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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.
31

Da casa expandida ao deslocamento como instrumento de criação /

Zechinato, Bianca Panigassi, 1990- January 2016 (has links)
Orientador: Agnus Valente / Banca: Juliano Casimiro de Camargo Sampaio / Banca: Mirian Celeste Martins / Banca: Pelópidas Cypriano / Resumo: Desenvolvida na área de pesquisa "Processos e Procedimentos Artísticos", esta dissertação é parte do projeto que traz como objeto central de discussão o processo criativo do "Fazer Caminhar", este, consiste na apropriação de um objeto por pessoas, funcionando como disparador de deslocamento. A pesquisa foi sendo permeada pela discussão do lugar, do não lugar, do espaço e da flanerie, estruturando esse trabalho processual, os conceitos compõem uma narrativa ao que acontece no espaço das relações entre as pessoas que desejaram experimentar o "Fazer Caminhar", revelando por um mapeamento final, trechos das experiências que constituem um itinerário incerto, e processos artísticos que trazem o percorrer espaços pelo caminhar e a criação de rede pelo objeto partilhado como prática de construção de mundo pela experiência estética. / Abstract: Developed in the research area "Processes and Artistic Procedures" This work is part of the project that has as its central subject of discussion the creative process of "Make Walking". This project consists in the ownership of an object by persons, which acts as a trigger offset by many paths. In fact, this research was being permeated by the discussion of site, non site, space and flanerie, structuring this process work, the concepts make up a story to what happens in the space of relationships between people who wanted to experience the "Make Walking", revealing in a final mapping, excerpts of experiences which constitute an uncertain journey, and artistic processes that bring go areas by walking and the creation of the network for sharing the object as a practice of recognizing the world for an aesthetic experience. / Mestre
32

Power Dynamics in Three Cases of Participatory Artworks

Kim, Jihyun January 2021 (has links)
This research investigates how power dynamics function in three cases of participatory art, each created by a different artist. Participatory art (PA) is understood as art whose physical or visual properties are shaped or altered by the viewers’ engagement. The study responds to the fact that discourses on PA often refer to the emancipation of participants. Rooted in concepts from Foucauldian biopolitics, the research also assumes that PA inevitably involves a distribution of power among artists and participants, which often vacillates between cultivation and instrumentalization. Data for this qualitative, multi-case study were collected through interviews with the three artists and with three viewers of each studied work. The researcher’s memories of her participatory experiences in the studied artworks, captured in a journal, were also considered as data. Detailed narrative findings illustrate how artists’ and viewers’ positions in relation to particular works are never detached from the art systems that frame them. Yet, these positions are not necessarily static and can shift in significant ways. Therefore, the balance between cultivation and instrumentalization can change from work to work, from participant to participant, and from situation to situation. The study shines a light on the potential of critical reflection, enacted once artists and viewers “step out” of the work, for realizing, questioning, and critiquing the conditions of participatory artworks. The researcher suggests that it is in such reflective spaces that awareness of one’s power within a work, and the emancipation that follows, are more likely to occur.
33

How does what's bred in the bone come out in the flesh? : Devora Neumark's interventions and the concept of flesh

Kiriloff, Vera. January 2005 (has links)
No description available.
34

IMPROVING INTERACTIVE ART EXPERIENCES WITH MOBILE DEVICE INTERACTION

Thomas Lee Cluff III (17583795) 11 December 2023 (has links)
<p dir="ltr">This research project aims to create an interactivity system for an interactive art exhibit named StairWELL. The StairWELL project is a sculpture that focuses on the emotional wellness of students through art. The interactive technology design is broken down into three components: a mobile device interface, a data processing server, and sculpture visualization. Each of these components has been defined to help the larger StairWELL team achieve its artistic goals. The goal of this paper is to show that mobile devices can be used as an effective participation method for interactive art installations. It also aims to show how an interactive art piece can accept data from many users in rapid succession.</p>
35

Being for others : critical reflections on the stranger, the estranged and the self in participatory art / Ineffaceable

