Academic literature on the topic 'Art centers Digital art'

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Journal articles on the topic "Art centers Digital art"

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Prokop, Ellen. "Digital Art History for the Masses? The Role of the Public Digital Art History Lab." Život umjetnosti, no. 105 (December 31, 2019): 196–213. http://dx.doi.org/10.31664/zu.2019.105.09.

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Digital Art History (DAH), which embraces massive datasets, innovative methodologies based on computational techniques, and collaborative paradigms, promises to offer new perspectives on the history of art. For example, DAH has the potential to shift the discipline’s focus from the traditional topics of inquiry to less explored aspects of the field—in short, to reposition the discipline’s central preoccupations with the issues of patronage, which are the concerns of the elite, to broader structures at work in a society, including the experiences of the marginalized. This displacement from center to periphery is not restricted to DAH research questions, but often applies to other aspects of DAH as well: to its status within the Digital Humanities (DH); to the demographic it frequently attracts; and to the infrastructure(s) developed to support it. Yet despite this potential, in many respects DAH occupies the periphery. This essay problematizes these issues as crystallized by the establishment of a digital art history lab at a privately funded library that serves the public, and explores one instance of how DAH has forced the North American academy to reflect further on the issues of privilege, access, and the future of art history.
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Avramova-Todorova, Gergana, and Milen Todorov. "Digital technologies for art therapy practices used in healthcare." Medical Science Pulse 13, no. 1 (2019): 43–47. http://dx.doi.org/10.5604/01.3001.0013.1604.

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The use of digital technologies influences practically almost all aspects of our daily life. In the field of healthcare, in particular, technology plays a very important in activities related to data collection, data storing, and data analysis. The aim of technology in healthcare is to provide a range of healthcare professionals with access to information that will help increase the cost-effectiveness of care delivery and improve the efficacy of care. Psychology counseling is an area where specific elements, such as evaluation of emotional health, could be supported by the use of appropriate technologies. Such technology could increase accessibility to this type of assistance by reducing lengthy and costly travel to specialized centers. In addition, technology may enable overburdened professionals to increase the reach of their services, and help people with physical limitations who have restricted ability to travel to receive care. So-called ‘virtual assistants’ (also known as ‘chatbots’) could help patients to identify emotional imbalance. In general, the evaluation process could include a series of questions that aim to find the emotional problem, and ultimately to propose a suitable program of art therapy. The current study aims to outline the steps needed to develop a chatbot that is capable of identifying emotional imbalance and selecting a suitable program of art therapy. We also consider the addition of virtual and augmented reality as a further possibility for improving the therapeutic process.
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Weijsenfeld, Cora, and Mark Wolffe. "Changing times and art librarians." Art Libraries Journal 34, no. 4 (2009): 36–41. http://dx.doi.org/10.1017/s0307472200016138.

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Excellent organisational and communication skills, familiarity with available digital technology, and the ability to anticipate new developments are attributes art librarians require if they are to continue to be respected and valued professionals. Collaboration between museums, knowledge-sharing and merging library collections will cause individual museum libraries to disappear or be transformed into knowledge centres affiliated with museum collections. These will be a forum for discussion and the exchange of ideas between researchers and intellectuals who share a common passion. The infrastructure for art-related information will be a digital research environment where the indexing of research material is both unambiguous and exhaustive and integrally available.
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AKAMA, Ryo. "Ritsumeikan Art Research Center (ARC) : Transient arts and digital archives." Journal of Information Processing and Management 42, no. 11 (2000): 934–41. http://dx.doi.org/10.1241/johokanri.42.934.

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Vett. "Australian Indigenous Art Centres Online: A Multi-Purpose Cultural Tourism Framework." Arts 8, no. 4 (2019): 145. http://dx.doi.org/10.3390/arts8040145.

