Dissertations / Theses on the topic 'Arte interactivo'
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Rodríguez, Hernández Edwin. "Museo Interactivo, De Arte,ciencia y tecnología para la ciudad de Toluca y su área metropolitana." Tesis de Licenciatura, Universidad Autónoma del Estado de México, 2017. http://hdl.handle.net/20.500.11799/68503.
Full textDiseño de un museo interactivo de arte contemporáneo, mediante tecnologías digitales y mecanismos donde se logre promover en los jóvenes interés y volverlos participes del arte y la cultura, para la ciudad de Toluca y su área metropolitana.
Mereu, Francesca. "EL VIDEOHOLOGRAMA COMO PRÁCTICA ARTÍSTICA: PROPUESTA EXPERIMENTAL EN LA VISUALIZACIÓN 3D. / VIDEO HOLOGRAM AS AN ARTISTIC PRACTICE: AN EXPERIMENTAL PROPOSAL IN 3D VISUALIZATION." Doctoral thesis, Universitat Politècnica de València, 2012. http://hdl.handle.net/10251/15186.
Full textMereu, F. (2012). EL VIDEOHOLOGRAMA COMO PRÁCTICA ARTÍSTICA: PROPUESTA EXPERIMENTAL EN LA VISUALIZACIÓN 3D. / VIDEO HOLOGRAM AS AN ARTISTIC PRACTICE: AN EXPERIMENTAL PROPOSAL IN 3D VISUALIZATION [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/15186
Palancia
Vidal, Morata Laia. "La automatización de estrategias transmedia. Una herramienta de comunicación para el discurso de la obra de arte contemporáneo a partir de lo interactivo." Doctoral thesis, Universitat Ramon Llull, 2021. http://hdl.handle.net/10803/672077.
Full textCon la llegada del arte moderno, la definición de arte tuvo que modificarse y, por lo tanto, la manera de comunicarlo, dentro y fuera de los espacios expositivos, también. La presente investigación indaga en el concepto de arte para comprender las variantes en sus discursos y, así, poder ofrecer una optimización en el proceso comunicativo. Partiendo de las Narrativas Transmedia como herramienta principal para comunicar la obra de arte y basándose en los diferentes niveles de interactividad que pueden ofrecer cada una de las formas de expresión narrativa que se utilizan tanto dentro como fuera de sala en cada una de las narrativas transmedia. Con ello, esta investigación ofrece una metodología para generar planificaciones de narrativas transmedia (o comisariados transmedia), a partir de cada obra de arte, y ofrece una arquitectura de la información mediante la cual poder automatizar este proceso. Un camino por medio de las narrativas transmedia, las nuevas tecnologías y los interactivos, que se aproximan a una mejor comunicación en el arte contemporáneo.
With the arrival of modern art, the definition of art had to be modified and, therefore, the way of communicating it as well (both inside and outside the exhibition spaces). This research investigates the concept of art to understand the variants in their discourses and, in this way, be able to offer an optimization of the communicative process. We use transmedia storytelling as the main tool to communicate the artwork. It focuses on the different levels of interactivity of each of the Narrative Expression’s Form. From that, this research offers a methodology to generate transmedia storytelling plans (or transmedia curation), to each artwork, and it develops an information architecture to automate this process. A walk through transmedia storytelling, new technologies and interactives, which are closer to better communication in contemporary art.
La, Cruz Marín Enrique Fernando. "Espacio 02. Arte participativo, nuevas configuraciones del espacio público en el Centro Histórico de Lima." Master's thesis, Pontificia Universidad Católica del Perú, 2019. http://hdl.handle.net/20.500.12404/15404.
Full textTesis
LEDUC, YVES. "La escultura sonora como objeto y cuerpo sónico: Propuestas creativas dentro del "Groupe de Recherche en Sculpture et Art Sonore" -GReSAS- Quebec, 2005-2011." Doctoral thesis, Universitat Politècnica de València, 2015. http://hdl.handle.net/10251/58772.
Full text[ES] El propósito de esta investigación ha sido indagar en la equivalencia analógica entre el objeto escultórico y el fenómeno sonoro para poder acceder a un entendimiento global del evento escultórico-sonoro como fenómeno híbrido de arte visual, a la vez que del espacio y del tiempo, y también en qué medida el concepto de cuerpo sónico se integra en este nuevo y cambiante entorno dinámico. Esta tesis ha sido estructurada en tres capítulos: El primero se centra en la evolución de la escultura sonora hacia las diversas formas de producir instalaciones y entornos sonoros. El segundo capítulo está enfocado en las peculiaridades de las distintas contaminaciones que sufre el fenómeno escultórico por el uso de disciplinas ajenas a las artes del espacio, es decir desde las artes del tiempo y del espectáculo. El tercer y último capítulo investiga otras muchas influencias significantes que han transformado la manera de producir tanto la escultura como los eventos escultórico-sonoros producidos colectivamente, tanto interactivos como participativos. En paralelo, asimismo hemos analizado las prácticas experimentales llevadas a cabo por el 'Groupe de Recherche en Sculpture et Art Sonore' (GReSAS) de Quebec entre 2005 y 2011. La motivación general de la presente investigación responde a dos inquietudes actuales, a saber, la manera de hacer escultura, hoy en día, y cómo el evento artístico contemporáneo genera sentido. Con estos puntos de partida, la metodología elegida favorece un análisis analógico anclado en fenómenos concretos para profundizar en los aspectos teóricos y prácticos del objetivo general que, en paralelo, nos permite desarrollar un protocolo de creación experimental abierto y colectivo. Destacaremos, no obstante, tres objetivos primordiales. Uno: analizamos la escultura como objeto sonoro en sus diferentes manifestaciones, interesándonos sobre todo por la articulación práctica de este movimiento en particular de la escultura hacia un objeto sonoro a lo largo del siglo XX, que nos llevará a saber cuál es el contexto donde un objeto sonoro alcanza la posibilidad de ser arte. Dos: profundizamos en la expansión de la escultura sonora hacia un cuerpo sónico y, también, sus posibles expresiones examinando la evolución del campo escultórico hacia manifestaciones y eventos donde una componente sonora se impone en la esencia de la obra; aunque, lejos de intentar elaborar un inventario completo del fenómeno, hemos intentado subrayar aquellas obras que nos han servido para ejemplificar algunos fenómenos indicativos de ser posibles cuerpos sónicos y hemos tratado de llegar a una comprensión del binomio espacio-tiempo, incidiendo -asimismo- en la indisolubilidad de ambos términos, pues los dos están anclados en lo matérico. Y tres, demostramos que una obra es dependiente tanto de su forma tridimensional como de sus consecuencias sonoras, puesto que sin la una y sin la otra no habría obra de arte, y al mismo tiempo y siguiendo con el objeto de estudio, hemos aplicado de manera creativa la doble concepción a que hacíamos referencia en los puntos anteriores por medio de los proyectos realizados por el GReSAS (desde su creación en 2005 hasta 2011), indagando en las múltiples transformaciones posibles del objeto escultórico como objeto sonoro y como cuerpo sónico a la vez en los proyectos colectivos llevados a cabo por el GReSAS de Quebec. Los resultados obtenidos demuestran que el concepto mínimo de imagen es imprescindible a la condición ontológica escultórica de aparecer en concreto, con la expansión de este concepto 'poverista' hacia un mínimo de teatralización en cuanto se refiere al evento artístico. Igualmente útil, es la aportación del concepto deleuziano de 'mot-valise' que, cuando es aplicado al arte de acción o a una performance de arte, nos permite vislumbrar una nueva unicidad en la actuación artística y en el acto vivencial. La experimentación sitúa el cuerp