Munro, Samantha Fawn January 2015 (has links)
By referring to established concepts and theories which contemplate our experiences in relation to others and space, this thesis examines the interactions and responses of an audience during various participatory artworks. I draw upon Jean-Paul Sartre’s Being and Nothingness and Elizabeth Grosz’ Architecture From The Outside: Essays on Virtual and Real Space in order to understand our interactions with other people, our interactions inside an environment, and the objects and ceremonies we use during these interactions. I align these experiences with the methods which are employed to anticipate and create the interactions between an audience and a participatory artwork. Our daily interactions can be considered a frame that an artist shapes for their represented situation to allow, provide and guide an audience towards their possibilities for movements and actions within a participatory artwork. The interactions that occur in participatory art are done in relation to others and include groups of people interacting with each other rather than an individual disembodied experience. I refer to Claire Bishop in her book, Artificial Hells, and Nicolas Bourriaud in Relational Aesthetics in order to define participatory art. In defining participatory art I focus on the idea that participation is a social activity without which the artwork does not function or exist. I unravel Brett Bailey’s Exhibit A, Anthea Moys Anthea Moys vs The City of Grahamstown and Christian Boltanski’s Personnes in terms of the frame they use to construct participation and interaction. I refer to my own exhibition Ineffaceable as an exploration of these frames which encourage participation. The inside and the outside are a constant theme throughout this thesis and my exhibition. This thematic re-emerges in relation to a number of opposing and fluctuating dynamics: the self and the other; the object and the subject; familiarity and strangeness; the participator and the spectator; the immersive and the disembodied; and the artwork and the audience. Participatory art has not been sufficiently explored particularly in South Africa with South African case studies and particularly from a practical standpoint that includes methodologies for creating participation. This thesis hopes to enrich and contribute to the contemplations on participatory art by focusing on our interactions with others.
36

A generative framework for computer-based interactive art in mass transport systems

Her, Jiun-Jhy January 2011 (has links)
Over the course of the past decade the MRT (Mass Rapid Transit) stations in Taiwan have become open air art galleries: with more prominent and frequent display of various artistic creations in stations, including interactive artworks. However, unlike the audiences in more meticulously choreographed exhibition contexts, those in stations are usually involuntary. New criteria for the creation and evaluation of artworks in these context are necessary to enhance the connection between the audience and the artwork, and to elicit meaningful experience via interactivity. This research aims to uncover the critical factors that can turn an indifferent passenger into an explorative participant, subsequently leading them to obtain meaningful experiences through interaction with computer-based interactive artwork. This research focuses on artworks that are permanently installed in the stations, with three case studies conducted in MRT stations forming the backbone of the research. Field observation was the first step in each case study, conducted in order to understand the fundamentals of the interactivity between the passengers and the artworks. This was followed by in-depth interviews with the passengers and three professional interview groups. A critical Analytical Framework was formed throughout the course of the research, identifying five engaging characteristics: Incentive, Transfer, Accessibility, Play, and Challenge. These five characteristics were eventually reapplied to re-examine the case studies and the content of the interviews with the professionals. The findings of this research articulate how the Analytical Framework can be adopted in future research intended to create the conditions for more meaningful art-interactions. This Analytical Framework will assist artists, designers and researchers in their pre-planning and follow up evaluations of the degree of engagement generated by computer-based interactive artworks displayed in transport hubs. The interest that the outcomes of this research has attracted in the field suggests that the framework could be extended to the examination of various computer-based interactive artworks in similar public contexts. In this context, the framework would play a valuable role in uncovering a more dynamic paradigm used to illustrate how meaningful experiences can evolve in similar public spaces.
37

Supporting human interpretation and analysis of activity captured through overhead video