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In early 2019, Australia’s Northern Territory (NT) government announced the $106 million funding and promotion of a new state-wide Territory Arts Trail featuring Indigenous art and culture under the banner “The World’s biggest art gallery is the NT.” Some of the destinations on the Arts Trail are Indigenous art centres, each one a nexus of contemporary creativity and cultural revitalisation, community activity and economic endeavour. Many of these art centres are extremely remote and contend with resourcing difficulties and a lack of visitor awareness. Tourists, both independent and organised, make their travelling decisions based upon a range of factors and today, the availability of accessible and engaging online information is vital. This makes the quality of the digital presence of remote art centres, particularly their website content, a critical determinant in visitor itineraries. This digital content also has untapped potential to contribute significant localised depth and texture to broader Indigenous arts education and comprehension. This article examines the context-based website content which supports remote Indigenous art centre tourism and suggests a strategic framework to improve website potential in further advancing commercial activities and Indigenous arts education.
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Amorim, João Pedro. "From Velázquez to Bloomberg 2020: The Portrait as a Representation of Power." Master, Vol. 5, no. 2 (2020): 88–95. http://dx.doi.org/10.47659/m9.088.art.

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When one visits the rooms dedicated to Velásquez in the Museum of Prado, it is extraordinary how portraits of kings and those of jesters and peasants are laid side-by-side. The nobility and dignity given to the lower members of the court exemplifies an early example of a revolution in the politics of representation. In the antipodes of this example, we analyse how the campaign of the millionaire Michael Bloomberg to be the Democratic Candidate for the 2020 elections hired companies to produce nonsense memes and digital propaganda. Our hypothesis is that on the center of its strategy the goal was to create an image of Bloomberg that besides viral would be relatable and humorous. The article overviews the evolution of the portrait as an element of political of representation and reflects on how the development of modern and contemporary art transformed the art of political portraiture. Furthermore it deliberates on the two-way appropriation of representation techniques between art movements and political movements. Keywords: Politics of representation, digital propaganda, Diego Velázquez, Michael Bloomberg, aestheticization of politics
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Wu, Zhiying, and Yuan Chen. "Digital Art Feature Association Mining Based on the Machine Learning Algorithm." Complexity 2021 (April 5, 2021): 1–11. http://dx.doi.org/10.1155/2021/5562298.

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With the development of computer hardware and software, digital art is a new discipline. It uses computers and digital technology as tools to perform artistic expression. It can be expanded to various binary numerical codes with computers as the center and can also be refined to various categories of creation with computers. The research scope is set in the field of digital art, and all kinds of accidental factors of digital art creation based on the machine learning algorithm are mined and analyzed for feature correlation. Based on the hidden association relationship of massive data, the study focuses on the implicit association mining of digital art features of data for the recommendation algorithm. The classification and continuous data feature attributes are introduced and discretized, and the binary representation of data features is extended to ensure the diversity of data feature attributes. In order to mine some correlation features in data, a heuristic feature mining method based on minimum support was studied to discover the frequency of correlation features and construct the optimal feature subset. Based on the frequent items of data features, this study observes the heuristic algorithm of digital art feature association mining based on minimum confidence and carries out feature matching based on digital art feature association mining under different situation modes. The validity of the proposed algorithm is verified by using the experimental data of health and medical situations in the machine learning library.
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Honjo, Michiyo. "How to connect: joining up the archives at Musashino Art University Museum & Library." Art Libraries Journal 38, no. 2 (2013): 17–20. http://dx.doi.org/10.1017/s0307472200017983.

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The Musashino Art University Museum & Library is run in a unique way that has allowed it to function as library and museum in one, ever since its inception. The contents of the digital archives being created at this 50-year-old, multifunctional museum and library are highly diverse, ranging from rare books, held in the library, to design collections, visual resources, and material on folk art, held in the art museum. Together with the University’s Research Center for Art and Design, the Museum & Library is currently creating an integrated database of its holdings, and digitising its archive collections. The aim is to offer multifaceted information networks that can be interrogated simultaneously for all intellectual information relating to specific artists or artworks as well as to the art collection of the museum. The common challenge in creating these digital archives is the systematisation, sharing and visualisation of a multiplicity of research resources.
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Oberste-Hetbleck, Nadine. "Reflecting on the Development of a Digital Platform for the Analysis of Fairs for Modern and Contemporary Art—Approach, Challenges, and Future Perspectives Using the Project ART|GALLERY GIS|COLOGNE as an Example." Arts 8, no. 3 (2019): 88. http://dx.doi.org/10.3390/arts8030088.