[CAT] El propòsit d'aquesta investigació ha estat aprofundir en l'equivalència analògica entre l'objecte escultòric i el fenomen sonor per tal de poder accedir a un enteniment global de l'event escultòric-sonor com a fenomen híbrid d'art visual, a la vegada que de l'espai i del temps, i també en quina mesura el concepte de cos sònic s'integra en este nou i canviant entorn dinàmic. Esta tesis s'ha estructurat en tres capítols: El primer se centra en l'evolució de l'escultura sonora cap a les diverses formes de produir instal·lacions i entorns sonors. El segon capítol està enfocat en las peculiaritats de las distintes contaminacions que sofreix el fenomen escultòric per l'ús de disciplines alienes a les arts de l'espai, es a dir des de les arts del temps i de l'espectacle. El tercer i últim capítol investiga altres moltes influències significants que han transformat la manera de produir tant l'escultura com els esdeveniments escultòric-sonors produïts col·lectivament, tant interactius com participatius. En paral·lel, així mateix hem analitzat les pràctiques experimentals fetes pel 'Groupe de Recherche en Sculpture et Art Sonore' (GReSAS) de Quebec entre 2005 y 2011. Aleshores, la motivació general de la present investigació respon a dues inquietuds actuals, a saber, la manera de fer escultura, avui en dia, i com l'esdeveniment artístic contemporani genera sentit. Amb aquests punts de partida, la metodologia elegida afavoreix un anàlisi analògic ancorat en fenòmens concrets per tal d'aprofundir en els aspectes teòrics i pràctics de l'objectiu general que, en paral·lel, ens permet desenrotllar un protocol de creació experimental obert i col·lectiu. Destacarem, no obstant, tres objectius primordials. Un: analitzem l'escultura com a objecte sonor en les seues diferents manifestacions, interessant-nos sobre tot per l'articulació pràctica d'aquest moviment en particular de l'escultura cap a un objecte sonor al llarg del tumultuós segle XX, que ens portarà a saber quin és el context on un objecte sonor abasta la possibilitat d'ésser art. Dos: aprofundim en l'expansió de l'escultura sonora cap a un cos sònic i, també, les seues possibles expressions examinant l'evolució del camp escultòric cap a manifestacions i esdeveniments on una component sonora s'imposa en l'essència de l'obra; encara que, lluny d'intentar elaborar un inventari complet del fenomen, hem intentat subratllar aquelles obres que ens han servit per a exemplificar alguns fenòmens indicatius de ser possibles cossos sònics i hem tractat d'arribar a una compren-sió del binomi espai-temps, tot i incidint en la indissolubilitat d'ambdós termes, puix els dos estan ancorats en allò matèric. I tres, demostrem que una obra és depenent tant de la seua forma tridimensional com de les seues conseqüències sonores, per tal com sense l'una i sense l'altra no hi hauria obra d'art, i al mateix temps i seguint amb l'objecte d'estudi, hem aplicat de manera creativa la doble concepció a la qual fèiem referència als punts anteriors mitjançant els projectes realitzats pel GReSAS (des de la seua creació al 2005 i fins 2011), indagant les múltiples transformacions possibles de l'objecte escultòric com a objecte sonor i com cos sònic a la vegada dins els projectes col·lectius portats a cap pel GReSAS de Quebec. Els resultats obtinguts demostren que el concepte de mínim d'imatge és imprescindible a la condició ontològica escultòrica de aparèixer en concret, amb l'expansió d'este concepte 'poverista' cap a un mínim de teatralització en quant es refereix a l'esde-veniment artístic. Igualment útil en una recerca de sentit obert és el concepte deleuzià de 'mot-valise' que, quan es aplicat a l'art d'acció o a una performance d'art, ens permet entreveure una nova unicitat en l'actuació artística i en l'acte vivencial. L'experimentació situa el cos sònic actual i facilita un nou enteniment d'ell mateix.
Leduc, Y. (2015). La escultura sonora como objeto y cuerpo sónico: Propuestas creativas dentro del "Groupe de Recherche en Sculpture et Art Sonore" -GReSAS- Quebec, 2005-2011 [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/58772
TESIS
Sanz, Kirbis David. "Aplicación de las técnicas de visión artificial como herramientas de expresión audiovisual en el campo del cine interactivo." Doctoral thesis, Universitat Politècnica de València, 2014. http://hdl.handle.net/10251/36531.
Full textSanz Kirbis, D. (2014). Aplicación de las técnicas de visión artificial como herramientas de expresión audiovisual en el campo del cine interactivo [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/36531
TESIS
Felip, Miralles Francisco. "La Metáfora Interactiva. Arquitectura funcional y cognitiva del interface." Doctoral thesis, Universitat Politècnica de València, 2008. http://hdl.handle.net/10251/2183.
Full textFelip Miralles, F. (2008). La Metáfora Interactiva. Arquitectura funcional y cognitiva del interface [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/2183
Palancia
Scarani, Stefano. "Interactividad como extensión del individuo a través de la creación de Homeostasis: Instalación interactiva para dos corazones y manos." Doctoral thesis, Universitat Politècnica de València, 2017. http://hdl.handle.net/10251/77145.
Full textEl objeto fundamental de esta tesis consiste en la propuesta, desarrollo y verificación de las hipotéticas relaciones que se instauran a partir de la creación de una instalación interactiva entre sus elementos integrantes, sean éstos el público, el dispositivo y la interrelación entre estos componentes y sus particularidades en el tejido relacional creado en ámbito de la interactividad. Esta investigación pretende contrastar los aspectos teóricos con la experiencia práctica en el intento de definir el marco teórico en el que el proyecto performativo se desarrolla. En este marco teórico se evidencian determinados aspectos de particular relevancia, vinculados con las diferentes tipologías de relaciones que se instauran entre individuo, dispositivo y colectividad. Estos aspectos constituyen al mismo tiempo el marco teórico y las líneas guía que estructuran el proyecto performativo, constituido por la creación de la obra interactiva Homeostasis. La realización práctica de una obra interactiva como elemento central en el desarrollo de la investigación, vincula las conclusiones del trabajo a las reacciones concretas del público, conduciendo a una confrontación obligada de los aspectos teóricos con las evidencias prácticas, manteniendo de esta forma un análisis sustancialmente empírico de los resultados de la investigación.