Romero, Mario January 2009 (has links)
Many disciplines spend considerable resources studying behavior. Tools range from pen-and-paper observation to biometric sensing. A tool's appropriateness depends on the goal and justification of the study, the observable context and feature set of target behaviors, the observers' resources, and the subjects' tolerance to intrusiveness. We present two systems: Viz-A-Vis and Tableau Machine. Viz-A-Vis is an analytical tool appropriate for onsite, continuous, wide-coverage and long-term capture, and for objective, contextual, and detailed analysis of the physical actions of subjects who consent to overhead video observation. Tableau Machine is a creative artifact for the home. It is a long-lasting, continuous, interactive, and abstract Art installation that captures overhead video and visualizes activity to open opportunities for creative interpretation. We focus on overhead video observation because it affords a near one-to-one correspondence between pixels and floor plan locations, naturally framing the activity in its spatial context. Viz-A-Vis is an information visualization interface that renders and manipulates computer vision abstractions. It visualizes the hidden structure of behavior in its spatiotemporal context. We demonstrate the practicality of this approach through two user studies. In the first user study, we show an important search performance boost when compared against standard video playback and against the video cube. Furthermore, we determine a unanimous user choice for overviewing and searching with Viz-A-Vis. In the second study, a domain expert evaluation, we validate a number of real discoveries of insightful environmental behavior patterns by a group of senior architects using Viz-A-Vis. Furthermore, we determine clear influences of Viz-A-Vis over the resulting architectural designs in the study. Tableau Machine is a sensing, interpreting, and painting artificial intelligence. It is an Art installation with a model of perception and personality that continuously and enduringly engages its co-occupants in the home, creating an aura of presence. It perceives the environment through overhead cameras, interprets its perceptions with computational models of behavior, maps its interpretations to generative abstract visual compositions, and renders its compositions through paintings. We validate the goal of opening a space for creative interpretation through a study that included three long-term deployments in real family homes. / <p>QC 20160405</p>
38

Sobre jogos e não jogos: um estudo sobre curadoria de jogos digitais experimentais / About games and notgames: a study about experimental digital games curatorship.

Cabrera, Anita Cavaleiro de Macêdo 10 October 2016 (has links)
\"Sobre jogos e não-jogos: um estudo sobre curadoria de jogos digitais experimentais\" pretende discutir a questão acerca de jogos digitais experimentais em espaços expositivos tais como galerias, museus e festivais, através de um levantamento de propostas curatoriais de exposições nacionais e internacionais. A presente dissertação é baseada em um levantamento bibliográfico sobre curadoria contemporânea em artes visuais e em experiências de práticas curatoriais de jogos digitais em espaços expositivos, e também em entrevistas com curadores, desenvolvedores e pesquisadores de jogos digitais independentes. Este trabalho também propõe uma análise crítica sobre a crescente presença dos jogos experimentais em ambientes artístico-culturais e seu pertencimento a estes espaços como objetos capazes de promover experiência estética. / \"About games and notgames: a study about experimental digital games curatorship\" intends to discuss the issue concerning experimental digital games in exhibition spaces such as galleries, museums and festivals, through a survey of curatorial proposals for national and international exhibitions. The present dissertation is based on a literature review on contemporary curatorship in visual arts and experiences on curatorial practices of digital games in exhibition spaces, and also on interviews with curators, researchers and developers of independent digital games. This work also suggests a critical analysis of the growing presence of experimental games in artistic and cultural environments and their belonging to these spaces as objects capable of promoting aesthetic experience.
39

Sinestesia mediada pela tecnologia na arte: a interação entre voz e imagem / Sinestesia mediated by technology in art: the interaction between voice and image.