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Founded in 1967 under the name Kunstmarkt Köln, today’s ART COLOGNE was the first art fair worldwide to specialize in contemporary art. Its primary objectives were to further the art trade in Germany, promote German artists, and establish a new center for the art trade in post-war Germany. Since then, the model of a ‘fair for modern and contemporary art’ has become a globally prosperous format. The starting point of this article is a discussion of an approach to establishing a digital platform for the analysis of the development of the composition of exhibitors at ART COLOGNE during its first 30 years. Its aim is to provide a useful model platform for future research into other art fairs worldwide. The project entailed locations of the participating exhibitors during the first three decades being gathered from the fair’s catalogues, georeferenced, and visualized in a digital, interactive online map named ART|GALLERY GIS|COLOGNE. Through a reactive environment, the online map with open access has, in a second phase, been embedded with further information (e.g., special exhibitions, square meter prices) from other sources. The paper considers what contextual information is required for an adequate analysis of maps, which parameters may exist (e.g., in terms of copyright laws), and what routes could be followed in terms of method (e.g., deep mapping) in contributing to the exploration of the structures of the art market through a primarily visual approach.
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Skiba, Stefan. "Some Thoughts on Contemporary Graphic Print." Journal of Arts and Humanities 5, no. 9 (2016): 84. http://dx.doi.org/10.18533/journal.v5i9.1010.

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<p align="center">The production requirements of original graphic works of art have changed since 1980. The development of digital printing using lightfast colors now rivals traditional techniques such as wood cut, screen print, lithography, etching etc. Today, with respect to artistic legitimacy, original graphics using traditional printing techniques compete with original graphics produced by digital printing techniques on the art market. What criteria distinguish traditional printing techniques from those of digital printing in the production and acquisition of original graphics? What consequences is the serious artist faced with when deciding to implement digital print production? How does digital print change original graphic acquisition decisions?</p>
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Dissertations / Theses on the topic "Art centers Digital art"

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Yen, Koon-wai Michael. "Urban channel for electronic media and arts." Hong Kong : University of Hong Kong, 1996. http://sunzi.lib.hku.hk/hkuto/record.jsp?B25951397.

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Yen, Koon-wai Michael, and 嚴觀偉. "Urban channel for electronic media and arts." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1996. http://hub.hku.hk/bib/B31983121.

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Valiquet, Patrick Joseph. "'The digital is everywhere' : negotiating the aesthetics of digital mediation in Montreal's electroacoustic and sound art scenes." Thesis, University of Oxford, 2014. http://ora.ox.ac.uk/objects/uuid:356cdab4-c690-4eb8-9558-3ae80e51d2df.

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In this thesis I argue that the relationship between the increasing ubiquity of digital audio technologies and the transformation of aesthetic hierarchies in electroacoustic and sound art traditions is not deterministic, but negotiated by producers and policy-makers in specific historical and cultural contexts. Interviews, observations, and historical data were gathered during sixteen months of ethnographic fieldwork in the Canadian city of Montreal between 2011 and 2012. Research was conducted and analysed in collaboration with a transnational group of researchers on a programme of comparative research that tracked global changes to music and musical practice associated with digital technologies. The introduction presents Montreal as a rich ecology in which to track struggles for aesthetic authority, detailing its history as a key site of electroacoustic and sound art production, and its local positioning as a politically strategic 'hub' for the Canadian culture industry. Core chapters examine the specific role of digital mediation in the negotiation of electroacoustic and sound art aesthetics from multiple interlocking perspectives: the recursive relationship between technological affordances and theories of mediation; the mobilisation of digital technologies in the delineation of cultural, professional and generational territories; the political contestation of digital literacies and pedagogies; the articulation of the digital's opposition with analogue in the construction of instruments and recording formats; and the effects of the digital on the dynamics of genre and genre hierarchies. The concluding chapter offers a critique of the notion that digital mediation has shifted the balance between the normative and the generative dimensions of genrefication in the scenes in question, and closes by suggesting how a better understanding of this shift at an empirical level can inform an ongoing rethinking of the interaction between technology and aesthetics among scholars, policy makers, and musicians.
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Wang, Yinghua. "Participatory Action Research with Chinese-American Families: Developing Digital Prototypes of Chinese Art Education Resources." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1385092278.

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Roberts, Joshua. "Artist-Centered Technical Direction and Tool Development." Digital Commons @ East Tennessee State University, 2018. https://dc.etsu.edu/honors/463.