L'objectiu fonamental d'aquesta tesi consisteix en la proposta, desenvolupament i verificació d'hipotètiques relacions que s'instauren a partir de la creació d'una instal.lació interactiva entre els elements que la integren, essent aquests, públic, dispositiu i interrelació entre aquests components i les seues particularitats en la xarxa relacional creada en l'àmbit d'interactivitat. Aquesta investigació pretén contrastar la vessant teòrica amb l'experiència pràctica en l'intent de definir el marc teòric amb el qual el projecte performatiu es desenvolupa. En aquest marc teòric s'evidencien alguns aspectes d'especial rellevància, vinculats amb diferents tipologies de relacions que s'instauren entre individu, dispositiu i colectivitat. Aquests aspectes constitueixen al mateix temps el marc teòric i les línies directrius que estructuren el projecte performatiu, constituït per la creació de l'obra interactiva Homeostasis. La realització pràctica d'una obra interactiva com element central en el desenvolupament de la investigació, vincula les conclusions del treball a les reaccions concretes del públic, conduint a una confrontació obligada de l'aspecte teòric amb les evidències pràctiques, mantenint d'aquesta manera una anàlisi sustancialment empíric dels resultats de la investigació.
Scarani, S. (2016). Interactividad como extensión del individuo a través de la creación de Homeostasis: Instalación interactiva para dos corazones y manos [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/77145
TESIS
Premiado
Alves, Sónia Maria de Jesus Domingos. "Arte interactiva figuras práticas e discursos." Master's thesis, Faculdade de Ciências Sociais e Humanas, Universidade Nova de Lisboa, 2010. http://hdl.handle.net/10362/5501.
Full textEste trabalho de investigação reflecte sobre questões fundamentais e centrais da arte interactiva considerando as tecnologias da comunicação e dos media; sobre os discursos que se centram na construção e definição de uma tipologia desta forma artística; e sobre um exemplo prático, ou seja, uma figura principal da arte interactiva: Jeffrey Shaw. A pesquisa para esta dissertação centra-se nas alterações da experiência do sujeito no contexto do desenvolvimento das práticas de comunicação e de media, em fermentação desde o início da modernidade e com implicações fundamentais no aparelho perceptivo e na experiência. Estas alterações prolongaram-se pelo século XX, sendo constantemente actualizadas e modificadas e, por isso, também se incluem no programa deste trabalho. Investiga-se assim o lugar do espectador e as suas transformações acompanhadas por uma tendência estruturante da arte para a comunicação a par dos desenvolvimentos técnicos que a influenciaram centrando-a, cada vez mais, num sujeito espectador que se emancipa para se tornar utilizador, ou mesmo pós-espectador. Esta problemática é aprofundada considerando a alteração das técnicas de representação e no aparecer da imagem. O mapeamento dos elementos referidos direcciona-se para uma análise dos discursos da arte interactiva especificando linhagens teóricas, características e classificações instituídas. Constata-se aqui a centralidade do espectador e do processo de mediação que, em conjunto, constroem um terreno de abordagens profícuas e fecundas no esclarecimento da arte interactiva. Neste trabalho, a enunciação referida é ajudada com uma incursão complementar à obra de Jeffrey Shaw, figura fundamental da arte interactiva, suficientemente completa para ser considerada na aplicação dos parâmetros enunciados.
Strindlund, Nathalie. "Exploring relations between Interaction attributes and Pleasures in multisensory interactive art." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23788.
Full textHudelot, Mok Mi. "Interactivité et Cognition : l'étude de l'expérience interactive en art par une approche de psychologie cognitive." Paris 8, 2008. http://octaviana.fr/document/143288849#?c=0&m=0&s=0&cv=0.
Full textOur research is part transdisciplinary delimited between interactive art and cognitive psychology. The interactive art is the subject of our research and we found in cognitive psychology the methodology that has allowed us to respond to our problems. The problem relates to the "form" of the interactive work. While the latter refers to as a process, can we speak of "form", as that of an art object? The research methodology has been to consider the meaning of the word "interactive", to be driven to cognitive psychology. This discipline has given us the methods and theoretical foundations that have allowed us to analyze the interactive works from the angle cognitive. This work has allowed us to achieve a model of interactive experience and a new typology of interactive works
Coelho, Marcelo. "Materials of interaction : responsive materials in the design of transformable interactive surfaces." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/46577.
Full textIncludes bibliographical references (p. 94-99).
Materials that embody computational properties are reshaping the ways in which we design, interact and communicate. This thesis looks at the topic of form transformation and how to bring the programmability and versatility of digital forms into the physical world. The focus is placed on the relationship between materials, form and interaction, in particular how the behavior and properties of shape-changing materials can support the design of transformable interactive surfaces. Three design implementations are presented, each addressing a distinct subject area in the design of form transformation, namely topology, texture and permeability. Surflex is a composite that uses active and passive shape-changing materials to undergo large surface deformations. Sprout I/O implements small shape deformations and co-located input/output at a surface boundary to create a dynamic texture for communication. Shutters uses shape change to regulate a surface's permeability and control environmental exchanges between two distinct spaces. Drawing lessons from these projects, a soft mechanical alphabet and language for form transformation are derived, providing new formal possibilities for enriching human-computer interactions.
Marcelo Coelho.
S.M.
Murat, Mathilde. "Scénographie interactive, interfaces et interférences." Thesis, Toulouse 2, 2014. http://www.theses.fr/2014TOU20013/document.
Full textThe present dissertation partakes of an ongoing inquiry into our kinesthetic experience and the influence of the environment on our perceptions. The technologies of interactivity, which stem from cybernetics and from the rise of computer technology, are major tools in this exploration, as they enable the emergence of scenographies whose specificity is the way they integrate corporeality in its autopoieticdimension, by means of the interface-Based devices.This dissertation is the product of research work of a practical and of a theoretical nature. The first part tackles the question of what is at stake, in relationships, between plasticity and corporeality. A few paragraphs are devoted to modes of interaction in the context of immersive plasticity. In interactive scenographies, body and space are complexly interconnected. The scenographies lead to the emergence of new cognitive possibilities, notably at the level of the sensory-Motor perception patterns. They are explored through the practice of installation. The second part focuses on the stakes of a specific spectaroriality. Following previous approaches, we proposeto identify an epistemological shift of the notion of space which occurs with the integration of hypermedia computationalareas into the topological field. Being thus made an interactor, the spectator becomes a potential author. The notion of auctoriality is tempered in the way of constraint caused by the apparatus. By resorting to systemic thought and relying on theanalysis of our productions, we can define the dialectic between constraint and freedom as programmed action fields inrelation with individual action fields. Steigler’s theory enables us to regard the spectator as a practician-Body in the plasticsphere. The third part deals with the poietics of interaction technologies, on which is brought to bear an approach focusingon plasticity. As metatools, the interactivity and the digital tools it requires in the constitution of media promote a new approach to the worshop. The multiplicity of skills this practice involves leads to poietic considerations as regards collective practices.The identification of a culture specific to digital art as a cross-Disciplinary field underlines the influence of a professional field established around these practices. Interactivity practice, by experimentation, stends out in a creation-Research-Profession process
Carvalho, Miguel Alonso Araujo. "Máquinas e emoções na arte /." São Paulo, 2019. http://hdl.handle.net/11449/191058.
