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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
141

ARTE DIGITAL E CIRCUITO EXPOSITIVO: UM CURTO EM TORNO DO FILE / DIGITAL ART AND EXPOSITIVE CIRCUIT: A "SHORT" AROUND THE FILE

Gasparetto, Débora Aita 29 March 2012 (has links)
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / The objective of this research is to discuss the expositive circuit of digital art in contemporaneity, verifying how digital art is articulated, what its particularities are and how it fits in the art circuit. This route is based on the experiences in FILE (Electronic Language International Festival), in the São Paulo 2010 and Porto Alegre 2011 editions, in addition to visits to its virtual environment. This is the most representative event of its kind in Brazil and Latin America, a festival with international projection, which allows discussing the matter. To develop a research about art, it is used a qualitative approach. This is established from a literature survey; field research on spaces in loco and virtual environments of the FILE; interviews with one of the idealizers of the event, Paula Perissinotto, and some artists who have excelled in the course of the festival, among them, Anna Barros, Guto Nobrega and Yara Guasque; in addition to a research by the virtual environments of other spaces and festivals that move the exposition circuit of digital art. Are also conducted visits to some of the major events that discuss the production in Brazil, observing their dissemination strategies and analyzing how they debate, disseminate, exhibit, preserve and commercialize digital art. All these instruments allows to think the digital art in the exposition circuit, reflecting on the observations analyzed around FILE. Thus, the proposal of this dissertation is intended to bring a contribution to the field of history, theory and critical of contemporary art through a study based on recent changes in society, provided by communication, science and technology, which reflects in the relationship between the public, work, artists, institutions and expositive circuits. / O objetivo desta pesquisa é discutir o circuito expositivo da arte digital na contemporaneidade, verificando como se articula a arte digital, quais são suas particularidades e como se insere no circuito da arte. Este percurso tem como base as experiências vivenciadas no FILE (Festival Internacional de Linguagem Eletrônica), nas edições São Paulo 2010 e Porto Alegre 2011, além das visitas realizadas ao seu ambiente virtual. Este é o evento mais representativo do gênero, no Brasil e na América Latina, um festival com projeção internacional. Ao tecer uma pesquisa sobre arte, utiliza-se uma abordagem qualitativa. Isto se estabelece a partir de um levantamento bibliográfico; da pesquisa de campo aos espaços in loco e ambientes virtuais do FILE; de entrevistas, com uma das idealizadoras do evento, Paula Perissinotto, e alguns artistas que se destacaram no percurso do festival, entre eles, Anna Barros, Guto Nóbrega e Yara Guasque; além de uma pesquisa pelos ambientes virtuais de outros espaços e festivais que movimentam o circuito expositivo da arte digital. Também são realizadas visitas a alguns dos principais eventos que discutem a produção no Brasil, observando suas estratégias de disseminação e analisando como debatem, expõem, preservam e comercializam a arte digital. Todos estes instrumentos permitem pensar a arte digital no circuito expositivo em torno do FILE. Assim, a proposta desta dissertação tem a intenção de trazer uma contribuição para o campo da história, teoria e crítica da arte contemporânea, por meio de um estudo baseado nas mudanças recentes na sociedade, proporcionadas pela comunicação, ciência e tecnologia, as quais refletem nas relações entre público, obras, artistas, instituições e circuitos de exposição.
142

Illusions entre le réel et le virtuel (IRV) comme nouvelles formes artistiques : présence et émerveillement / Illusions between the real and the virtual (IRV) as new art forms : presence and wonder