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This paper details the design and development process for two technical projects, both of which were developed for use in Autodesk Maya to enhance the workflow processes of 3D character animation. The first project is focused on advanced character rigging using mathematical concepts and Maya nodes, while the second project is focused on plugin development in python 2.7, making full use of the PySide2 library which binds to the Qt5 user-interface framework.
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Andersson, Johannes, and Matilda Pettersson. "IT IS MORE THAN WHAT MEETS THE EYE : Exploring Immersion & Co-Experience in Holographic Art." Thesis, Umeå universitet, Institutionen för informatik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185233.

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With the growing interest in digital ways to experience art exhibitions, HCI and especially experience-centred design research have in recent years begun to show promising results when implementing holograms into the social dynamics found in art exhibitions. However, as to why holograms can enhance engagement and immersion, more research can be done. This thesis seeks to explore holograms' unique characteristics through an iterative experience-centred approach through the theoretical lens of Flow and its ability to prompt for co-experience. In two studies with eight participants, a design workshop and a mini-exhibition, we uncovered four unique characteristics and two takeaways regarding its potential to design for co-experience. The results indicated that holograms were perceived as immersive and presented properties related not only to the hologram but also the environment, as to why. It was concluded that even though holograms can benefit art exhibitions, the social aspects could be explored further.
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Collins, Julie. "Ship of Fools." University of Ballarat, 2008. http://innopac.ballarat.edu.au/record=b1508425.

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The Ship of Fools is an ancient allegory that has long been a part of Western culture in literature, art and song... It has been chosen by many to comment on contemporary issues throughout history, highlighting the foibles of that society. The ship of fools however is also about our world, as a vessel, full of passengers of humanity, full of those who have no care what they do or where they are going... It is the 21st Century and we are all sailing on a Ship of Fools. We consume beyond reason, we want, and get the latest, newest, biggest things. We complain about interest rates and petrol prices, but consume beyond reason often with purchases on credit we don't really need.<br>Master of Arts (Visual Arts)
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Guideroli, Ilma Carla Zarotti. "Entre mapas, entre espaços = itinerários abertos." [s.n.], 2010. http://repositorio.unicamp.br/jspui/handle/REPOSIP/283973.

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Orientador: Regina Helena Pereira Johas<br>Dissertação (mestrado) - Universidade Estadual de Campinas, Instituto de Artes<br>Made available in DSpace on 2018-08-16T14:23:39Z (GMT). No. of bitstreams: 1 Guideroli_IlmaCarlaZarotti_M.pdf: 37001017 bytes, checksum: c43b5a3b57dfe1e23b24169201dd8910 (MD5) Previous issue date: 2010<br>Resumo: A pesquisa Entre Mapas, Entre Espaços: Itinerários Abertos consiste no mapeamento de minha produção plástica no período entre o início de 2008 e o início de 2010. É formada por quatro livros de artista intitulados Lugares Imaginários I, II, III e IV e Espaços Afluentes, composto por dezoito imagens digitais divididas entre as séries Rotas Imaginárias, São Paulo, Intersecções I, Paisagens Mapeadas, UnHorizont e Paisagem Oceânica. Ambos partilham o mesmo campo de investigações, composto de três eixos norteadores que sustentam pensamento e processo criativo. O primeiro destes eixos trata de TranSituAções, conceito que abrange as diferentes maneiras de conceber espaço e lugar, apresentado a partir da reflexão de autores que discutiram este tema. O segundo eixo estrutura a proposição Espaços Empilhados, tratados a partir da definição do virtual segundo Pierre Lévy e do conceito de remix cunhado por Lev Manovich e citado, por sua vez, por autores brasileiros que destrincharam o assunto, como André Lemos e Marcus Bastos. O terceiro e último eixo aborda a questão dos mapas, sendo que a primeira parte compreende uma breve história da cartografia com seu surgimento e características específicas; e a segunda parte consiste na investigação dos mapas deturpados, ou seja, como alguns escritores, artistas e cineastas fizeram uso dos mapas convencionais, tirando deles a função utilitária de localização em relação ao lugar físico. O corpo prático reflexivo aqui apresentado pretende situar meus trabalhos dentro de questionamentos pertinentes ao nosso tempo, e inserir tal pesquisa como resultado de uma investigação que não se encerra, mas continua infinitamente<br>Abstract: The research Among Maps, Among Spaces: Open Itineraries consists in mapping my artistic practice from the beginning of 2008 until the beginning of 2010. It is composed of four artist's books entitled Imaginary Places I, II, III, and IV, and Affluent Spaces, composed of eighteen digital images divided in the series Imaginary Routes, São Paulo, Intersections I, Mapped Landscapes, UnHorizont, and Oceanic Landscape. Both works share the same investigations, composed of three guiding axes that support thoughts and the creative process. The first axis approaches TranSituActions, a concept that comprises different ways of conceiving space and place, presented from the reflection of authors that investigate this theme. The second axis structures the proposition Heaped Spaces, treated from the definition of virtual according to Pierre Lévy and the concept of remix, coined by Lev Manovich and cited by Brazilian authors that explained the subject, like André Lemos e Marcus Bastos. The last axis approaches the question of maps: the first part comprehends a brief history of cartography with its appearance and specific characteristics and the second one consists of investigating the corrupted maps, that is, how some writers, artists and filmmakers used conventional maps, extracting from them the utilitarian function of localization in relation to a geographic place. The practical-reflexive body presented here intends to place my works inside relevant questions to our time, and introduce such research as a result of an investigation that does not close but continues infinitely<br>Mestrado<br>Artes<br>Mestre em Artes
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Kwok, Lai-yip Jerry. "Children Art Centre." Hong Kong : University of Hong Kong, 1999. http://sunzi.lib.hku.hk/hkuto/record.jsp?B25952882.