Full textResumo: O presente trabalho se desenvolve na fronteira entre a produção artística, científica e tecnológica. É uma procura da interface humana de significado no ambiente, que culminou na elaboração da exposição “A Senhora do Balé: Ancestralidade Maquínica”, que é a junção de diferentes abordagens para os objetos tecnocientíficos. Este trabalho perpassa questionamentos sobre o que são as máquinas, que se revelam na exposição de obras/máquinas, repleta de um imaginário místico e de ferramentas que formam colagens antropomórficas, em um ambiente artístico imerso em luzes e sombras. Se tem como base teórica: O panorama das máquinas mecânicas feitas por Abbott Payson Usher e o Conceito de Tecnologia de Álvaro Vieira Pinto. A pesquisa de Paula Sibila sobre o Pós-orgânico; os conceitos de Emoção e Consciência de António Damásio e as experimentações das interfaces de comunicação entre humano e robô, de Zaven Paré. Como base de processos de criação, se examina obras de Jean Tinguely, que surgem como caminhos para a estrutura do trabalho. Pretende-se, ainda, que as obras sejam metáforas que operem entre diversos sentidos do interator, estimulando-os, gerando assim, material para o estudo da Emoção como agente direto da cognição. De forma artística, o trabalho “Máquinas e Emoções na Arte”, busca paradoxos em quantificar o qualitativo e qualificar o quantitativo.
Abstract: The present work is developed on the frontier between artistic, scientific and technological production. It is a search for the human interface of meaning in the environment, which culminated in the elaboration of the exhibition “A Senhora do Balé: Ancestralidade Maquínica” that is the junction of different approaches for the technoscientific objects. This work raises questions about what machines are, which are revealed in the exhibition of works / machines, full of a mystical imaginary and tools that form anthropomorphic collages, in an artistic environment immersed in lights and shadows. Its theoretical basis is: The panorama of mechanical machines made by Abbott Payson Usher and the Technology Concept of Álvaro Vieira Pinto. Paula Sibila's research on the Postorganic; the concepts of Emotion and Consciousness of António Damásio and the experiments of the communication interfaces between human and robot, by Zaven Paré. As a basis of creation processes, Jean Tinguely's works are examined, which appear os paths to the work structure. It is also intended that works are metaphors that operate between different senses of the interactor, stimulating them, thus generating material for the study of Emotion as a direct agent of cognition. In an artistic way, the work "Machines and Emotions in Art", seeks paradoxes in quantifying the qualitative and qualifying the quantitative.
Mestre
Vilas, Boas Alexandre Gomes [UNESP]. "Artivismo: Arte + Política + Ativismo: sistemas híbridos em ação." Universidade Estadual Paulista (UNESP), 2015. http://hdl.handle.net/11449/128178.
Full textEsta dissertação apresenta o estudo e a problematização da produção plástica deste artista-pesquisador, oferecendo ao leitor, um fio condutor que percorre o caminho entre as origens e os desdobramentos do que se convencionou chamar de arte ativista, engajada, ou arte política. A reflexão sobre este processo e sua trajetória, são fatores determinantes para entender a configuração de sua poética como a de um artista ativista, evidenciando os aspectos relacionais às questões materiais e processuais. Consideramos neste sentido, a interação entre suas obras anteriores, que transitam entre o universo da arte postal e do livro de artista, até o seu ingresso na academia e a transformação daí ocorrida através da potencialização de sua metodologia de trabalho. A interação proporcionada pela pesquisa modificou a hipótese inicial, a tal ponto, de gerar mudanças significativas na estrutura deste trabalho. A partir das ações vivenciadas, foi possível identificar poéticas que fazem uso de sistemas híbridos de produção. A construção de trabalhos sob estas premissas corroboraram e direcionaram para que tenhamos como perspectiva, o aprofundamento de questões relativas às metodologias colaborativas, onde os problemas relacionados à matéria sugerem procedimentos autônomos e independentes; ora individuais, ora colaborativos; de interação e não lineares; envolvidos por fatores não necessariamente pertencentes ao universo plástico, constituindo-se em processos essencialmente híbridos, múltiplos, tanto sob a ótica do cruzamento de sistemas, quanto da relação de produção material entre diferentes áreas de conhecimento.
This work presents the study and the questioning of plastic production of this artistresearcher, offering the reader, a common thread that runs through the path between the origins and developments of the so-called activist art, engaged, or political art. Reflection on this process and its history, are key factors to understand the configuration of his poetic as that of an activist artist, showing the relational aspects to substantive and procedural issues. We consider in this regard, the interaction between his earlier works, traveling through the world of mail art and the artist book, until his admission to the academy and the transformation that took place there through the enhancement of its working methods. The interaction provided by the research changed the initial hypothesis, to the point of generating significant changes in the structure of this work. From the experienced actions, were identified poetic that make use of hybrid production systems. The construction work under these corroborated and directed premises so that we have as perspective, the deepening of issues related to collaborative methodologies, where problems related to the matter suggest autonomous and independent procedures; sometimes individual, sometimes collaborative; and nonlinear interaction; surrounded by factors not necessarily belonging to the plastic universe, thus becoming essentially hybrid processes, multiple, both from the perspective of systems crossing, as the ratio of production material between different areas of knowledge
Zechinato, Bianca Panigassi 1990. "Da casa expandida ao deslocamento como instrumento de criação /." São Paulo, 2016. http://hdl.handle.net/11449/143055.
Full textBanca: Juliano Casimiro de Camargo Sampaio
Banca: Mirian Celeste Martins
Banca: Pelópidas Cypriano
Resumo: Desenvolvida na área de pesquisa "Processos e Procedimentos Artísticos", esta dissertação é parte do projeto que traz como objeto central de discussão o processo criativo do "Fazer Caminhar", este, consiste na apropriação de um objeto por pessoas, funcionando como disparador de deslocamento. A pesquisa foi sendo permeada pela discussão do lugar, do não lugar, do espaço e da flanerie, estruturando esse trabalho processual, os conceitos compõem uma narrativa ao que acontece no espaço das relações entre as pessoas que desejaram experimentar o "Fazer Caminhar", revelando por um mapeamento final, trechos das experiências que constituem um itinerário incerto, e processos artísticos que trazem o percorrer espaços pelo caminhar e a criação de rede pelo objeto partilhado como prática de construção de mundo pela experiência estética.
