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Důsledky rekonceptualizace povahy novomediálních uměleckých děl / Consequences of Reconceptualization of New Media ArtworksScholz, Petr January 2020 (has links)
Within the new social and technological conditions of the second half of the 20th century, new conceptions of art are being established, later described as "New Media Art". Automated processes (often with integration of artificial intelligence) of artistic creation questions the status of authorship over the final artifact. Next to the ambiguities regarding the status of the artist, the nature of the works themselves is also changing (uniqueness, simulations). The aim of the thesis is to provide theoretical and philosophical analysis of new media artworks based on the synthesis of theoretical background provided by perspectives of multiple authors. This theoretical frame, along with own practical knowledge, will be used for the analysis of selected specific new media art projects, which will provide a closer view on the contemporary computer generated artworks. The end of the thesis will be formulate thoughts about possible future developments in the field of automated creation of algorithmic art or authorship.
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En pixlad analys : Hur applicerbara är äldre bildanalysmetoder på pixel art? / A pixelated analysis : How applicable are older image analysis methods on pixel art?Holm, Anna January 2022 (has links)
This thesis examines the possibility of expanding the toolset for art historical studies of digital art, doing so by studying if older influential art theories can be used in image analysis of digital artworks. More specifically, the study centers around the application of Heinrich Wölfflin’s objective classifying principles as well as Erwin Panofsky’s iconology and iconography on the digital art form pixel art. The aim of the thesis is to research the level of applicability of these well-used image analysis methods on the art style, arguing for the legitimacy of pixel art as an art form as well as contributing to the expanding knowledge about digital art within the Swedish art history field. The results of the study showed that both Wölfflin’s and Panofsky’s image analysis methods are applicable on pixel art artworks, but in different ways with different prerequisites. The objective classifying principles of Wölfflin as well as the pre-iconographical stage of Panofsky’s method center around “surface level” aspects of a work of art such as lines, shading or image composition. These are aspects that in many ways differ greatly in execution between traditional painted art and pixel art, so for these methods to work there needs to be some translation to terms and aspects more applicable to pixel art. Panofsky’s iconography and iconology are on the other hand interested in “deeper” as well as contextual aspects of a work of art such as symbols or references. These aspects of pixel art artworks function in the same way as most other art, traditional or otherwise, and can therefore be directly applied without “translation”.
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Instituto Artístico de Medios DigitalesEspinoza Rondón, Jorge 26 January 2022 (has links)
El proyecto consiste en el diseño de un Instituto Artístico de Medios Digitales en la intersección de los distritos de San Borja, La Victoria y San Isidro. El objetivo principal es ofrecer una infraestructura de carácter innovador que logre acoger a los nuevos talentos en el desarrollo de videojuegos, animación y desarrollo de sonido para brindarles ambientes donde puedan recibir una formación tanto en la rama de ciencias como de arte y se desempeñen en su labor como artista, líder y programador. El concepto arquitectónico tiene como énfasis despertar la curiosidad y creatividad en el usuario a través del manejo de espacios flexibles y polifuncionales para lograr influenciar positivamente en el aprendizaje grupal y crear ambientes agradables y productivos. Se propone que este sea un espacio de calidad arquitectónica en beneficio de la comunidad tecnológica y gamer peruana. / The project consists in the design of an Artistic Institute of Digital Media at the intersection of the districts of San Borja, La Victoria and San Isidro. The main objective is to offer an infrastructure of innovative character that manages to welcome new talents in the development of videogames, animation and sound development to provide a relationship both in the branch of science and art and work in their work. as an artist, leader and programmer. The architectural concept aims to awaken curiosity and creativity in the user through the use of flexible spaces and materials to achieve a positive influence on group learning and create pleasant and productive environments. It is proposed that this sea a space of architectural quality for the benefit of the technological community and the Peruvian player. / Tesis
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Approche systémique pour la composition d’œuvres acousmatiques, mixtes, vidéomusicales et pluridisciplinairesDufort, Louis 03 1900 (has links)
No description available.
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Grafické intro 64kB s použitím OpenGL / Graphics Intro 64kB Using OpenGLGunia, Pavel Unknown Date (has links)
This work deals with the phenomenon of graphic intros, a digital graffiti of the modern age. The focus is put on size restricted animation of size of the executable file lower than 64 kilobytes. It reveals the main techniques used. Finally, interesting aspects and experiences that came up are discussed, as well as the conclusion and future work proposal.
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Embodied by Design: The Presence of Creativity, Art-making, and Self in Virtual RealityPissini, Jessica M. 13 November 2020 (has links)
No description available.