Guez, Judith 19 November 2015 (has links)
Les illusions surprennent, amusent et émerveillent. Si parmi les intentions esthétiques du créateur, se trouve l’objectif de provoquer chez le spectateur des interrogations face à sa perception de la réalité quotidienne, alors les illusions peuvent devenir un atout essentiel dans la création artistique.Par ailleurs, le domaine de la réalité virtuelle et mixte, avec ses technologies numériques d’immersion et d’interaction, offre de nouvelles possibilités pour « transporter » le spectateur dans des mondes inhabituels, imaginés par les artistes.Ainsi, à partir de mon double intérêt pour les illusions et la réalité virtuelle et mixte, j’ai été amenée à développer une recherche-création sur les nouvelles formes artistiques d’illusion. Inspirée de la méthodologie complexe d’Edgard Morin, j’ai exploré théoriquement et pratiquement l’espace des illusions entre le réel et le virtuel (IRV), afin d’identifier et de créer ces nouvelles formes artistiques émergeant de la synergie des relations entre le spectateur, l’œuvre et l’artiste. J’ai composé ma propre palette de création d’IRV, qui parcourt les trois frontières : celle entre le réel et le virtuel, celle entre le réel et l’illusion, et enfin celle entre le virtuel et l’illusion. Et j’ai clarifié ma démarche artistique émergeant de cette recherche : viser à l’exploration de nouvelles expériences d’illusions entre le réel et le virtuel, afin d’atteindre de plus grandes profondeurs d’illusion et de présence dans l’expérience proposée au spectateur. Je me rapproche alors de ce que je nomme la survirtualité, le virtuel étant un merveilleux moyen pour imaginer, rêver des mondes d’illusions imbriquées. / Illusions surprise, amuse and amaze. If among the aesthetic intentions of the creator is the objective of raising questions in the spectator's mind about her own perception of everyday reality, then illusions can become an essential asset of artistic creation. Furthermore, we observe that the field of virtual and mixed reality, with its digital technologies of immersion and interaction, provides new possibilities to "transport" the spectator in unusual worlds, imagined by the artists. Thus, from my double interest in illusions and virtual and mixed reality, I was led to develop a research-creation on new artistic forms of illusion. Inspired from Edgard Morin's method of complexity, I theoretically and practically explored the space of illusions between the real and the virtual (IRV), to identify and create these new art forms emerging from the synergy of the relationship between the spectator, the artistic work and the artist. I composed my own palette for the creation of IRV, which covers the three borders: the one between the real and the virtual, the one between the virtual ant the illusion, and finally the one between the virtual and the illusion. I thus clarified my artistic approach emerging from this research: aiming at the development of experiments nesting several levels of illusions of reality, with the help of real and virtual apparatuses, and striving to explore illusions unique to the virtual, to achieve deeper illusion and presence in the experience offered to the spectator. I can then go closer to what I call the survirtuality, the virtual being a wonderful way to imagine, to dream worlds of nested illusions.
143

Le VJing ou la visualisation du son dans les performances audio-visuelles contemporaines / VJing : visualizing Sound in Contemporary Audio-Visual Performances

Watier, Maxime 07 January 2016 (has links)
Cette thèse a pour objet le VJing, terme désignant l’activité du VJ (pour Video ou Visual Jockey) consistant à créer et manipuler en direct plusieurs sources visuelles par médiation technologique en direction d’un public et en synchronisation avec la musique, et se propose de mettre cette pratique en perspective en l’envisageant comme un travail spécifique opéré sur l’image, interrogeant son paradigme poïétique fondé sur la synesthésie aussi bien que le contexte performatif dans lequel elle se déploie. Empruntant le concept de re-médiation à Jay David Bolter et Richard Grusin, nous étudions les divers processus par lesquels le VJing se réapproprie, tant par la forme que par le contenu, les propriétés constitutives du DJing et des musiques électroniques, tout comme il prolonge directement ou indirectement certains procédés d’union du visuel et du sonore expérimentés sur ces deux médiums audiovisuels que sont le cinéma et la vidéo. S’appuyant sur un corpus de près d’une centaine de créations VJ (extraits de performances, mix réalisés pour support vidéo), notre approche méthodologique consiste à mener plusieurs analyses comparatives avec des œuvres issues du cinéma d’avant-garde, du cinéma expérimental, de l’Art Vidéo, du vidéo-clip, afin de définir progressivement l’identité spécifique du VJing. En combinant perspective théorique, historique et esthétique, nous examinons par quels biais cette pratique a constitué avec le temps un dispositif technologique et projectif visant à la réalisation en temps réel d’un objet audiovisuel basé sur le dialogue constant entre les images en mouvement et la musique (ou la bande-son) et dans quelle mesure ce type de performance se déployant dans le contexte des nouveaux médias, du remix généralisé et du « cinéma élargi » entre en résonnance avec la tradition issue des avant-gardes et celle, aussi bien picturale, musicale que cinématographique, de la Visual Music. / The subject of this thesis is VJing, a term referring to the work performed by the VJ (Video or Visual Jockey) consisting of creating and manipulating several visual sources in real-time through technological mediation and for an audience, in synchronization to music. This study intends to put this practice in perspective by considering it as a specific work made over the image, questioning its poietic paradigm based on synaesthesia as well as the performative context in which it takes place. Borrowing the concept of Remediation from Jay David Bolter and Richard Grusin, we study the various processes by which VJing re-appropriates, both in form and content, some constitutive properties of DJing and electronic music, as it also extends directly or indirectly some processes of union of the visual and the aural as it has been experimented in cinema and video. Based on a corpus of about a hundred of VJ works (performance extracts, mixes made for video distribution), our methodological approach consists of conducting several comparative analysis with different works taken from avant-garde cinema, experimental cinema, video art and music videos, in order to progressively defining the specific identity of VJing. By combining theoretical, historical and aesthetic perspectives, we analyze the means by which this practice has established a technological and projective device over time to achieve producing audio-visual objects in real-time based on the constant dialogue between moving pictures and music (or soundtrack) and we try to see how this kind of performance, taking place in the context of new media, mainstreamed remix and "expanded cinema", echoes with the avant-garde tradition and the pictorial, musical as well as cinematic legacy of Visual Music.
144