Abstract: Developed in the research area "Processes and Artistic Procedures" This work is part of the project that has as its central subject of discussion the creative process of "Make Walking". This project consists in the ownership of an object by persons, which acts as a trigger offset by many paths. In fact, this research was being permeated by the discussion of site, non site, space and flanerie, structuring this process work, the concepts make up a story to what happens in the space of relationships between people who wanted to experience the "Make Walking", revealing in a final mapping, excerpts of experiences which constitute an uncertain journey, and artistic processes that bring go areas by walking and the creation of the network for sharing the object as a practice of recognizing the world for an aesthetic experience.
Mestre
Vilas, Boas Alexandre Gomes 1973. "Artivismo: Arte + Política + Ativismo : sistemas híbridos em ação /." São Paulo, 2015. http://hdl.handle.net/11449/128178.
Full textBanca: José Paiani Spaniol
Banca: Antônio Busnardo Filho
Acompanha caixa com folhetos
Resumo: Esta dissertação apresenta o estudo e a problematização da produção plástica deste artista-pesquisador, oferecendo ao leitor, um fio condutor que percorre o caminho entre as origens e os desdobramentos do que se convencionou chamar de arte ativista, engajada, ou arte política. A reflexão sobre este processo e sua trajetória, são fatores determinantes para entender a configuração de sua poética como a de um artista ativista, evidenciando os aspectos relacionais às questões materiais e processuais. Consideramos neste sentido, a interação entre suas obras anteriores, que transitam entre o universo da arte postal e do livro de artista, até o seu ingresso na academia e a transformação daí ocorrida através da potencialização de sua metodologia de trabalho. A interação proporcionada pela pesquisa modificou a hipótese inicial, a tal ponto, de gerar mudanças significativas na estrutura deste trabalho. A partir das ações vivenciadas, foi possível identificar poéticas que fazem uso de sistemas híbridos de produção. A construção de trabalhos sob estas premissas corroboraram e direcionaram para que tenhamos como perspectiva, o aprofundamento de questões relativas às metodologias colaborativas, onde os problemas relacionados à matéria sugerem procedimentos autônomos e independentes; ora individuais, ora colaborativos; de interação e não lineares; envolvidos por fatores não necessariamente pertencentes ao universo plástico, constituindo-se em processos essencialmente híbridos, múltiplos, tanto sob a ótica do cruzamento de sistemas, quanto da relação de produção material entre diferentes áreas de conhecimento.
Abstract: This work presents the study and the questioning of plastic production of this artistresearcher, offering the reader, a common thread that runs through the path between the origins and developments of the so-called activist art, engaged, or political art. Reflection on this process and its history, are key factors to understand the configuration of his poetic as that of an activist artist, showing the relational aspects to substantive and procedural issues. We consider in this regard, the interaction between his earlier works, traveling through the world of mail art and the artist book, until his admission to the academy and the transformation that took place there through the enhancement of its working methods. The interaction provided by the research changed the initial hypothesis, to the point of generating significant changes in the structure of this work. From the experienced actions, were identified poetic that make use of hybrid production systems. The construction work under these corroborated and directed premises so that we have as perspective, the deepening of issues related to collaborative methodologies, where problems related to the matter suggest autonomous and independent procedures; sometimes individual, sometimes collaborative; and nonlinear interaction; surrounded by factors not necessarily belonging to the plastic universe, thus becoming essentially hybrid processes, multiple, both from the perspective of systems crossing, as the ratio of production material between different areas of knowledge
Mestre
Mubarak, Oussama. "Designing and Modeling Collective Co-located Interactions for Art Installations." Thesis, Paris, CNAM, 2018. http://www.theses.fr/2018CNAM1170/document.
Full textWith works such as Kinoautomat by Radúz Činčera, SAM - Sound Activated Mobile by Edward Ihnatowicz, and Glowflow by Myron Krueger, artists have deployed, as early as the 1960s, art installations engaging novel situations of collective co-located interaction, i.e involving multiple or even many spectators interacting in the same place via and with a digital apparatus. The number of those works has continued to increase since the beginning of the 21st century, taking advantage of the new opportunities offered by advances in real-time computer vision technologies and the advent of ubiquitous computing marked by the multiplication and interoperability of mobile computing devices. While experiences in this area are more and more frequent, they have not yet been the subject of structured analysis and, even less, of proposals for dedicated tools and design methods. How can we, nowadays, conceive such interactive art installations whose intrinsic complexity involves questions of the technical, social, cognitive and aesthetic order? This dissertation draws on previous work in the fields of human-computer interaction (HCI), computer-supported cooperative work (CSCW), and interactive arts research with the aim of increasing our knowledge of the challenges faced both by art practitioners and participants in such collective interactive installations, and, beyond, the designers of apparatus in a promising future. A set of tools and guidelines are proposed when designing collective co-located interactions for digital art installations. First a classification system is developed centered on the most decisive aspects that allow the emergence of a collective experience. Two distinct approaches are then explored to find the bases of a graphical modeling language for the design and analysis of such apparatus. Build on top of Petri nets, the second approach supports modeling the spatial and material resources of an installation, as well as the human-machine, human-human and human-machine-human interactions. The investigations conducted for this research have required laying particular emphasis on the conditions - whether spatial, material, or human - which affect the ability for participants to co-construct a common aesthetic experience in the absence of orchestration or a preannounced goal to be achieved. While this singular approach primarily concerns interactive arts, it may be relevant to a wide range of research communities, including, and foremost, that of HCI, as well as CSCW, New Interfaces for Musical Expression (NIME), interaction design, and even culture, museography in particular
Giraldo, Verónica. "Here we are building a museum together: An interactive exhibition." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22327.
Full textMiras, José-Louis de. "Entre cinéma et jeu vidéo : la fiction actable : sur les traces d'une forme filmique interactive en devenir." Thesis, Bordeaux 3, 2020. http://www.theses.fr/2020BOR30030.
Full textInteractive cinema, playable movies, interactive movies: all these denominations are the demonstrations of attempts to define a cinema where the spectator would have the possibility to interact with the narration by choosing alternatives. In this kind of cinema, the spectator is able to correct and modify the narration proceeding, because of the consequences of his choices. Since its creation in 1967, interactive cinema has not stopped searching for a stable form to define itself. Throughout the years, it has respectively taken the shape respectively of cinema, Internet and finally video games. This latter seems to have been the more stable form and has been for several years. Interactive cinema is, therefore, a promising interactive filmic form to be. This thesis leads us on its traces, bounding the lines and outlines and so highlights a marginal object which shows the transformations of the field of cinema. By establishing the story of interactive cinema, we will try to understand how this complex phenomenon, which is out of the traditional field of artistic disciplines, could have an effect on the convergence between cinema and video games. It is also question of studying how the interactive narration deploys itself and how it makes the spect-actor participate; to wonder about its viability in this current context, about the creation’s conditions of such works, and finally, to highlights the sociocultural stakes of this object registered in an artistic landscape where convergence media has become a common thing
Born, Rodrigo Montandon. "A falsa interface de nuvem e sopro : relações e limites do corpo nas intalações interativas e nos objetos interativos." Universidade do Estado de Santa Catarina, 2014. http://tede.udesc.br/handle/handle/707.