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Cultivating Self and Displaying Status: Instances of Innovation and Exchange in the Cabinets of Amalia van Solms-Braunfels, Princess of Orange (1602-1675)Smith, Lauryn N. 23 May 2022 (has links)
No description available.
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KULTUR ON-DEMAND : En studie om konstutställningsverksamheten i ett digitalt samhälle och hur den påverkas under en pandemi / Culture on-demand : A study of the exhibition activities in a digital society and how it is affected during a pandemicLundin, Eva January 2021 (has links)
En stor del av vårt kulturarv och samtidshistoria förmedlas genom konstutställningar på privata/ enskilda konsthallar och konstmuseer. Förutom en konstupplevelse möts vi också av dold information som visar metoder, teknik och olika ställningstagande som gjorts för att kunna tillgängliggöra en utställning. Allt detta ger oss viktig information om samtidens fysiska och digitala arenor. För att få tillgång till information om dagens utställningar även i framtiden krävs att informationen bevaras (arkiveras/lagras) och att den går att återfinna. Studiens syfte har varit att undersöka hur fyra privata/enskilda aktörer dokumenterar, bevarar och tillgängliggör sina utställningar och hur de ser på begreppet kulturarv samt hur den rådande corona-pandemin 2020/2021 påverkat dem i deras arbete. Studien har också undersökt hur digitala modeller, verktyg och arbetssätt har använts av några statliga/offentliga konstmuseer, som ett sätt att utveckla utställningspresentationen utifrån ett globalt och långsiktigt perspektiv och underlätta planering och samarbete kring utställningsproduktion. Slutsatsen är att den privata/enskilda kultursektorn har ett annat uppdrag, krav och behov av att förmedla konst än vad den statliga/offentliga kultursektorn har. Därför kan man se skillnader i sättet att se på dokumentation, bevarande och tillgängliggörande. Pandemiåret 2020 har utvecklat deras sätt att tänka och arbeta kring kulturinformation och distribution. Besökare och arrangörer har fått ändra sitt fysiska beteende med tanke på smittspridning/social distansering och blivit hänvisade till digitala alternativ. Detta har ökat tillgängligheten till konsten också för de grupper som inte tidigare kunnat fysiskt bevista en utställning. Ett nytt kulturkommunikationssätt med interaktivitet har initierats och en ny form av kulturkonsumtion, kultur on-demand, har utvecklats. / A large part of our cultural heritage and contemporary history is conveyed through art exhibitions at private art galleries and art museums. In addition to an art experience, we also encounter hidden information concerning aspects such as methods, technology and various positions taken to be able to use an exhibition. All this gives us important information about contemporary physical and digital arenas. In order to have access to information about today's exhibitions even in the future, it is necessary that the information is preserved (archived/stored) and that it can be found. The purpose of the study has been to investigate how four private art galleries and art museums document, preserve, make their exhibitions available, how they view the concept of cultural heritage, as well as how the prevailing corona pandemic 2020/2021 has affected them in their work. In addition, the study has also examined how digital models, tools and working methods have been used by public art museums, as a way to develop the exhibition presentation from a global and long-term perspective as well as to facilitate planning and collaboration around exhibition production. The conclusion is that private art galleries and museums have a different mission, requirements and need to convey art than the public art museums has. Therefore, one can see differences in the way of looking at documentation, preservation and making the information available. The pandemic year 2020 has developed their way of thinking about and working with cultural information and distribution. Visitors and organizers have had to change their physical behavior in view of the spread of infection/social distancing and have been referred to digital alternatives. This has increased the accessibility of art also for those groups who have not previously physically attended an art exhibition. A new way of cultural communication with interactivity has been initiated and a new form of cultural consumption, culture on-demand, has been developed.
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Artists' Perception of the Use of Digital Media in PaintingAgyeman, Cynthia A. January 2015 (has links)
No description available.
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Att skapa med och mot andra : Gemensamt skapande och digitalt konstutövande på r/PlaceHolm, Anna January 2024 (has links)
In this thesis, the hugely popular online art experiment r/Place is analyzed as an interesting example of digital art making and collaborative creation on a massive scale. This is done in an effort to contribute to the exploration of how art making and the artist’s role is shaped by a digital component as well as its accompanying opportunities, in this case collaboration. In the analysis the creations and participation of ten Reddit-communities taking part in the experiment are studied through the lens of semiotics and performativity. Through the analysis it was concluded that the art-making and resulting creations were not only shaped by the digital and shared nature of the format but also by the limited resources available, resulting in a strongly competitive atmosphere. The competitiveness highlights how two concepts often seen as opposites, creation and destruction, can be two sides of the same process depending on your perspective.
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