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Leung, Yin-ling Carol. "Academy of fine arts." Hong Kong : University of Hong Kong, 1994. http://sunzi.lib.hku.hk/hkuto/record.jsp?B25944873.

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Books on the topic "Art centers Digital art"

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Replacing home: From primordial hut to digital network in contemporary art. University of Minnesota Press, 2012.

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A, Kittler Friedrich, ed. The digital Wunderkammer: 10 chapters on the Iconic Turn. Wilhelm Fink, 2011.

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Fuller, Matthew. Media ecologies: Materialist energies in art and technoculture. MIT Press, 2005.

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Malina, Roger F. Series ed., ed. Media ecologies: Materialist energies in art and technoculture. MIT Press, 2005.

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Steven, Heller. Typology: Type design from the Victorian era to the digital age. Chronicle Books, 1999.

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Lunenfeld, Peter. Snap to grid: A user's guide to digital arts, media and cultures. MIT Press, 2001.

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Digital art. Thames & Hudson, 2003.

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Digital art. 2nd ed. Thames & Hudson, 2008.

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Digital art: Its art and science. Prentice Hall, 2009.

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Museum of Modern Art (New York, N.Y.), ed. Video spaces: Eight installations. Museum of Modern Art, 1995.

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Book chapters on the topic "Art centers Digital art"

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Mayer, Claude-Hélène. "Key Factors of Creativity and the Art of Collaboration in Twenty-First-Century Workspaces." In Thriving in Digital Workspaces. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-24463-7_8.

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Wu, Xuan, Fanyu Qi, Guo Liu, Yuntao Shang, and Jie Meng. "Leaping Forward Period (1995 to Present): Moving into Digital Mapping and Digital Cartography Era." In The Beauty of Geology: Art of Geology Mapping in China Over a Century. Springer Singapore, 2019. http://dx.doi.org/10.1007/978-981-13-3786-4_5.

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McIver Lopes, Dominic. "Digital Art." In The Blackwell Guide to the Philosophy of Computing and Information. Blackwell Publishing Ltd, 2008. http://dx.doi.org/10.1002/9780470757017.ch8.

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Isemann, Daniel, Tuan Anh Tran, and Adriaan Waiboer. "A Tentative Map of Influences Between Urban Centres of Genre Painting in the Dutch Golden Age - An Exercise in “Slow” Digital Art History." In Digital Research and Education in Architectural Heritage. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-76992-9_1.

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Falcão, Patrícia, and Tom Ensom. "Conserving Digital Art." In Museums and Digital Culture. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-319-97457-6_11.

