Int. J. Arts Technol.最新文献

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Dynamic target image correction method of digital media based on virtual reality 基于虚拟现实的数字媒体动态目标图像校正方法
Int. J. Arts Technol. Pub Date : 2021-06-16 DOI: 10.1504/IJART.2021.10038009
Mi Tian
{"title":"Dynamic target image correction method of digital media based on virtual reality","authors":"Mi Tian","doi":"10.1504/IJART.2021.10038009","DOIUrl":"https://doi.org/10.1504/IJART.2021.10038009","url":null,"abstract":"In order to overcome the problems of low peak signal-to-noise ratio (PSNR), low structure similarity index and resolution coefficient not close to 1, a digital media dynamic target image correction method based on virtual reality is proposed. This method uses virtual reality, image neighbourhood information statistical information, fuzzy information and human visual characteristics to carry out grey value statistics, then combines with the statistical characteristics of grey value to realise image denoising processing; combined with rational function model, obtains the digital media dynamic target image pixel coordinates representing the ground point coordinates, obtains the target image correction model, completes the digital media dynamic target image correction. The experimental results show that the peak signal-to-noise ratio (PSNR) is close to 400 dB, the maximum structure similarity index is 0.6025, and the decision coefficient is close to 1, which can quickly and accurately realise the dynamic target image correction of digital media.","PeriodicalId":423285,"journal":{"name":"Int. J. Arts Technol.","volume":"122 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127997753","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}
引用次数: 0
Anita Bermeo's transmedial artistic biography of her performatic character 'La Torera' 安妮塔·贝尔梅奥为她的表演角色“La Torera”所著的跨媒体艺术传记
Int. J. Arts Technol. Pub Date : 2021-06-16 DOI: 10.1504/ijart.2021.115766
Carmen Elena Jijón, María Zárraga, G. Carrillo
{"title":"Anita Bermeo's transmedial artistic biography of her performatic character 'La Torera'","authors":"Carmen Elena Jijón, María Zárraga, G. Carrillo","doi":"10.1504/ijart.2021.115766","DOIUrl":"https://doi.org/10.1504/ijart.2021.115766","url":null,"abstract":"For the creation of the play 'La Torera', its author, Carmen Elena Jijon, collects fragments of Anita Bermeo's life to reconstruct the main character of the play. The proposal is articulated, together with the collective imagination, with press articles and multiple creations by artists from the Republic of Ecuador, becoming part of a transmedial biography of 'La Torera' that goes beyond the entire work and it circumscribes in an even broader transfictional universe. In this context, the present article manages to demonstrate a parallelism between the figure of 'La Torera' with the artist Frida Kahlo, placing both Latin American women in the performance field as pioneers in their different environments. In this way, Anita Bermeo's legacy as an artist is finally rescued, taking her character beyond the cliche and social prejudices of that time in Quito-Ecuador, which overshadowed her creation.","PeriodicalId":423285,"journal":{"name":"Int. J. Arts Technol.","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-06-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124099104","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}
引用次数: 0
On digitising the Greek music tradition: simulation of the Cretan lyre for mobile devices 希腊音乐传统的数字化:移动设备上的克里特七弦琴模拟
Int. J. Arts Technol. Pub Date : 2020-07-07 DOI: 10.1504/ijart.2020.10030429
D. Margounakis, Georgios Tsotakos, A. Floros
{"title":"On digitising the Greek music tradition: simulation of the Cretan lyre for mobile devices","authors":"D. Margounakis, Georgios Tsotakos, A. Floros","doi":"10.1504/ijart.2020.10030429","DOIUrl":"https://doi.org/10.1504/ijart.2020.10030429","url":null,"abstract":"In this paper, an application, which simulates the Greek traditional musical instrument 'Cretan lyre' in mobile devices and is the first of its kind, is presented. This instrument was selected on the grounds that it is quite interesting in terms of its playing technique and there has never been a similar attempt to do so to date. Moreover, music in Cretan tradition has been in the spotlight and intrigued a lot of people, not only those originating from Crete. The cretanlyra.app constitutes a recreational and educational application that features a presentation of the Cretan lyre and offers the user the capability of simulated playing, using the same gestures as an actual musician would. The user is instructed by the application so that they will familiarise themselves with playing some well-known melodies of the Cretan tradition. In addition, they can combine the lute sound with playing the lyre.","PeriodicalId":423285,"journal":{"name":"Int. J. Arts Technol.","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-07-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114395924","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}
引用次数: 3
Teaching cinema with machinima 用machinima教电影
Int. J. Arts Technol. Pub Date : 2020-07-07 DOI: 10.1504/ijart.2020.10030240
M. Sagri, D. Mouzaki, F. Sofos