Full textCoordenação de Aperfeiçoamento de Pessoal de Nível Superior
Observing the technical structure of interactive installations of artists Edmond Couchot, David Bowen, SCIArts and Gilbertto Prado, among others, this research highlights the ones that specifically used the Breath or the Wind as "false interface" using a Milton Sogabe s term. Starting from the hard concept that body and machine mutually adapt in a complex system of simulations and simulacra artificially constructed, the research also notes the break in the common perception of interactor and the border boundaries between body and machine. As a result, I construct the installation "Cloud and Breath" of my own, which consists in the image of clouds that dissipate when blown through a window by the interactor presently, which is thus incorporated into the installation system.
Observando-se a estrutura técnica das instalações interativas dos artistas Edmond Couchot, David Bowen, SCIarts, e Gilbertto Prado, entre outros, esta pesquisa destaca as que especificamente se utilizaram do Sopro ou do Vento como a falsa interface , usando um termo de Milton Sogabe. Partindo do conceito duro de que corpo e máquina se adaptam mutuamente num sistema complexo de simulações e simulacros construídos artificialmente, a pesquisa observa também a ruptura na percepção comum do interator e os limites fronteiriços entre corpo e máquina. Como resultado, construo a instalação Nuvem e Sopro, de minha autoria, que consiste na imagem de nuvens que se dissipam quando sopradas através de uma janela pelo interator de corpo presente, que é assim incorporado ao sistema da instalação.
Bergantini, Loren Paneto. "Sinestesia mediada pela tecnologia na arte: a interação entre voz e imagem." Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/27/27159/tde-15052017-153621/.
Full textRecent technological advances opened new aesthetic possibilities in art, due to its potentiality to integrate several medias, codes and languages. Consequently, the traditional boundaries between artistic areas were dissolved and simultaneous stimuli to various senses were introduced. The occurence of the body and its cognitive aspects in interaction with computer codes is an irreversible fact in contemporary art, and its aspects and consequences have not been fully understood. This work aims to investigate, systematize and use the information about synesthesia in arts, highlighting the case of interactive art works connecting voice and image. Therefore, it was proposed: a) the study of the synesthetic phenomenon and how it is treated in both science and arts; b) the definition of voice; c) the search for aesthetic references in interactive arts addressing this issue; and d) the development of experimental works related to this subject. The adopted methodology consisted of: bibliographical review - with a multidisciplinary approach, encompassing references from neuroscience and other areas - , selection and analysis of contemporary interactive artworks adressesing aspects of synesthesia and the voice-image interaction, and aesthetic research based on experimental artworks. Our main results were: understanding the trajectory of the studies about synesthesia in science and updating the knowledge on the subject; notes on the context of synesthesia in art; the definition of voice as an embodied entity, related to all the senses included in the body unit; and the development of three experimental works of art, two collective works about synesthesia, and an individual one that explores the relationship between voice and visuality.
Köpp, Maren. "Esthétique de l'Internet : les réseaux comme espace d'émergence de nouvelles formes théoriques et artistiques." Paris 1, 1998. http://www.theses.fr/1998PA010651.
Full textToday the internet is the closest realisation of the theories about hypertext and hypermedia, and in a way, its unprecedented use has helped to propagate these theories. This work is an analysis of the specific functioning of the internet as well as its cultural significance, raising essential ethical and cultural questions which must be considered in order to define an aesthetic of the internet. This analysis examines the parallels with other media and art currents, the new status of the text, metaphors currently used in order to describe the internet and the different forms of communities emerging on the internet. It also describes and analyses art projects on the internet that explore the specifics of the internet in such terms as: dialogue, exchange, interactivity, flexibility and instability. These projects develop a dynamic rhetoric and stand out because of their innovative approach. The internet also comes to be the main space for discussion and reflection: mostly the texts and theories expand directly in cyberspace. The present paper integrates the discussion about the internet that emerges on the internet and questions important notions and concepts which are already a part of the critical discourse surrounding the internet. Out of the specific forms of exchange and expression on the net - like annotations, contextuality, the mixing of diverse contexts, transversality - arise new textual, theoretical and artistic forms
Deutscher, Meghan Catherine. "Participant experience studies of interactive artworks : an investigation of laboratory-based methods used to study Echology." Thesis, University of British Columbia, 2008. http://hdl.handle.net/2429/729.
Full textLewter, Bradley Paul. "7 an interactive installation: explorations in the digital, the spiritual, and the uncanny." Master's thesis, University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4511.
Full textID: 029094499; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Thesis (M.F.A.)--University of Central Florida, 2010.; Includes bibliographical references (p. 50-51).
M.F.A.
Masters
Department of Film and Digital Media
Arts and Humanities
Santos, Rui Paulo Vitorino dos. "Do cartaz ao cartaz interactivo." Master's thesis, Instituições portuguesas -- UP-Universidade do Porto -- -Faculdade de Belas Artes, 2001. http://dited.bn.pt:80/29294.
Full textCardoso, António Aurélio da Silva Engling. "O espectador sobre-estimulado: a recepção da arte fotográfica contemporânea." Doctoral thesis, Universidade de Évora, 2018. http://hdl.handle.net/10174/24845.
Full textZuckerman, Orit. "Interactive portraiture : designing intimate interactive experiences." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/37396.
Full textIncludes bibliographical references.
In this thesis I present a set of interactive portrait experiences that strive to create an intimate connection between the viewer and the portrayed subject; an emotional experience, one of personal reflection. My interactive portraits extend traditional photographic portraiture in two ways: adding motion and interaction. I present seven interactive portraits prototypes that react to viewer's presence and gender, as well as portraits that react to neighboring portraits. I demonstrate how interaction design decisions influence the viewer's experience and give Design Guidelines for the design of intimate interactive experiences. I ground my work in a theoretical framework called the "subject-object continuum", created for the art of portraiture (Brilliant, 1987). I show the relevancy of this framework for photographic portraiture, modern interactive portraits and intimate interactive experiences. Designers and artists follow (or consciously break) design guidelines when creating visual experiences. For example, photographers must train themselves to recognize the influence that light and composition have on the viewing experience of their portrait.
(cont.) In the same way, designers and artists of interactive experiences must inform themselves about the influence that different interaction techniques have on the viewing experience of their interactive experience. In my thesis I focus on two design factors: (1) the style of the interaction and (2) the viewer's expectations. I evaluated these design factors using interactive portraits prototypes, and based on my findings, developed a set of design guidelines that can inform interaction designers and portraiture artists about the design factors relevant for intimate interactive experiences.
by Orit Zuckerman.
S.M.