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Hupont, Isabelle, Eva Cerezo, Sandra Baldassarri, and Rafael Del-Hoyo. "Emotracking Digital Art." In Human-Computer Interaction. Advanced Interaction Modalities and Techniques. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07230-2_70.

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Zebracki, Martin. "Digital Public Art." In The Routledge Companion to Urban Media and Communication. Routledge, 2019. http://dx.doi.org/10.4324/9781315211633-33.

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Edwards, Jean, Helen Caldwell, and Rebecca Heaton. "Making digital art." In Art in the Primary School, 2nd ed. Routledge, 2021. http://dx.doi.org/10.4324/9780429296208-12.

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Soutter, Lucy. "Digital dialogues." In Why Art Photography? Routledge, 2018. http://dx.doi.org/10.4324/9781315270630-6.

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Stern, Nathaniel. "Interactive Art." In A Companion to Digital Art. John Wiley & Sons, Inc, 2016. http://dx.doi.org/10.1002/9781118475249.ch13.

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Conference papers on the topic "Art centers Digital art"

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Kim, Changkyu, Shinkon Kim, and Wonhee Park. "The Effects of Information Systems Quality on the Organizational Performance: Focused on Emotional Labors of the Airline Call Centers." In Art, Culture, Game, Graphics, Broadcasting and Digital Contents 2016. Science & Engineering Research Support soCiety, 2016. http://dx.doi.org/10.14257/astl.2016.125.10.

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Grace, Lindsay D. "Heuristics from Curating and Exhibiting Game Art in the 21st Century." In ARTECH2017: Eighth International Conference on Digital Arts. ACM, 2017. http://dx.doi.org/10.1145/3106548.3106607.

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Delplancq, Véronique, Ana Maria Costa, Cristina Amaro Costa, et al. "STORYTELLING AND DIGITAL ART AS A MEANS TO IMPROVE MULTILINGUAL SKILLS." In International Conference on Education and New Developments. inScience Press, 2021. http://dx.doi.org/10.36315/2021end073.

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The use of storytelling and digital art as tools to understand a migrant family’s life path will be in the center of an innovative methodology that will ensure the acquisition of multilingual skills and the development of plurilingual awareness, reinforcing the various dimensions of language (aesthetic and emotional, in addition to cognitive), in a creative, collaborative and interdisciplinary work environment. This is especially important among students who are not likely to receive further language training. It is not yet clear how teachers can explore multilingual experiences of learners, both in terms of language learning dimensions but also related with the multiple cognitive connections and representations, as well as to the awareness of language diversity. The JASM (Janela aberta sobre o mundo: línguas estrangeiras, criatividade multimodal e inovação pedagógica no ensino superior) project involves a group of students of the 1st cycle in Media Studies, from the School of Education of Viseu, who will work using photography, digital art and cultural communication, collecting information pertaining to diversified cultural and linguistic contexts of the city of Viseu (Beira Alta, Portugal), both in French and English, centered on a tradition or ritual of a migrant family. Based on an interview, students write the story (in French and English) of the life of migrants and use photography to highlight the most relevant aspect of the migrant’s family life. Using as a starting point an object associated with religion, tradition or a ritual, students create an animated film, in both languages. This approach will allow the exploration of culture and digital scenography, integrating in an innovative interdisciplinary pathway, digital art, multilingual skills and multicultural awareness. Students’ learning progress and teacher roles are assessed during this process, using tests from the beginning to the end of the project.
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McMahon, Ryan, and Paul Deppe. "State of the art in UAV Surrogacy for the 21st century." In 2013 IEEE/AIAA 32nd Digital Avionics Systems Conference (DASC). IEEE, 2013. http://dx.doi.org/10.1109/dasc.2013.6719656.

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Choi, Jung-Hee, and Sung-Je Cho. "A Study on Physical Symptoms and Self-Esteem in accordance to Socio demographic Characteristics - Centered around elderly residents of nursing homes -." In Art, Culture, Game, Graphics, Broadcasting and Digital Contents 2015. Science & Engineering Research Support soCiety, 2015. http://dx.doi.org/10.14257/astl.2015.101.09.

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Zalyte-Linkuviene, Simona, and Vytautas Zalys. "Multimodal Interactive Environments for Art Education of Children with Autism Spectrum Disorder." In 14th International Scientific Conference "Rural Environment. Education. Personality. (REEP)". Latvia University of Life Sciences and Technologies. Faculty of Engineering. Institute of Education and Home Economics, 2021. http://dx.doi.org/10.22616/reep.2021.14.042.

