Application of Art-Tech in Visual Experience

Amic G. Ho
{"title":"Application of Art-Tech in Visual Experience","authors":"Amic G. Ho","doi":"10.54941/ahfe1001438","DOIUrl":null,"url":null,"abstract":"Since the invention of the media in the 20th century, technological advances in the field of information have revolutionised the art and science of design. Thanks to new screen devices, communication platforms, printing technologies, and software, artists and designers have unprecedented creative freedom to combine a variety of tools and techniques to generate images and ideas based on their own ideas. The emerging immersive virtual reality technology in recent years is both complex and interesting. Because its development time is very short, there is still great room for exploration. Artists have traditionally been early adopters of new technologies focused on promoting innovative ideas, but now that role is more forward-looking than ever. Visual research is often cited as an aesthetic criterion by some artists and designers, but in fact, it should be explored how to use its theory to explore the communication of digital information communication technology or to develop more ideographic tools. It is not simply a feature or term used to identify the development of visual creativity over the past two decades; it is a discipline in itself worth exploring. This study aims to investigate what does visual experience means in general? Whether it is a medium independent of all fields of design and art or just another innovation in a long-term technological breakthrough, remains unclear. How does it affect our perception, understanding, and creation of visual communication? This article explores the issues listed above but also discusses the obstacles designers and artists face in the age of digital art and design.","PeriodicalId":108304,"journal":{"name":"Symposium on Creative Technology and Digital Media","volume":"43 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Symposium on Creative Technology and Digital Media","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.54941/ahfe1001438","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

Since the invention of the media in the 20th century, technological advances in the field of information have revolutionised the art and science of design. Thanks to new screen devices, communication platforms, printing technologies, and software, artists and designers have unprecedented creative freedom to combine a variety of tools and techniques to generate images and ideas based on their own ideas. The emerging immersive virtual reality technology in recent years is both complex and interesting. Because its development time is very short, there is still great room for exploration. Artists have traditionally been early adopters of new technologies focused on promoting innovative ideas, but now that role is more forward-looking than ever. Visual research is often cited as an aesthetic criterion by some artists and designers, but in fact, it should be explored how to use its theory to explore the communication of digital information communication technology or to develop more ideographic tools. It is not simply a feature or term used to identify the development of visual creativity over the past two decades; it is a discipline in itself worth exploring. This study aims to investigate what does visual experience means in general? Whether it is a medium independent of all fields of design and art or just another innovation in a long-term technological breakthrough, remains unclear. How does it affect our perception, understanding, and creation of visual communication? This article explores the issues listed above but also discusses the obstacles designers and artists face in the age of digital art and design.
艺术技术在视觉体验中的应用
自20世纪媒体发明以来,信息领域的技术进步已经彻底改变了艺术和设计科学。由于新的屏幕设备、通信平台、印刷技术和软件,艺术家和设计师有了前所未有的创作自由,可以结合各种工具和技术,根据自己的想法产生图像和想法。近年来新兴的沉浸式虚拟现实技术既复杂又有趣。由于它的发展时间很短,还有很大的探索空间。传统上,艺术家是新技术的早期采用者,专注于促进创新思想,但现在这个角色比以往任何时候都更具前瞻性。视觉研究经常被一些艺术家和设计师引用作为一种审美标准,但实际上,它应该探索如何利用其理论来探索数字信息传播技术的传播或开发更多表意工具。它不仅仅是用来识别过去二十年来视觉创造力发展的一个特征或术语;它本身就是一门值得探索的学科。这项研究的目的是调查视觉体验的一般意义。它是一种独立于所有设计和艺术领域的媒介,还是一种长期技术突破的创新,目前还不清楚。它如何影响我们对视觉传达的感知、理解和创造?本文探讨了上面列出的问题,但也讨论了设计师和艺术家在数字艺术和设计时代面临的障碍。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信