{"title":"Functionalization and the Real Virtual: What Happened to Us and How We Want to Overcome It Now","authors":"Ulrich Gehmann, M. Reiche","doi":"10.4018/IJACDT.2014070101","DOIUrl":"https://doi.org/10.4018/IJACDT.2014070101","url":null,"abstract":"In this article the authors are going to explore a tendency in virtual world design towards the creation of non-functionalized virtual worlds, i.e. worlds which only exist to exist without resembling any function in their design. They are going to show how this tendency is grounded in the ongoing process of formatization in the real world by introducing a 4-step model of de-functionalization and show which chances exist for these non-functional virtual worlds to affect the real world through the mental world conception of the user.","PeriodicalId":181387,"journal":{"name":"Int. J. Art Cult. Des. Technol.","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116459501","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Brown Cloud Project: A New Blue?","authors":"Ioannis Michaloudis, Miik Green","doi":"10.4018/IJACDT.2014070103","DOIUrl":"https://doi.org/10.4018/IJACDT.2014070103","url":null,"abstract":"The Brown Cloud Project is a study that uses an immaterial material aerogel, a material that sits between the virtual and the physical world to ask new questions regarding the environment. It is through this cross-collaborative process that the medium of silica aerogel was manufactured, a product that fused scientific research with artistic vision, enabling ethereal physicality. This paper presents a fundamental issue that rests on an individual culture's perception, historical experience and associations. The chapter ‘light' investigates the importance of light and its role in the enlightenment. Finally, sky addresses the ether, the invisible yet present atmosphere that surrounds us as humans, viewed as something intangible that has the possibility of being made tangible, and investigated through the medium of art.","PeriodicalId":181387,"journal":{"name":"Int. J. Art Cult. Des. Technol.","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132278349","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Viability of Digital and Rapid Prototyping in Enhancing Ceramics Product Development","authors":"Olalere Folasayo Enoch, A. Shuaib","doi":"10.4018/ijacdt.2013070103","DOIUrl":"https://doi.org/10.4018/ijacdt.2013070103","url":null,"abstract":"This research practically investigates on how to reduce development time, development cost and also improve prototype quality in ceramic production. The researcher used an experimental approach, by first investigating and analysing the conventional method used by ceramics manufacturers in product development. This was achieved with several visits to three ceramic factories in Kelantan, Malaysia. After which a digital method was developed by introducing computer-aided design (CAD) into three stages in development process. In order to test the viability of the CAD introduced, the digital method was used to develop prototypes of ceramic products selected from the three ceramic factories. Finally, a comparison was done between conventional and digital method based on development time, development cost and prototype quality. This reveals that digital method can successfully reduce development time and improve prototype quality in ceramic product development process. However, the comparison also reveals that digital method is more expensive than the conventional method used by the factories in ceramic product development.","PeriodicalId":181387,"journal":{"name":"Int. J. Art Cult. Des. Technol.","volume":"141 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127300208","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Ergonomic Design Issues in Icons Used in Digital Cameras in India","authors":"P. Mukhopadhyay","doi":"10.4018/ijacdt.2013070104","DOIUrl":"https://doi.org/10.4018/ijacdt.2013070104","url":null,"abstract":"This paper investigates the usability of five commonly used icons in digital cameras like landscape, video, night portrait and automatic mode. In the first phase a set of 10 open type questionnaires were applied on 110 students (75 male and 35 female) to get an insight into the type of problems with the icons. The second phase comprised of 5 ranking questionnaire. The third phase comprised of icon comprehension test for getting to know the stereotype strength of the different icons. The fourth phase was stereotypy test. The second and third phases were applied on 32 students (16 male and 16 females.). For each category of icons there was one icon which was rated best and comprehended very well. For example the icon for landscape mode which represented a mountain was ranked as the best and the stereotype strength for the same was 90.6%.","PeriodicalId":181387,"journal":{"name":"Int. J. Art Cult. Des. Technol.","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116052281","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Effects of Editing Style on the Perceived Meaning: A Comparative Study Between Old and Young Egyptian Television Audiences","authors":"Mustafa Yousry","doi":"10.4018/ijacdt.2013070102","DOIUrl":"https://doi.org/10.4018/ijacdt.2013070102","url":null,"abstract":"Since 1980s, classic editing conventions have been modifying into new forms characterized mostly by quickly changing images. Within the Egyptian context, this study has examined the effects of those newer video editing styles on audiences' perception of television. Six short videos edited following the conventions of those newer editing styles were presented to two sample groups of Egyptian audiences, these two groups of participants represented two generational audiences: elderly television audience (aged between 50 and 60 years old), and young television audience (aged between 18 and 22 years old). Data regarding the nature of the meanings constructed by different audiences were collected and compared. The results confirmed that those newer editing styles have produced a new generation of Egyptian spectators who interact with the television medium in a different way than previous generations.","PeriodicalId":181387,"journal":{"name":"Int. J. Art Cult. Des. Technol.","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131944637","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Gestural Product Interaction: Development and Evaluation of an Emotional Vocabulary","authors":"A. Wodehouse, Jonathon Marks","doi":"10.4018/ijacdt.2013070101","DOIUrl":"https://doi.org/10.4018/ijacdt.2013070101","url":null,"abstract":"This