Sonic Activation: a Multimedia Performance-Installation

Lough, Alex Joseph 06 May 2016 (has links)
Sonic Activation is a multimedia performance-installation featuring sound sculptures, video projections, and performance with live electronics for solo and mixed ensembles. The work aims to unpack the nature in which we hear and interact with sound, space, and gesture. It is a project that recontextualizes the typical practice of performance and installation modes of music and art. The event uses 12 loudspeakers spaced around a gallery to create a densely layered sonic atmosphere that gently fluctuates and slowly evolves. Throughout the event, the audience is encouraged to freely navigate the gallery and experience the subtle changes in sound as they manifest in the space.
145

M0MENTARY LAPSES

Salyer, Alice 01 May 2019 (has links)
The artist discusses her Master of Fine Arts exhibition Momentary Lapses, held at Tipton Gallery, February 25-March 8, 2019. The mixed media works and video examine the intersections between digital, somatic and societal decay through the mediation of the digital image by physical anthropogenic efforts. Themes in the work include glitch art and theory, entropy, memory, decay, and loss. Contemporary American society’s desensitization associated with the oversaturation of digital imagery is discussed, as well as Guy Debord’s theory of the Spectacle, and the artistic practices of Kurt Schwitters and Robert Rauschenberg.
146

Hur jämförandet av digitalt måleri och dess värdeser ut i jämförande till traditionellt måleri : En undersökning med hjälp av återskapande av traditionella målartekniker i digital form omdess monetära och ickemonetära värde.

Ekroth, Linus, Rydh, Linnéa January 2022 (has links)
Detta kandidatarbete undersöker om värdesättningen av digitalt måleri idag i jämförelse medtraditionellt målande. Vi författare av denna artikel är båda aspirerande digitala konstnäreroch har upplevt att det finns en väldigt aktiv konversation som kan verka väldigt negativ ochnedlåtande, riktad mot digitalt måleri och dess värde. Då allt idag blir mer och mer digitaltifrågasätter vi varför konstens värdesättning verkar ha haft svårt att följa med i samma fartsom digitaliseringen av konst och måleri. För att undersöka detta använde vi oss avdesignmetoden Research Through Design där vi gestaltade varsin digital målning, där vianvänt oss av digitala tekniker för att måla i samma stil, samt med liknande tillvägagångssättsom traditionella oljemålningar för att skapa en artefakt som förmedlar vissa av de aspektersom värdesätts i de mer traditionella och fysiska medierna. Detta gjordes för att undersökavad som kan krävas av digitala medier för att kunna värdesättas på ett liknande sätt som detraditionella medierna.Gestaltningarna användes i intervjuer med konstnärer insatta i både den traditionella samtdigitala konstvärlden för att skapa en diskussion kring det digitala målandets värde samtuppfattningInspirationen för artikeln kom främst från Benjamin, W. (1936) konstverket ireproduktionsåldern och deras begrepp och teori om “aura” som ger ett historie baseratperspektiv på värdesättningen av nyare medier. Vi kommer även ifrågasätta hans teori medhjälp av våra intervjuer och Nick Peim’s nyare text Rereading of ‘The Work of Art in the Ageof Mechanical Reproduction (2007) om aura och dess relevans. Där skriver han om hurpolitik och skillnader på tidsperioder kan ha förändrat attityden till konst och aura.Jämförelsen mellan dessa medium var något som visade sig vara ganska svår där det visar sigatt digitala medier kan behöva fortsätta utvecklas tillsammans med tekniker som NonFungible Tokens (NFT) eller dagens typiska prenumerationer för att försörja konstnärer.Slutsatsen blev att i fallet av jämförandet av digitalt mot traditionellt måleri så behövs detstörre grad av förståelse för det digitala måleriet, För att det ska kunna värdesättas på ettjämlikt sätt som det traditionella måleriet. Då för tillfället så kan det inte jämföras på sammaeller på likvärdiga kriterier. / This bachelors candidacy article is about the valuation of digital painting today incomparison to traditional painting. Us writers of this article are both aspiring digital artistswho have experienced that people can have a very critical and condescending attitudetowards digital painting and its value. As everything today becomes more and more digital,we question how and why art seems to have a hard time keeping up with the digitization of itsmedium as a whole.To investigate this, we used the design methodology of Research Through Design and eachcreated a digital painting where we use digital techniques to try to paint in a similar style, andapproach very much like traditional oil paintings to create an artifact that attempts to mediatewhat gives traditional and physical mediums its values.This was done to research what digital mediums can do to reach a similar value as thesetraditional mediums. We will also question his theory with help from our interviews and NickPeims newer text Rereading of ‘The Work of Art in the Age of Mechanical Reproduction(2007) about aura and its relevance. He writes about how politics and changes in time periodscan have changed the attitude to art and aura.We used these paintings in interviews with artists who are familiar with the digital andtraditional art world to create a discussion about the value and perception of digital painting.We took much inspiration from Benjamin, W. The Work of Art in the Age of MechanicalReproduction (1936) and its concept of “aura” to give an historical comparison to thevaluation of new mediums.The comparison between these mediums was something that turned out to be quite difficultwhere it turns out that digital media may need to continue to be developed together withtechnologies such as Non Fungible Tokens (NFT) or today's typical subscriptions to supportartists.The conclusion was that in the case of the comparison of digital vs traditional painting, is thata greater degree of understanding of digital painting is needed, in order for it to be valued inan equal way as traditional painting. At the moment we concluded that it can not becompared with the same or equivalent criterias.
147

