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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.
21

Your New Best Friends: An Exploration of Furby, Siri, and Other Sociable Electronics

Forbes, Avery 01 July 2021 (has links)
Your New Best Friends: An Exploration of Furby, Siri and Other Sociable Electronics is focused around interactive electronic systems and the effect these systems can have on our human psyches. My work focuses on two particular periods of development: the late 80’s to early 90’s, and the 2010’s to present. One period represents my childhood and the other my early adulthood. By comparing the two I can examine trends in the ways we engage with robotics and can better understand the ubiquity of electronically mediated interactions today. I utilize these new understandings to manipulate the capabilities of devices from both periods to create pieces that communicate care in a new way, sparking a moment of joy for the viewer while also increasing the awareness of the failings of devices when compared with true human interaction.
22

Glitch v novomediálním umění: Technologická chyba jako objekt estetického zájmu / Glitch in new media art: Technological error as a subject of aesthetic interest

Šašek, Filip January 2012 (has links)
This thesis introduces the use of technological failure in visual arts, described as glitch art in the Anglo-American literature, and reveals its specific qualities. The author examines creative exploration of glitch both in image compression formats, and in the user interface of web sites, computer games or operating systems. In addition, the research presents arguments that advocate glitch art in a broader artistic discourse. It does so firstly by analogy, when it compares glitch art manifestations to conceptual and visual qualities of the paradigmatic works of art and artistic movements, and secondly by Dickie's institutional classification, when it analyzes glitch art communities and appreciation by the curatorial, critical and academic public. The central argument of this thesis is that glitch art next to a purely aesthetic experience provides an insight into the heart of technology, which exposes its functionality. Thus it contributes to a deeper understanding of its physical, structural and ideological fundamentals, that have become in everyday life almost invisible due to the logic of immediacy. Given the highly relative nature of the term glitch the thesis does not seek a hard definition of its specifics, but rather asks the cause of this naming (designation) that is why we perceive a...
23

Haptic Enabled Multidimensional Canvas

Thokala, Kalyan Chakravarthy 22 September 2011 (has links)
No description available.
24

Οι ψηφιακές μορφές στη διδασκαλία της τέχνης στη δευτεροβάθμια εκπαίδευση : ζητήματα, διαστάσεις, προοπτικές

Κοντού, Νίκη 20 September 2010 (has links)
Οι ψηφιακές μορφές τέχνης είναι ένα είδος που περιλαμβάνει έργα τέχνης που δημιουργήθηκαν με τα νέα μέσα τεχνολογίας, συμπεριλαμβανομένης της ψηφιακής τέχνης, των γραφικών απεικονίσεων, της εικονικής τέχνης, της τέχνης του διαδικτύου, των διαδραστικών τεχνολογιών και άλλων μέσων που διαφοροποιούνται διαρκώς. Για το λόγο αυτό, είναι αναγκαίο, η Τέχνη, ως διδακτικό αντικείμενο να συντονιστεί με τις επιταγές της σύγχρονης τέχνης και να προσφέρει στους μαθητές απαραίτητες γνώσεις και δεξιότητες ώστε να δημιουργήσουν σύγχρονα έργα τέχνης. Είναι όμως το ελληνικό εκπαιδευτικό σύστημα και πιο συγκεκριμένα οι εκπαιδευτικοί της Τέχνης για ένα τέτοιο εγχειρημα... Τι φοβούνται και τι προσδοκούν από τους αρμόδιους φορείς... Μπορούν ατομικές πρωτοβουλίες και πιλοτικά προγράμματα να βρουν ευρύτερη εφαρμογή στη διδασκαλία της εικαστικής αγωγής.. / The digital forms of art are a type that includes work of art that was created with the new means of technology, including the digital art, the graphic depictions, the virual art, the art of internet, the interactive technologies and other means that are differentiated permanently. For this reason, it is necessary, that Art, as instructive object to be coordinated with the demands of modern art and offer to the students the necessary knowledge and dexterities in order that they create modern work of art. Is however the Greek educational system and more concretely the teachers of Art ready for such an undertaking. What they are afraid also what are theyexpecting from the responsible institutions... Can individual initiatives and pilot programms find wider application in the teaching of figurative education...
25

Bioart - pojem a vývoj / Bioart - Concept and Development

Brixová, Anna January 2017 (has links)
The aim of this diploma thesis is Bioart, new media art discipline, which is represented by a narrow group of authors. Bioart is often referred to by variety of names and the term itself is not uniformly defined. The work offers a comprehensive definition of the term as an art area that creates space for social reflection of scientific knowledge through its reflection of modern science. The thesis also describes respective artistic, philosophical and historical context of the term. At the same time, the thesis examines aspects of contemporary bioart from the perspective of the artists working in this field of art by interviewing them. The thesis is divided into three main chapters. The first chapter deals with Bioart as a term on theoretical level and introduces the interviewed artists. The second chapter summarizes the historical background of Bioart. The third chapter introduces the overlap of Bioart on ethics, safety and engagement of artists and the public in science. Powered by TCPDF (www.tcpdf.org)
26