Bergantini, Loren Paneto 31 October 2016 (has links)
Avanços tecnológicos recentes inauguraram novas possibilidades estéticas devido ao potencial de integração de diversos meios, códigos e linguagens. Consequentemente, as tradicionais fronteiras entre as áreas artísticas dissolveram-se e estímulos simultâneos a vários sentidos foram introduzidos. A inclusão do corpo e seus aspectos cognitivos em interação direta com códigos computacionais é fato irreversível na arte contemporânea e seus aspectos e consequências ainda não foram completamente compreendidos. Este trabalho tem como objetivo investigar, sistematizar e utilizar os conhecimentos sobre sinestesia na arte, destacando o caso das obras artísticas interativas que correlacionam voz e imagem. Em função disto, foram propostas: a) a realização de estudos sobre o fenômeno da sinestesia no contexto da ciência e da arte; b) a busca de uma definição para a voz; c) a pesquisa por referências estéticas que abordaram a questão; e d) a realização de trabalhos experimentais correlacionados ao tema. Os métodos de pesquisa utilizados foram: revisão bibliográfica - a partir de um enfoque multidisciplinar, englobando referências tanto da neurociência quanto de outras áreas -, seleção e análise de trabalhos artísticos interativos contemporâneos que abordaram a questão da sinestesia e da interação entre voz e imagem, e investigação estética a partir da realização de propostas poéticas experimentais. Os principais resultados obtidos foram: a compreensão da trajetória dos estudos sobre sinestesia na ciência e a atualização dos conhecimentos sobre o assunto; apontamentos sobre a contextualização da sinestesia na arte; a definição da voz como corporificada e relacionada a todos os sentidos incluídos na unidade do corpo; e a realização de três trabalhos experimentais, dois coletivos sobre sinestesia e um individual que explora a relação entre voz e visualidade. / Recent technological advances opened new aesthetic possibilities in art, due to its potentiality to integrate several medias, codes and languages. Consequently, the traditional boundaries between artistic areas were dissolved and simultaneous stimuli to various senses were introduced. The occurence of the body and its cognitive aspects in interaction with computer codes is an irreversible fact in contemporary art, and its aspects and consequences have not been fully understood. This work aims to investigate, systematize and use the information about synesthesia in arts, highlighting the case of interactive art works connecting voice and image. Therefore, it was proposed: a) the study of the synesthetic phenomenon and how it is treated in both science and arts; b) the definition of voice; c) the search for aesthetic references in interactive arts addressing this issue; and d) the development of experimental works related to this subject. The adopted methodology consisted of: bibliographical review - with a multidisciplinary approach, encompassing references from neuroscience and other areas - , selection and analysis of contemporary interactive artworks adressesing aspects of synesthesia and the voice-image interaction, and aesthetic research based on experimental artworks. Our main results were: understanding the trajectory of the studies about synesthesia in science and updating the knowledge on the subject; notes on the context of synesthesia in art; the definition of voice as an embodied entity, related to all the senses included in the body unit; and the development of three experimental works of art, two collective works about synesthesia, and an individual one that explores the relationship between voice and visuality.
40

Ambientes de realidade virtual: novas possibilidades

Feliciano, Clayton Mendonça 21 March 2018 (has links)
Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2018-06-06T12:06:38Z No. of bitstreams: 1 Clayton Mendonça Feliciano.pdf: 2611426 bytes, checksum: a439000bde04e6b90b53d641f6aba297 (MD5) / Made available in DSpace on 2018-06-06T12:06:38Z (GMT). No. of bitstreams: 1 Clayton Mendonça Feliciano.pdf: 2611426 bytes, checksum: a439000bde04e6b90b53d641f6aba297 (MD5) Previous issue date: 2018-03-21 / Virtual reality (VR) and the forms of interactions with this environment have evolved and advanced a great deal in recent decades. Parallel to the advance of the creation and modeling of three-dimensional (3D) environments, new possibilities arise. Assuming that the virtual environment allows creating scenarios with details and architectural richness, the proposal of this work is focused on the development of a 3D environment and its application in the Web environment, having as object of study the Square Sé, Sao Paulo City. Bibliographical surveys were made to aggregate historical and cultural knowledge, as well as visits in locus for creation of the photographic collection and three-dimensional virtual development. The elaboration of the virtual scenario was made using Sketchup and Unity3D modeling software. Within what was proposed, both the modeling part and the integration part of the Web environment were successful / A realidade virtual (RV) e as formas de interações com este ambiente evoluíram e avançaram muito nas últimas décadas. Paralelamente ao avanço da criação e modelagem de ambientes tridimensionais (3D), novas possibilidades surgem. Partindo do princípio que o ambiente virtual permite (re)criar cenários com detalhes e riquezas arquitetônicas, a proposta deste trabalho está voltada ao desenvolvimento de ambiente 3D e sua aplicação no ambiente Web, tendo como objeto de estudo a Praça da Sé, ponto turístico da cidade de São Paulo. Levantamentos bibliográficos foram feitos para agregar conhecimento histórico e cultural, visitas in locus para criação do acervo fotográfico e desenvolvimento virtual tridimensional. A elaboração do cenário virtual foi feita por meio de softwares de modelagem Sketchup e Unity3D. Dentro do que foi proposto obteve-se sucesso tanto na parte de modelagem quanto na parte de integração ao ambiente Web

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