research explores emotional response to gesture in order to inform future product interaction design. After describing the emergence and likely role of full-body interfaces with devices and systems, the importance of emotional reaction to the necessary movements and gestures is outlined. A gestural vocabulary for the control of a web page is then presented, along with a semantic differential questionnaire for its evaluation. An experiment is described where users undertook a series of web navigation tasks using the gestural vocabulary, then recorded their reaction to the experience. A number of insights were drawn on the context, precision, distinction, repetition and scale of gestures when used to control or activate a product. These insights will be of help in interaction design, and provide a basis for further development of the gestural vocabulary.","PeriodicalId":181387,"journal":{"name":"Int. J. Art Cult. Des. Technol.","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130983515","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Bernardo Uribe Mendoza, L. M. Mendez, A. Tovar, Jean Pierre Charalambos, Olmedo Arcila, Álvaro David López
{"title":"Mixed Reality Boundaries in Museum Preservation Areas","authors":"Bernardo Uribe Mendoza, L. M. Mendez, A. Tovar, Jean Pierre Charalambos, Olmedo Arcila, Álvaro David López","doi":"10.4018/ijacdt.2013070105","DOIUrl":"https://doi.org/10.4018/ijacdt.2013070105","url":null,"abstract":"The paper presents a work in the field of ‘mixed reality boundaries’ applied to the visualization of museum collections in order to display the collections ‘live’ as a way to extend virtually the preservation areas of museum collections. To achieve this goal, it was set out to integrate several virtual-studio techniques with multicasting IP in the web and the ‘tectonics’ of museums architecture were also redesigned to turn this sort of new infrastructure into what will be a new typology of mixed architectures for museum preservation areas. Dynamic lighting for Chroma-keying techniques were adapted to the real time applications and a MR J3D collision tool was added to the remote motion control of the video camera´s 3d scene live navigation.","PeriodicalId":181387,"journal":{"name":"Int. J. Art Cult. Des. Technol.","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121976594","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"ConnectiCity: Real-Time Observation and Interaction for Cities Using Information Harvested from Social Networks","authors":"Salvatore Iaconesi, Oriana Persico","doi":"10.4018/ijacdt.2012070102","DOIUrl":"https://doi.org/10.4018/ijacdt.2012070102","url":null,"abstract":"This paper presents the approaches, methodologies and results of a multidisciplinary research project which, over the last 4 years, was able to investigate on the possibility to observe the behavior of city dwellers using information harvested from social networks which was then analyzed using Natural Language Processing techniques to gather insights about the emotions and themes expressed in the messages, and Geo-Referencing, Geo-Parsing and Geo-Coding techniques to understand their relevancy to the various parts of the city. Infoaesthetics and multiple forms of information visualization were designed and used to make information accessible from a variety of perspectives, including ones created to suggest novel practices for Urban Planning, and some versions designed to suggest and support citizen-initiated activities. Research results have been presented, over time, under the form of live prototypes which used urban screens, web applications, mobile applications, and digital devices to promote novel practices for city administration and governance, as well as for participatory and peer-to-peer Urban Planning techniques which would benefit from the produced technologies, methodologies and visualization and interaction metaphors.","PeriodicalId":181387,"journal":{"name":"Int. J. Art Cult. Des. Technol.","volume":"2003 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128047015","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Information Systems as a Reference Discipline for Visual Design","authors":"D. Peak, V. Prybutok, Michael Gibson, C. Xu","doi":"10.4018/ijacdt.2012070105","DOIUrl":"https://doi.org/10.4018/ijacdt.2012070105","url":null,"abstract":"This paper proposes that the Information Systems (IS) discipline can serve as a reference discipline for the Visual Design discipline and vice versa. To this end, this work tries to offer a pluralistic framework of visual design systems (VSD) where the primary focus is on how the Visual Design discipline utilizes the intellectual know-how of IS concerning systems of development. Because visual design is part of the aesthetic paradigm where interpretivism rules and IS is contained in the positivist paradigm, we employ a multi-paradigm approach to bridge these two paradigms and their constituent disciplines. The implications of VSD are discussed in the remainder of this paper.","PeriodicalId":181387,"journal":{"name":"Int. J. Art Cult. Des. Technol.","volume":"107 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116374876","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Model of Culture for Cognitive Agents","authors":"Félix F. Ramos, Omar González, J. Barthès","doi":"10.4018/ijacdt.2012070101","DOIUrl":"https://doi.org/10.4018/ijacdt.2012070101","url":null,"abstract":"Misunderstandings derived from cultural differences represent a main barrier for effective communication and collaboration. As part of a platform aimed at supporting intercultural interactions, the authors present a synthetic model for quantifying culture. Their approach is based on theories which abstract culture as a set of quantifiable aspects called cultural dimensions. Given that in general, the values of cultural dimensions are subjective and highly dependent on the observer judgment, they are modeled as linguistic variables. Linguistic variables allow profiling users using pseudo natural language which is appropriate for an abstract concept like culture. Regarding computations, fuzzy logic and approximate reasoning can be used for comparing culture of individuals, making inferences from their values, and modeling stereotypical cultural profiles.","PeriodicalId":181387,"journal":{"name":"Int. J. Art Cult. Des. Technol.","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128865621","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}