra Decode, de minha autoria, onde se dialo- gou e se experienciou as teorias e os procedimentos aqui discutidos / Abstract: This research aims to verify the possibility and aesthetic potential through the use of digital error and not designed uses of technical devices and software in Glitch Art. For being an almost unheard subject, it was important to explain the meaning of tilt, bug, failure, fault, error and mistake terms in relation to the technical and artistic field of Glitch Art, its practice and our experience as well the definition of glitch term and its use as designation of this recent artistic genre. We proceed to the investigation of its fundamental basis, classifications, visual characteristics, artistic procedures, relationship with the past of art, its more expressive visual artists and its application beyond the digital art. Therefore, this research grounds on mainly thoughts of Moradi, Manon, Temkin, and Menkman in exclusive aspects of Glitch Art. Finally, with theoretical and practical way has resulted in the creation of my own work Decode, where was connected and experienced the theories and procedures discussed herein / Mestre
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IMMERSIVE GALLERY OF DIGITAL ARTBergman, John January 2018 (has links)
A immersive VR-art gallery that investigates and proposes new ways of displaying digital art.
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Virtually AbstractKappers, Michael 01 January 2008 (has links)
My most recent body of work frees me from traditional animation and graphic design principles that had become second nature in my creative practice over years of commercial work in industry. I now find myself unconsciously creating shape and form without a preconceived vision of the final outcome. This allows for a free-flowing approach to my canvas. The canvas in which my forms are created is virtual space and can be described as an infinite cube. The first step I take in each of my pieces is creating a cube with the center residing at Cartesian coordinates 0,0,0. From there, I make the decision either to subdivide the cube into sections or extrude faces from the cube. In either case, I begin to see the possibilities in which the form can take. Some forms are organic and rhythmic while others become machined and rigid. At this stage, color and light are not a part of the equation.
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Multi-camera: interactive rendering of abstract digital imagesSmith, Jeffrey Statler 30 September 2004 (has links)
The purpose of this thesis is the development of an interactive computer-generated rendering system that provides artists with the ability to create abstract paintings simply and intuitively. This system allows the user to distort a computer-generated environment using image manipulation techniques that are derived from fundamentals of expressionistic art. The primary method by which these images will be abstracted stems from the idea of several small images assembled into a collage that represents multiple viewing points rendered simultaneously. This idea has its roots in the multiple-perspective and collage techniques used by many cubist and futurist artists of the early twentieth century.
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Multi-camera: interactive rendering of abstract digital imagesSmith, Jeffrey Statler 30 September 2004 (has links)
The purpose of this thesis is the development of an interactive computer-generated rendering system that provides artists with the ability to create abstract paintings simply and intuitively. This system allows the user to distort a computer-generated environment using image manipulation techniques that are derived from fundamentals of expressionistic art. The primary method by which these images will be abstracted stems from the idea of several small images assembled into a collage that represents multiple viewing points rendered simultaneously. This idea has its roots in the multiple-perspective and collage techniques used by many cubist and futurist artists of the early twentieth century.
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A conversation on globalisation and digital artMilton-Smith, Melissa January 2008 (has links)
Globalisation is one of the most important cultural phenomena of our times and yet, one of the least understood. In popular and critical discourse there has been a struggle to articulate its human affects. The tendency to focus upon macro accounts can leave gaps in our understanding of its micro experiences.1 1 As Jonathon Xavier Inda and Renato Rosaldo argue there is a strong pattern of thinking about globalisation 'principally in terms of very large-scale economic, political, or cultural processes'. (See: Jonathon Xavier Inda and Renato Rosaldo (Eds.), The Anthropology of Globalisation: A Reader, Malden, Blackwell Publishing, 2002, p. 5.) In this thesis, I will describe globalisation as a dynamic matrix of flows. I will argue that globalisation's spatial, temporal, and kinetic re-arrangements have particular impacts upon bodies and consciousnesses, creating contingent and often unquantifiable flows. I will introduce digital art as a unique platform of articulation: a style borne of globalisation's oeuvre, and technically well-equipped to converse with and emulate its affects. By exploring digital art through an historical lens I aim to show how it continues dialogues established by earlier art forms. I will claim that digital art has the capacity to re-centre globalisation around the individual, through sensory and experiential forms that encourage subjective and affective encounters. By approaching it in this way, I will move away from universal theorems in favour of particular accounts. Through exploring a wide array of digital artworks, I will discuss how digital art can capture fleeting experiences and individual expressions. I will closely examine its unique tools of articulation to include: immersive, interactive, haptic, and responsive technologies, and analyse the theories and ideas that they converse with. Through this iterative process, I aim to explore how digital art can both facilitate and generate new articulations of globalisation, as an experiential phenomenon.
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Media Art for the Mid-Levels Escalator, Central /Li, Yan-yan, Linda. January 2002 (has links)
Thesis (M. Arch.)--University of Hong Kong, 2002. / Includes special study report entitled: Media art : space. Includes bibliographical references.
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