{"title":"Teaching cinema with machinima","authors":"M. Sagri, D. Mouzaki, F. Sofos","doi":"10.1504/ijart.2020.10030240","DOIUrl":"https://doi.org/10.1504/ijart.2020.10030240","url":null,"abstract":"The need to incorporate concepts such as creativity, innovation, collaboration, critical thinking, and digital freedom has shifted the focus of the educational process to seeking technologically advanced methods that will complement or, in many cases, replace the classical method of transfer and dissemination of knowledge. Recently, cinema and film studies, apart from tertiary education, show a trend of expanding to younger audiences, in secondary or even in primary education, acting more as ancillary tools in teaching certain concepts rather than as basic learning techniques. In this work, we employ qualitative research methods to show that these arts/techniques can be integrated in the machinima technique, a hybrid form which is a popular case of creating and consuming educational content at the research level in recent years, adjusted to the requirements of the new generation of students of the digital age.","PeriodicalId":423285,"journal":{"name":"Int. J. Arts Technol.","volume":"133 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-07-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116848323","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}
引用次数: 2
Research on the design of digital media art display platform based on dynamic visual recognition 基于动态视觉识别的数字媒体艺术展示平台设计研究
Int. J. Arts Technol. Pub Date : 2020-07-07 DOI: 10.1504/IJART.2020.10027819
Q. Zou
{"title":"Research on the design of digital media art display platform based on dynamic visual recognition","authors":"Q. Zou","doi":"10.1504/IJART.2020.10027819","DOIUrl":"https://doi.org/10.1504/IJART.2020.10027819","url":null,"abstract":"With the development of digital media, dynamic visual recognition has gradually replaced the traditional visual recognition. An recognition system is needed to identify visual images. This study designed a multi-sensory based booth recognition system, which was composed of visual recognition, behaviour recognition and concept recognition. The three aspects were analysed according to the actual situation of different booths. SGY coefficient, sensory load index and concept cognition were used to judge the visual and behaviour recognition performance of the system. Compared with the traditional recognition system, the designed system has a good recognition performance in these three aspects and wide application values.","PeriodicalId":423285,"journal":{"name":"Int. J. Arts Technol.","volume":"144 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-07-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133989588","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}
引用次数: 4
Evolving visual artefacts based on consumption patterns 基于消费模式进化的视觉人工制品
Int. J. Arts Technol. Pub Date : 2020-06-08 DOI: 10.1504/ijart.2020.10027995
Catarina Maçãs, Nuno Lourenço, Penousal Machado
{"title":"Evolving visual artefacts based on consumption patterns","authors":"Catarina Maçãs, Nuno Lourenço, Penousal Machado","doi":"10.1504/ijart.2020.10027995","DOIUrl":"https://doi.org/10.1504/ijart.2020.10027995","url":null,"abstract":"In information visualisation, the visual artefacts should have a functional dimension, allowing the analysis of information, and an aesthetic dimension, to seize the users' attention to the information being displayed. However, in the data aesthetics field, the main concern is to produce aesthetically appealing artefacts. With this project, our goal is to try to join these two fields by exploring the aesthetic dimension of a functional visualisation model characterised by a series of parameters that can make the visualisation more functional and/or more aesthetically appealing. In concrete, we propose a framework based on interactive evolutionary computation (IEC) to evolve the parameters of the visualisation model, enabling the user to explore possibilities and to create different aesthetics over the same data. Our case study will be based on a dataset containing the consumption patterns within a Portuguese retail company. Through different validation methods - automatic fitness function, usage scenarios, and a user study - we show that our system is able to create a wide and diverse set of emergent visual artefacts that can be intriguing and aesthetically appealing for the user.","PeriodicalId":423285,"journal":{"name":"Int. J. Arts Technol.","volume":"66 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132280571","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}
引用次数: 2
Understanding urban gamification - playful meaning-making in real and digital city spaces 理解城市游戏化——在真实和数字城市空间中创造有趣的意义
Int. J. Arts Technol. Pub Date : 2020-06-03 DOI: 10.1504/ijart.2020.10029819
Mattia Thibault
{"title":"Understanding urban gamification - playful meaning-making in real and digital city spaces","authors":"Mattia Thibault","doi":"10.1504/ijart.2020.10029819","DOIUrl":"https://doi.org/10.1504/ijart.2020.10029819","url":null,"abstract":"This paper offers a semiotic perspective on how play is used to change the citizens' perception of the city. The paper adopts a meaning-centred approach to playfulness (a resemantisation of the surrounding environment) and to urban spaces (complex meaning-making machines). It investigates the different ways citizens can reclaim their right to the city by writing or enunciating it and the role played by play in these dynamics in the context of a ludicising culture. After engaging a few examples of urban gamification [such as flash mobs and park(ing) day] the paper also engages the digital representations of the city and how also this dimension of the urban spaces is subject to forms of gamification.","PeriodicalId":423285,"journal":{"name":"Int. J. Arts Technol.","volume":"142 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116879778","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}