Soler-Adillon, Joan 1978. "Emergence as self-organization and as generation of novelty: a framework for understanding emergence in the context of interactive art." Doctoral thesis, Universitat Pompeu Fabra, 2015. http://hdl.handle.net/10803/314388.
Full textL’objecte d’estudi d’aquesta tesi és el concepte d’emergència i la seva viabilitat com a força creativa d’obres d’art interactiu. Emergència apareix a la literatura com a concepte relacionat tant amb el concepte d’auto-organització com amb el de novetat. Per a molts autors és el resultat d’una gran multiplicitat d’interaccions locals entre els agents d’un sistema, que generen fenòmens que no podrien entendre’s ni anticipar-se mitjançant l’anàlisi d’aquets agents i dels seus comportaments de manera aïllada. Per altres, els fenòmens emergents estan relacionats amb la idea de novetat fonamental i, per tant, de creativitat. La tesi revisa ambdues formulacions del concepte d’emergència en el context de l’art interactiu i la comunicació. El focus central de l’estudi són les obres d’art interactiu de la disciplina coneguda com Artificial Life Art (art i vida artificial). Després de revisar-ne els conceptes fonamentals i proposar una formulació tant d’emergència com d’interactivitat, es presenta un model d’anàlisi que permet donar compte de la presència de fenòmens emergents dins en els sistemes interactius, i que alhora és un primer pas cap al disseny de sistemes que tenen la intenció de generar comportaments interactius emergents.
Kuzminsky, Tracy V. "Interactive Whiteboard Technology within the Kindergarten Visual Arts Classroom." Digital Archive @ GSU, 2008. http://digitalarchive.gsu.edu/art_design_theses/21.
Full textGenest, Valérie, and Valérie Genest. "Rêves de L'Infini... : réflexions sur l'installation immersive interactive." Master's thesis, Université Laval, 2014. http://hdl.handle.net/20.500.11794/25334.
Full textCe texte d’accompagnement du projet explique dans le détail les notions relatives à ma recherche-création en arts visuels. Les principaux points traités sont en lien avec l’installation immersive interactive travaillée par l’entremise de la fibre optique, la lumière et la microprogrammation. Il s’agit d’une œuvre multidisciplinaire et hybride qui allie la sculpture et l’art numérique dans un ensemble médiatique interactif rappelant à la fois le microcosme et le macrocosme dans son esthétique visuelle générale.
Khundam, Chaowanan. "Evaluation de l'usage de la réalité virtuelle pour la promotion de patrimoine historique." Thesis, Université Grenoble Alpes (ComUE), 2019. http://www.theses.fr/2019GREAI017/document.
Full textDigital heritage applications have been widely developed through Virtual Reality (VR) technologies as known as Virtual Museum (VM). Devices and digital contents are significantly increasing which support interaction system to immerse users into VM. In order to develop interactive application, interaction is always defined before creating application up to selected platform. It depends on a given content and devices which is limited when considering switching devices. Nowadays VR technologies is rapid changing, a platform to develop application should support devices changing and also to optimize interaction system to be used in VM. However, both devices organization and contents structure on a platform is still lacking efficient management to support alternative interaction in general.We proposed a novel method for developing a VM application providing digital storytelling template to create interactive content and adaptive interaction system where an application is exportable into any device. We provide flexible editing tools for developer to manage the content structure. The interaction usage will be interpreted into a high-level abstraction and run on a low-level hardware device where interactions have been adapted. Storytelling will specify interaction behavior which can drive interaction in a virtual scene even device may be switched. Our adaptive interaction system supports to identify devices capabilities and storytelling expectation which could be selected for efficiency learning system and improve level of immersion. This implementation is useful to deploy not only for the development of digital heritage applications, but also for industrial engineering where interactive content and collaborative working are required
Dallet, Jean-Marie. "La notion de figure dans les arts interactifs." Paris 8, 2001. http://www.theses.fr/2001PA081939.
Full textScharlott, William C. "Representing Diversity in the Arts Through Interaction Design." Kent State University Honors College / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ksuhonors1494252723818847.
Full textMavridis, George. "Digital Communication and Interactive Storytelling in Wikipedia : A Study of Greek Users’ Interaction and Experience." Thesis, Linnéuniversitetet, Institutionen för kulturvetenskaper (KV), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-104993.
Full textMoreira, Abrantes Ferreira Da Silva Maria Eduarda. "Narrativas Dinámicas. Estructuras Interactivas de los Nuevos Medios en la Red." Doctoral thesis, Universitat Politècnica de València, 2013. http://hdl.handle.net/10251/31382.
Full textMoreira Abrantes Ferreira Da Silva, ME. (2013). Narrativas Dinámicas. Estructuras Interactivas de los Nuevos Medios en la Red [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/31382
TESIS
Munro, Samantha Fawn. "Being for others : critical reflections on the stranger, the estranged and the self in participatory art." Thesis, Rhodes University, 2015. http://hdl.handle.net/10962/d1017771.
Full textSteiner, Ariana. "Disruptions of Normalcy: Subverting Discomfort and Expanding Social Perceptions of Art Through Process-based Experiences." Scholarship @ Claremont, 2017. http://scholarship.claremont.edu/scripps_theses/933.
Full textZamora, Sanabria Ana Carolina. "Espacio paradójico, lo pacifista y lo militar : relato en forma de instalación interactiva." Tesis, Universidad de Chile, 2012. http://www.repositorio.uchile.cl/handle/2250/112413.
Full textFrecuentemente las investigaciones en las artes visuales y mediales son reconocidas y socializadas bajo la noción de producción, tanto por sus autores como para quienes conforman el entorno especializado que se ocupa de la crítica, exhibición y comunicación de las formas artísticas en mención. Desde esta óptica, en “Espacio Paradójico” se pretendió estructurar una reflexión poética sobre la dualidad entre la idealización de mi país, Costa Rica, y el enaltecimiento de las Fuerzas Armadas en Chile y, cómo esta se manifiesta a través de otros conceptos como alteridad, territorio, simulación y poder por medio del montaje de una instalación interactiva que se inserta en el contexto de la práctica de las artes visuales y los nuevos medios. Para dar cuenta de este propósito se acudió a los métodos propios de la investigación en las artes visuales tales como la lluvia de ideas a partir de bocetos, la indagatoria de referentes visuales y conceptuales, así como la experimentación con materiales y técnicas para lograr la síntesis formal. La intención en la realización de este proyecto fue el generar experiencias perceptivas en el usuario y arribar a la concreción de un proceso creativo orgánico y semiestructurado, que potenció la expresividad de la obra y la comprensión de las implicaciones disciplinarias que confluyen en una propuesta de arte multimedia.
Saxon, Andrew Philip. "Human-computer interaction design : using an arts-based approach." Thesis, Birmingham City University, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.272093.
Full textEvalte, Tatiana Telch. "Para entender o livro-brinquedo : arte e literatura na infância." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2014. http://hdl.handle.net/10183/106489.