Expanding Opportunities: Applying the Framework of Cultural Geomorphology to Investigate Potential Benefits of International Art Exchanges

Zupanic, Karen Kovacs 07 August 2023 (has links)
No description available.
148

Effectiveness of Digital Response Art

Kavanaugh, Anya 01 April 2020 (has links) (PDF)
This study looks at the effectiveness of digital media to create response art and deepen attunement with adolescent clients as well as develop self-awareness in the therapist. An arts- based qualitative heuristic self-study was used to analyze data gathered over a six-week period. The subject was the researcher/therapist and the data was gathered during the second-year practicum while working with adolescents at a non-public school. Data was gathered through a process of creating two post-session response artworks using video, animation, or digital drawing and a written reflection for each artwork. Nine artworks and eight written reflections were created in total. The data was analyzed using a phenomenological lens and a digital art therapy lens. Certain themes, such as use of color, rhythm and pace, self as subject, client process, progression of affect, management of environment, and representation of containment were analyzed. These themes revealed a high probability for digital media to assist in deepening attunement with an adolescent client and a more limited chance of development of self- awareness.
149

Media Art for the Mid-Levels Escalator, Central

李欣欣, Li, Yan-yan, Linda. January 2002 (has links)
published_or_final_version / Architecture / Master / Master of Architecture
150

Codeinskij : Art and programming as part of young children’s creative exploration / Codeinskij - Art and programming as part of young children’s creative exploration : Exploring and developing tangible interactions for children to explore simple concepts of computer science, geometry and digital art in a fun an playful way.

Paolo, Camerin January 2021 (has links)
This is a project that explores the realm of programming and art education for young children, trying to bring these two disciplines together in a fun and playful way. The aim is to allow children to express themselves creatively and at the same time explore and understand basic concepts of coding and programming. From the idea of creating a tool for education, this project has evolved, throughout the iterative design process of prototyping and testing, into a toolbox for personal exploration and discovery of Art and technology. This toolbox not only aims to give children the opportunity to grow and develop their understanding of digital media but also aims to help them create stronger bonds with people around them, by sharing and participating together in the activities that they will create. Prototyping is here used as an explorative tool to not only develop the final design but to also investigate children, their interests and aspirations. The different iterations have helped getting a deeper understanding of the user and the concepts revolving around the topic of art and programming to which this project try to talk to. The outcome is a physical modular interface that allows children to build, piece by piece, a digital and interactive art experience that they can eventually share and play with family and friends.

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