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The emerging of digital technology not only encourages the development of new tools but also changes traditional approaches to solving emerging problems. The sound, music, art and colour that prevailed in the 20th century forms of therapy are being replaced by integrated systems that overcome many of these forms thanks to digital technology. With the increasing number of people with autism spectrum disorder (ASD) in the world, such systems provide new opportunities for the educating of such persons. The article presents an interactive tool for the education of children with ASD using audio, video and computer technologies and assesses its potential impact. The aim of this study is to evaluate an interactive instrument developed for the education of children with ASD. The methodology of qualitative research was applied. Following the objectives of ensuring the interactivity of the process, provoking all perceptions of the subject and developing the subject's ability to respond to the environment a personalized audio-visual environment was created. The study was conducted on one subject and a case study method was used. The particularly rapid development of computer technology has transformed a computer from a device consisting of a keyboard and screen into a device that makes all our senses responsive ‒ sound, image, interactivity and real-life simulation. Interactive video projections further highlight the possibilities of combining these media. The opportunity to manage and to participate in such interactions becomes a great opportunity to learn about the world and make personal contact with it, especially for children with ASD.
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Conti, Alessandro, Grazia Tucci, Valentina Bonora, and Lidia Fiorini. "HOW WERE THE TAPESTRIES IN THE SALA DI SATURNO OF PITTI PALACE ARRANGED? GEOMATICS AND VIRTUAL REALITY FOR ART CURATORS." In ARQUEOLÓGICA 2.0 - 9th International Congress & 3rd GEORES - GEOmatics and pREServation. Editorial Universitat Politécnica de Valéncia, 2021. http://dx.doi.org/10.4995/arqueologica9.2021.12175.

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Three-dimensional acquisition techniques, reality-based modelling and virtual reality are tools used in Digital Humanities prevalently for displaying the results of a study, but they can also suggest new methods of investigation to humanities scholars. In a case study regarding art history, these techniques made it possible to recreate the layout of the Sala di Saturno in Pitti Palace (Florence) in the 17th century, based on information obtained from archive documents on the tapestries designed for that hall and a 3D model expressly elaborated with geomatic techniques. The results were summarised in a video showed in 2019 during the exhibition on tapestries dedicated to Cosimo I de' Medici. A tool was also developed to assist exhibition and museum curators in their work. Through virtual reality, they can design temporary exhibitions or modify the display of the works of art in a museum in a realistic way, using visually and metrically accurate models of the pieces and exhibition rooms.
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England, David, Jill Fantauzzacoffin, Thecla Schiphorst, Celine Latulipe, and Linda Candy. "Digital art." In CHI '13 Extended Abstracts on Human Factors in Computing Systems. ACM Press, 2013. http://dx.doi.org/10.1145/2468356.2468814.

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England, David, Jill Fantauzzacoffin, Nick Bryan-Kinns, Celine Latulipe, Linda Candy, and Jennifer Sheridan. "Digital art." In the 2012 ACM annual conference extended abstracts. ACM Press, 2012. http://dx.doi.org/10.1145/2212776.2212426.

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Tan, Tele, Min Chew Lim, Mihai Lazarescu, and Ling Li. "Interactive Digital Art through Chameleon Art." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2008. http://dx.doi.org/10.5176/978-981-08-8227-3_cgat08-49.

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Reports on the topic "Art centers Digital art"

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Van Eck, Steve. Neighborhood Economic Impacts of Contemporary Art Centers. Portland State University Library, 2000. http://dx.doi.org/10.15760/etd.6319.

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2

Dubois, Marie-Claude, and Miljana Horvat. State-of-the-Art of Digital Tools Used by Architects for Solar Design. IEA Solar Heating and Cooling Programme, 2010. http://dx.doi.org/10.18777/ieashc-task42-2010-0001.

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Campos Freire, F., and N. Alonso Ramos. Online digital social tools for professional self-promotion. A State of the Art review. Revista Latina de Comunicación Social, 2015. http://dx.doi.org/10.4185/rlcs-2015-1047en.