Estetická dimenze hraní počítačových her / The Aesthetic Dimension of playing Videogames

Rubášová, Veronika January 2019 (has links)
The Aesthetic Dimension of playing Videogames Abstract The Thesis is divided into two main parts. The first part follows the beginning of the discussion which considers computer games as Art. Selected theories are analyzed and critically reviewed. Specifically, these are theories considering the emotional potential of games, their narativity, or their cluster definition. In the second part are computer games seen as aesthetic experiences. In a short diversion the similarities between computer games and sport are shown. Also the role of winning and rules is contemplated. Subsequently, John Dewey's theory is used to interpret the phenomenon. The text is interwoven with examples of old and current computer games. Key words: Videogames, Aesthetics of Everyday life, New Media Art, an Experience, Pragmatism, John Dewey
27

CULTURALLY SITUATED PROGRAMMING PLATFORMS: SEIS8S, A LIVE-CODING LANGUAGE FOR ELECTRONIC LATIN DANCE MUSIC / SEIS8S, A LIVE-CODING LANGUAGE FOR LATIN DANCE MUSIC

Navarro Del Angel, Luis Fernando January 2023 (has links)
This dissertation speculates on culture, social spheres, and programming to gain insight into how computer platforms can be (re)thought and (re)designed around the consciousness and struggles of Latin American communities. This dissertation uses an interdisciplinary methodology emphasizing approaches to live-coding performance, platform design and software development, participatory action research, and interpretive and semiotic analysis. The research in this dissertation starts with the argument that computer languages are influenced by social spheres (e.g., science and arts), economic models (e.g., knowledge economy), communication systems (e.g., natural language), and infrastructures (e.g., software collaboration protocols and institutions). Next, it is discussed how I deployed this argument by ideating and coding a computer language based on specific social spheres (i.e., live coding practice and popular music), communication systems (i.e., Spanish), and infrastructures (i.e., cultural centers and online spaces) of Hispanoamerica. Finally, this computer-music language is compared and contrasted against collective reflections and uses by this dissertation’s author and members of the general public through a series of conversation circles and live coding performances. This research results in developing Seis8s, a computer-music language inflected by Spanish constructs borrowed from Latin dance music. Seis8s blends Latin American music sensibilities and live coding techno-politics to promote critical reflection. Seis8s emphasizes resistance to asymmetric types of computer-music abstraction by bringing Afro-Latin instruments and rhythms to the center of the technology and the performance. Results of this research also include ten public presentations using Seis8s involving individual and collective live coding performances and conference presentations. These public presentations showcased Seis8s and promoted reflection toward universal understandings of bodies, culture, politics, and economies of these technological and artistic milieus. This research also gives insight into mestizaje and latinidad as concepts still present in the belief systems and ways of knowing Spanish speakers in Latin America and, consequently, in the software they develop. Mestizaje and latinidad are challenged collectively by positioning the white-mestizo ideology as a shared problem that could be resisted through reflection on the irreducibility of the Latin American identity and its potential to coexist with other identities. / Dissertation / Doctor of Philosophy (PhD)
28

Understanding the Aesthetics of New Media Art as the Ontological Play of Becoming

Youn, Haeyoung January 2022 (has links)
No description available.
29

Darśan - Dance for Kriśna

Pilania, Harshal 25 June 2024 (has links)
Darśana is an an interactive, multi-channel installation offering participants an artistic, somatic immersion in Hindu mythology. The exhibit interprets the Hindu concept of 'darśana'—a practice involving the experience and observance of a deity—through a contemporary lens. At the heart of the installation is Lord Kṛṣṇa, the beloved flutist deity celebrated for his wisdom and charm. Participants are immersed in a digital rendition of his native forested land, Vṛndāvana. Here, they are encouraged to move, dance, and interact with their surroundings. By presenting ancient stories through new media technologies, "Darśana" explores the potential of modern technology to reinterpret and revitalize traditional practices and beliefs for contemporary audiences, drawing their attention to their cultural heritage. / Master of Fine Arts / Darśana is an an interactive, multi-channel installation offering participants an artistic, somatic immersion in Hindu mythology. The exhibit interprets the Hindu concept of 'darśana'—a practice involving the experience and observance of a deity—through a contemporary lens. At the heart of the installation is Lord Kṛṣṇa, the beloved flutist deity celebrated for his wisdom and charm. Participants are immersed in a digital rendition of his native forested land, Vṛndāvana. Here, they are encouraged to move, dance, and interact with their surroundings. By presenting ancient stories through new media technologies, "Darśana" explores the potential of modern technology to reinterpret and revitalize traditional practices and beliefs for contemporary audiences, drawing their attention to their cultural heritage.
30