Full textThis research aims to understand how children interact with toy books. In order to do that, the theorethical reference is based on the dircursive semiotics focusing the interactive regimes, proposed by Landowski (2009), in toy books and in the children contact with the productions. Three books to be analyzed were selected based on a research of the awards of Fundação Nacional do Livro Infantil e Juvenil (FNLIJ) in the category toy books, market availability of award books, books narrative appropriate to the age that research comprises and of the amount of interactive possibilities. Five year students from a kindergarten school of Porto Alegre, RS, in Brazil, were selected to interact with the chosen books. The research has a qualitative emphasis; it is an exploratory study using video recording to analyze children interaction with toy books. Their behavior and talking were used to observe how they interact with the toy books. The main interactive regimes perceived during the interaction were programming regimes, accident and adjustment. The results show some evidences of how we can use these books in classrooms and how parents can better select them. It was also possible to determinate how important is the teaching of image reading in school, in a society where image is present at all times, but that very little is reflected on what is shown.
Rolt, Clóvis Da. "Um rio de muitas margens: sociabilidade, interações simbólicas e práticas de apropriação da arte." Universidade do Vale do Rio do Sinos, 2009. http://www.repositorio.jesuita.org.br/handle/UNISINOS/2146.
Full textCoordenação de Aperfeiçoamento de Pessoal de Nível Superior
Esta pesquisa propõe como objeto de investigação as interações de sociabilidade entre participantes de um contexto de exposição de artes visuais do tipo Bienal, tendo como campo empírico a 6ª Bienal de Artes Visuais do Mercosul, evento ocorrido em Porto Alegre-RS, de 1º de setembro a 18 de novembro de 2007. Amparado nas premissas conceituais da teoria do interacionismo simbólico, o estudo busca discutir como se estruturam alguns aspectos relativos à sociabilidade, às práticas de apropriação, às representações e aos usos sociais da arte contemporânea num contexto expositivo de arte visuais do tipo Bienal.
This research proposes an investigation of sociability interactions among participants, who are situated in a context of a Biennial art exhibition type. The empirical field is focused in the 6th Mercosul Biennial, which happened in Porto Alegre, Rio Grande do Sul (Brazil), from September 1st to November 18th, 2007. Supported by the premises of the symbolic interaction theory, the study intends to discuss the structure of certain aspects related to sociability, to art appropriation practices, to representations and to social uses of the contemporary art in a context of the Biennial art exhibition type.
Clarke, Jennifer. "The Effect of Digital Technology on Late 20th Century and Early 21st Century Culture." [Tampa, Fla. : s.n.], 2003. http://purl.fcla.edu/fcla/etd/SFE0000108.
Full textHavlik, Michele Lynne, and havlik@optusnet com au. "An investigation of Interaction Design principles, for use in the design of online galleries." RMIT University. Creative Media, 2007. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080213.091808.
Full textPryor, Sally. "Extending integrationist theory through the creation and analysis of a multimedia work of art Postcard from Tunis /." View thesis, 2003. http://library.uws.edu.au/adt-NUWS/public/adt-NUWS20040416.112222/index.html.
Full text"Thesis submitted for the degree of Doctor of Philosophy in the School of Communication, Design and Media, University of Western Sydney, 31 August 2003" Includes bibliography.
Drummond, Jon R. "Interactive electroacoustics." View thesis, 2007. http://handle.uws.edu.au:8081/1959.7/35367.
Full textA thesis presented to the University of Western Sydney, College of Arts, School of Communication Arts, in fulfilment of the requirements for the degree of Doctor of Philosophy. Title from title screen. Includes bibliographies. Thesis minus video and audio files also available online at: http://handle.uws.edu.au:8081/1959.7/35367.
Haber, Arne [Verfasser]. "MontiArc - Architectural Modeling and Simulation of Interactive Distributed Systems / Arne Haber." Aachen : Shaker, 2016. http://d-nb.info/1118258789/34.
Full textGromala, Diane J. "Towards a phenomenological theory of the visceral in the interactive arts." Thesis, University of Plymouth, 2007. http://hdl.handle.net/10026.1/653.
Full textBaroya, Sydney. "Real-time Body Tracking and Projection Mapping in the Interactive Arts." DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2250.
Full textSwarowsky, Luciana Abitante. "INSTANTES COTIDIANOS: POR UMA ARTE DA FOTOGRAFIA MÓVEL." Universidade Federal de Santa Maria, 2013. http://repositorio.ufsm.br/handle/1/5221.
Full textThe objective of this research, in visual poetic, is to investigate in a practicaltheoretical way, the photography production from the usage of a new media: the mobile phone. This research aims to question the mobile photography while photographic object, as question the ephemerid of photographic act through a mobile device. In the subjugate of the pre-established technical limitation, which is a mobile device characteristic, I am developing a poetic which works the photographic capture and post-capture in transit, the mobility. This is a poetic motivated by a growing potential that is reaching the mobile communication and that tries to include new media in daily basis. Therefore, we are being guided by electronic impulses and dialogs mediated by the machine. Through three-distinct operational process, from innumerous possible, I work the mobile photography searching ways to transform it in an expressive way of art. In the position of a armed subject and completely apparatus , with a camera always in hand, I tried to express an experience derived not only from my subjectivity while author and real subject, but also as a experience that elucidates the device chosen automatisms and, therefore, and automatized subject revealed, non-personalized. In this way, all the photographic production process, capture and post-capture, get instituted by an interactive dialog between subjectivity and automaticity.
O objetivo desta pesquisa, em poéticas visuais, é investigar de modo teóricoprático a produção de fotografias a partir do uso de uma nova mídia: o telefone móvel. O propósito é questionar a fotografia móvel enquanto objeto fotográfico, bem como questionar a efemeridade do ato fotográfico mediado por um dispositivo móvel. No subjugo da limitação técnica pré-estabelecida, própria dos dispositivos móveis, desenvolvo uma poética que trabalha a captura e a pós-captura fotográfica em trânsito, na mobilidade. É uma poética motivada pelo crescente potencial atingido pela comunicação móvel e que atenta para a inclusão cada vez mais frequente das novas mídias no cotidiano, fazendo com que o homem seja cada vez mais guiado por impulsos eletrônicos e diálogos mediados pelo maquínico. Por meio de três processos operatórios distintos, dentre os inúmeros possíveis, trabalho a fotografia móvel buscando maneiras de fazer dela um meio expressivo na arte. Na posição de um sujeito armado (SONTAG, 1980) e completamente aparelhado (COUCHOT, 2003), com uma câmera sempre à mão, procuro exprimir uma experiência que deriva não apenas da minha subjetividade enquanto autora e sujeito real, mas também uma experiência que enuncia os automatismos do dispositivo escolhido e, portanto, reveladora de um sujeito automatizado, despersonalizado. Dessa maneira, todo o processo de produção fotográfica, captura e pós-captura, instaura-se por meio de um diálogo interativo entre subjetividade e automaticidade.