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Stephen Goss, Stephen Goss. Youth on the Move: Re-Storying Urban Communities with Public Art and Digital Media. Experiment, 2016. http://dx.doi.org/10.18258/8558.

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Parsons, Jean L., Jessica L. Ridgway, and Lauren Tofflemire. With a Theme, as a Team, for a Client: A Digital Textile Design Commissioned Art Project. Iowa State University, Digital Repository, 2013. http://dx.doi.org/10.31274/itaa_proceedings-180814-471.

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Colina Unda, Vanessa. Citizen Experience Design for Digital Transformation. Inter-American Development Bank, 2021. http://dx.doi.org/10.18235/0003194.

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How many times have you heard the term "human-centered design"? How about "human-centered technology"? These terms are often used interchangeably in conversations involving digital transformation. The purpose of this paper is to provide a path for policymakers to start considering user-centric design to better understand citizens characteristics, challenges, and needs. The guidelines and case studies presented here are meant to be timeless, high-level, and strategic. There is a focus on principles throughout the publication that can be used and adapted for any particular starting point. The paper also describes suggested metrics to measure and improve the quality of the citizen experience.
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Carretero Gómez, Stephanie. Skills for Life: Digital Skills. Inter-American Development Bank, 2021. http://dx.doi.org/10.18235/0003126.

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Digital skills are becoming more relevant than ever, because of the digital revolution that we are experiencing in the labor market, but also due to the accelerated needs for them that COVID-19 lockdown measures brought about. There have been efforts to help develop and assess digital skills. Yet, despite these efforts, many people still face difficulties in developing an appropriate level of digital skills. In this brief, I will discuss why digital skills are relevant in the 21st century and what it means. Then, I will explain how we can develop, train, and measure digital skills. Lastly, I will discuss the implications of training and measurement of digital skills.
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Chung, Jinmyeong, and Jiseon Yoo. Skills for Life: Digital Literacy. Inter-American Development Bank, 2021. http://dx.doi.org/10.18235/0003368.

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As the global economy and workforce are constantly being diversified with a greater emphasis on technology, 21st Century citizens are required to acquire basic digital literacy competencies. In this brief, we examine the concept of literacy and digital literacy. Then, we review the latest digital literacy studies in the United Nations Educational, Scientific and Cultural Organization (UNESCO), the European Commission, the United Kingdom, and the United States. Lastly, we provide suggestions by comparing digital literacy studies, including ICT studies, in South Korea with international literacy assessment metrics. This brief aims to contribute to developing digital literacy measurements applicable to ICT in education internationally and mitigate the digital divide.
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Hicks, Jacqueline. Environmental Challenges of Digital Transformation in Developing Countries. Institute of Development Studies (IDS), 2021. http://dx.doi.org/10.19088/k4d.2021.107.

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This rapid review synthesises the literature on the environmental risks of four different aspects of digital transformation in developing countries: ICT adoption, digitally-enabled energy efficiency, ride-hailing apps, and big data use. The overall message which runs throughout the diverse literatures and results is that it is not digital technologies that create environmental risks or opportunities, but how they are used. Efficiency gains derived from digital transformation may yet lead developing countries down existing unsustainable development paths if not accompanied by careful, context-dependent policy. For policy-makers seeking to mitigate environmental risks, this means putting the context of digital use at the centre of analysis rather than the technologies themselves. However, the research literature covers more specific aspects of digital transformation. In practice, this report defines digital transformation as: ICT adoption, digitally-enabled energy efficiency, ride-hailing apps, and big data use. These topics were chosen after an initial scoping review of available literature, and because they exemplify a range of the different types of potential digital effects. The literature on the environmental risks of digital transformation is huge and conflicting. This is problematic because it could be easy to cherry pick preferred research results. Several studies noted that there is less research on developing countries than developed countries, but the evidence base is still large. As an evidence review, this report focused on the academic literature, but there is also a large grey literature. Some of the literature has a gender aspect, not covered in this report.
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Soler Humanes, Ana. La Gestión de la Comunicación Externa Online con los Visitantes en los Museos y Centros de Arte en Málaga / The Online External Communication Management with the Visiting Public in Museums and Art Centers in Malaga. Revista Internacional de Relaciones Públicas, 2013. http://dx.doi.org/10.5783/rirp-6-2013-11-197-216.

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