引用次数: 2
Enhancing the creative learning experience through harnessing the creative potential of digital and social media platforms in art and design educational contexts 通过在艺术和设计教育背景下利用数字和社交媒体平台的创造潜力,增强创造性学习体验
Int. J. Arts Technol. Pub Date : 2020-06-02 DOI: 10.1504/ijart.2020.10024970
S. A. Hashimi
{"title":"Enhancing the creative learning experience through harnessing the creative potential of digital and social media platforms in art and design educational contexts","authors":"S. A. Hashimi","doi":"10.1504/ijart.2020.10024970","DOIUrl":"https://doi.org/10.1504/ijart.2020.10024970","url":null,"abstract":"Despite the advancements in social media technologies, the effectiveness of repurposing them for pedagogical purposes is yet to be evaluated as an educational approach in the conventional art or design classroom. The research analyses the potential role of digital and social media applications in enhancing the creativity of art and design students, and explores the benefits they bring to the creative process both for students and educators. It involves two experimental studies; the first study explores the use of a digital painting technique by 23 fine arts students, while the second study investigates the use of social media apps by 42 graphic design students. The study is undertaken in an experimental educational setting and aims to determine how digital media can be employed by educators to expand student's creative thinking. The findings examine the students' and educators' attitudes, preferences, and the challenges they face while incorporating these technologies.","PeriodicalId":423285,"journal":{"name":"Int. J. Arts Technol.","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116205475","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}
引用次数: 0
Storytelling and remote-sensing playful interventions to foster biodiversity awareness 讲故事和遥感有趣的干预,以促进生物多样性意识
Int. J. Arts Technol. Pub Date : 2020-06-02 DOI: 10.1504/ijart.2020.10024958
Catia Prandi, Valentina Nisi, Pedro Loureiro, N. Nunes
{"title":"Storytelling and remote-sensing playful interventions to foster biodiversity awareness","authors":"Catia Prandi, Valentina Nisi, Pedro Loureiro, N. Nunes","doi":"10.1504/ijart.2020.10024958","DOIUrl":"https://doi.org/10.1504/ijart.2020.10024958","url":null,"abstract":"Different kinds of gameful activities have been successfully exploited to foster engagement and arouse highly motivated behaviour in many areas. A particular type of game, Game with a purpose, has been used in educational contexts, to raise awareness about societal challenges. We envisaged making use of such kind of game in order to foster awareness about biodiversity, in more-than-human urban spaces. The game, named u-Gene, has been designed leveraging on remote-sensing infrastructures to record animals' calls and on the citizen science framework to engage players. Through the game, the player can have fun while incidentally learn about the biodiversity of a specific environment. As a secondary effect of the playful and learning activity, the player can help scientists and researchers in creating a validated dataset of animals' calls, classifying the provided sample. The paper presents the design process, the implementation and the evaluation of our playful intervention, exploiting storytelling and remote-sensing to increase biodiversity awareness. Findings of the preliminary evaluation in the field confirm the potential of our approach.","PeriodicalId":423285,"journal":{"name":"Int. J. Arts Technol.","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-06-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115289813","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}
引用次数: 2
Simulation study of the vibration of a gunungan gunungan振动的仿真研究
Int. J. Arts Technol. Pub Date : 2019-10-29 DOI: 10.1504/ijart.2019.10025033
G. S. Adi, G. Parikesit, I. Kusumaningtyas
{"title":"Simulation study of the vibration of a gunungan","authors":"G. S. Adi, G. Parikesit, I. Kusumaningtyas","doi":"10.1504/ijart.2019.10025033","DOIUrl":"https://doi.org/10.1504/ijart.2019.10025033","url":null,"abstract":"One of the characters in Wayang Kulit art that has an important role almost in all performances is the gunungan. It has a nearly triangular shape with a pair of gapit that clamps on the middle. During the performance, the gunungan is always vibrated by the master puppeteer to create a more lively shadow. This vibration can be analysed deeper if we study the characteristics of a gunungan model, namely its natural frequencies and mode shapes. The gunungan simulation in this study is the first simulation in the world that tried to make as real as possible the gunungan shape based on actual condition. The gunungan model is built using Abaqus/CAE 6.11-1. In order to make the model properly, we used a validated model (i.e., a cantilever and a rectangular model) as a reference. The results showed that the holes (or the percentage of close area) and the rings have direct impact to the natural frequencies and mode shapes of the model.","PeriodicalId":423285,"journal":{"name":"Int. J. Arts Technol.","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116601757","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}
引用次数: 0
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