Artemídia e educação na UFRB: mapeando mudanças no contexto educacional a partir da cultura digital

Fiorelli, Marilei Cátia January 2016 (has links)
Submitted by marilei fiorelli (marifiorelli@gmail.com) on 2017-11-04T11:38:06Z No. of bitstreams: 1 tese_artemidia_educacao_fiorelli.pdf: 113039925 bytes, checksum: 99859690d6ff25163311da6d43e1df7e (MD5) / Approved for entry into archive by Maria Auxiliadora da Silva Lopes (silopes@ufba.br) on 2017-11-06T12:25:13Z (GMT) No. of bitstreams: 1 tese_artemidia_educacao_fiorelli.pdf: 113039925 bytes, checksum: 99859690d6ff25163311da6d43e1df7e (MD5) / Made available in DSpace on 2017-11-06T12:25:13Z (GMT). No. of bitstreams: 1 tese_artemidia_educacao_fiorelli.pdf: 113039925 bytes, checksum: 99859690d6ff25163311da6d43e1df7e (MD5) / O foco de investigação desta pesquisa são as obras de artemídia produzidas pelos primeiros estudantes formados pelo Bacharelado em Artes Visuais com ênfase em multimeios da UFRB, Universidade Federal do Recôncavo da Bahia, na cidade de Cachoeira. Através do processo de criação destas obras, podemos visualizar um panorama do processo educacional e de seu contexto em tempos de cultura digital. Nosso objeto de estudo são os Trabalhos de Conclusão de Curso, que tratam da temática de artemídia, e nosso corpus empírico são doze TCCs produzidos dentro deste recorte, defendidos em 2014-15, pela primeira turma de ingresso no curso. Trata-se do primeiro conjunto de produção artística de artemídia dentro de um espaço institucional de ensino superior no interior da Bahia. A questão central é discutir se esses alicerçam-se em práticas da cultura digital como o trabalho colaborativo em rede, na cultura hacker, e a cultura livre, e se estas se refletem também no campo da educação. A opção metodológica adotada é descritiva quanto aos objetivos; quanto aos procedimentos técnicos, é um estudo de caso; e quanto ao tratamento dos dados é predominantemente qualitativa. Analisamos os TCCs artemidiáticos produzidos, categorizando, identificando e articulando sua produção com o contexto educacional, mapeando algumas mudanças em curso, suas implicações e suas apropriações. Como referencial teórico, nos utilizamos de conceitos em torno dos campos da cultura e arte digital e da educação contemporâneas, e seus processos de reconfiguração na cibercultura. Os resultados da pesquisa apontam que dos doze TCC’s, nove são pautados por tópicos relevantes da cultura digital. Estes, criados em uma graduação recém implantada, de uma universidade também recém implantada no interior da Bahia. Mesmo deslocada de um grande centro urbano, esta graduação apresenta em seu currículo componentes que dão suporte e viabilizam a criação em artemidia. Pela leitura e interpretação qualitativa dos trabalhos criados, foram identificadas categorias de conceitos implicados da cultura digital, que apontam caminhos e nos apresentam um panorama do contexto educacional de ensino no qual estão inseridos. Nota-se assim indícios de um processo educacional que potencialmente se instaura a partir das tecnologias e da cultura digital, que também se apoia e se reflete - a exemplo das obras produzidas - nas práticas colaborativas, na cultura livre e na cultura hacker. / ABSTRACT The aim of this research is the works of media art produced by the first students graduated in Visual Arts with an emphasis on multimedia, at Federal University of Recôncavo da Bahia - UFRB - in the city of Cachoeira. Through the creation process of these artworks, we can have an overview of the educational process in digital culture times. Our object of study are those artmedia work, created as final graduation projetc. Our empirical corpus are twelve artworks produced within this cut, defended in 2014-15, the first gratuated alumni. This is the first artistic production set of media art in a higher education in the countryside of Bahia. The core issue is to discuss the digital culture practices such as collaborative networking, the hacker culture and free culture, and if whether they are also reflected in education. The adopted methodological option is descriptive and a case study; and is predominantly qualitative. We analyze the produced media artworks, categorizing, identifying and articulating their production with the educational context, mapping out some changes in course, whith its implications and appropriations. As a theoretical concept, we use culture and digital art and contemporary education, as well as its reconfiguration process in cyberculture. The results show that nine out of twelve artworks are guided by relevant topics of digital culture. These artworks were created in a newly implemented graduation course, at a university also recentely created. Even being located far from a large urban center, this graduation show in its curriculum components that give support and enable the creation of media art. categories were identified implicated concepts of digital culture, pointing paths and present an overview of the educational teaching context in which they are inserted from reading and qualitative interpretation of the artwowks. Through this evidences we could notice that the educational process is potentially established from digital culture, which also supports and reflects the collaborative practices, the free culture and hacker culture.

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