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Dissertations / Theses on the topic 'Digital artworks'

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1

Meneses, Luis. "Exploring the biography and artworks of Picasso with interactive calendars and timelines." [College Station, Tex. : Texas A&M University, 2007. http://hdl.handle.net/1969.1/ETD-TAMU-1451.

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2

De, Wild Karin. "Internet art and agency : the social lives of online artworks." Thesis, University of Dundee, 2019. https://discovery.dundee.ac.uk/en/studentTheses/a6a64a92-2edc-44a8-b371-de4a61bdc289.

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During the 1990s, artists started to explore the possibilities of the World Wide Web. This thesis investigates online artworks by studying their agency. Why do people interact with them, as if they are alive? How do they mobilise people, or make them share visions and ideas? Based on research in largely untapped archives, it presents an in-depth examination of several case studies, exploring the artwork's ability to have the power to act in a variety of social settings. Through studying the life trajectory of the artwork, it also offers insights in how these dynamic entities undergo changes ov
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Power, Debby Akam. "The use of digital media in artworks that demonstrate contemporary cultural engagements with the rural environment." Thesis, University of Sunderland, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.404642.

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4

Gould, C. E. "Interactive works for urban screens : a practice based study into building new ways of engaging communities in urban space through interactive artworks for urban screens." Thesis, University of Salford, 2015. http://usir.salford.ac.uk/35462/.

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In our urban environment we are surrounded by strangers, observed via surveillance cameras and connected to millions via the global digital infrastructure. Our media is pervasive and immersive, implicit in everything we do, as the distinction between the real and virtual becomes increasing blurred. Whilst pervasive screens are becoming an essential personal tool, large format public screens form part of the furniture of our urban architecture. This study will ask how we can maximise opportunities for cultural engagement using urban screens and how this can impact on our culture. In the last te
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5

De, Mecquenem Clément. "Study of smalt degradation mechanism : identification of factors influencing degradation and digital simulation of the original colors of artworks using artificial neural networks." Electronic Thesis or Diss., université Paris-Saclay, 2024. http://www.theses.fr/2024UPAST143.

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Ce projet porte sur l'étude de l'altération du smalt, un pigment de synthèse constitué de verre bleu teinté au Co et riche en K. Utilisé du XVe au XVIIIe siècle dans les peintures de chevalet, fresques et sculptures polychromes, le smalt est connu pour sa tendance à perdre sa couleur bleue et à virer au jaune-gris en présence de liant. Cette décoloration irréversible, bien que connue des artistes de l'époque, entraîne des modifications permanentes des œuvres. Si le mécanisme d'altération du smalt a été étudié et est globalement compris, les facteurs influençant ce phénomène, tels que la lumièr
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Yijun, Ding. "The aura of the artwork in the digitalization age : An experimental study based on Benjamin and Baudrillard." Thesis, Uppsala universitet, Institutionen för informatik och media, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-325739.

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This thesis explores how the aura of the artworks changes in the age of digital reproduction through the empirical experiments conducted in Uppsala Konstmuseum. By employing the definition of the aura given by Benjamin in The work of art in the age of the mechanical reproduction and The arcade project, this thesis conceptualizes the “aura” into eight dimensions and then operationalizes the eight dimensions in order to find whether audience’s evaluation of the artwork changes when they are given different stimulus in the control experiment. From the control experiment, the quantitative data wil
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Havlik, 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.

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Abstract: This research is the culmination of a four-year investigation and analysis into the principles of Interaction Design, particularly those that are found to be most suitable when designing and developing interactive navigation systems. The research was undertaken as a Masters degree by project. The project consists of a CD containing an online gallery showcasing works of art and an accompanying exegesis. The exegesis is structured into seven chapters, which consider, analyse and define what the key characteristics of Interaction Design are, where it comes from, and how it imp
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8

Stanley, Michael Leighton. "Digital compositing with traditional artwork." Texas A&M University, 2005. http://hdl.handle.net/1969.1/2643.

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This thesis presents a general method and guidelines for compositing digital characters into traditional artwork by matching a character to the perspective, lighting, style, and complexity of the particular work of art. The primary goal of this integration is to make the resulting image believable, but not necessarily to create an exact match. As a result, the approach used here is not limited to a single rendering style or medium, but can be used to create a very close match for almost any artistic image. To develop and test this method and set of guidelines I created composites using a varie
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9

McCormick, Sean. "Digital album artwork for the album "This was Tomorrow"." Click here to view, 2009. http://digitalcommons.calpoly.edu/artsp/35/.

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Thesis (B.F.A.)--California Polytechnic State University, 2009.<br>Project advisor: Mary LaPorte. Title from PDF title page; viewed on Mar. 10, 2010. Includes bibliographical references. Also available on microfiche.
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10

Pentes, Tatiana. "BlackBOX : painting a digital picture of documented memory." University of Technology, Sydney. Faculty of Humanities and Social Sciences, 2005. http://hdl.handle.net/2100/357.

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This study investigates and records the production of a digital media artwork blackBOX: Painting A Digital Picture of Documented Memory, generated through the media technologies of interactive multimedia, exploiting the creative potentials of digitally produced music, sound, image and text relationships in a disc based and online (Internet) environment. The artwork evolves from an imaginary electronic landscape that can be uniquely explored/ played in a non-sequential manner. The artwork/ ‘game’ is a search for the protagonist Nina’s hybrid cultural identity. This is mirrored in the explorati
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11

McCallion, P. J. "The development of methods for the reproduction in continuous tone of digitally printed colour artworks." Thesis, University of the West of England, Bristol, 2017. http://eprints.uwe.ac.uk/30002/.

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Advances in printing technologies in the late 19th century led to the development of half-toning techniques enabling the economical reproduction of photographic images in print. Whilst undoubtedly successful in low cost high volume image reproduction, half-toning representations are less faithful in detail when compared to continuous tone photomechanical methods in use at that time. This thesis asks the question: can the creative application of 21st century digital fabrication technologies enable the qualities of continuous tone imaging to be regained? In the 21st-century, printmaking may be s
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12

Swift, Elizabeth. "The hypertextual experience : digital narratives, spectator, performance." Thesis, University of Exeter, 2014. http://hdl.handle.net/10871/16025.

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This thesis demonstrates how the dynamics of hypertext fiction can inform an understanding of spectatorial practices provoked by contemporary performance and installation work. It develops the notion of the ‘hypertextual experience’ to encapsulate the particular qualities of active user engagement instigated by the unstable aesthetic environments common to digital and non-digital artworks. The significance and application of this term will be refined through an examination of different works in each of the study’s six chapters. Those discussed are as follows: Performances: Susurrus, by David L
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VOLPE, Lisa. "EARTH SCIENCE AND MODERN - CONTEMPORARY ART: FINGERPRINTS FOR THE SAFEGUARD OF ARTWORKS IN VIEW OF FINE ARTS TRANSPORTATION." Doctoral thesis, Università degli studi di Ferrara, 2013. http://hdl.handle.net/11392/2389470.

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Abstract One of the most important problem of artwork's uniqueness is related to the handling of the works for exhibitions around the world and the risks linked to this aspect (counterfeiting, etc.). With the diffusion of non-invasive methodologies in Cultural Heritage field, the historicalartistic- stylistic studies, designed for false artworks’ identification, are increasingly followed by chemical and spectrographic analyzes that allow material characterization of support and painting, underlining the important role of pigments considered "dating pigment ". Structural and texture elem
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Lugli, Benedetta Ludovica. "Efficientamento del processo di creazione e di modifica degli artwork all'interno di una multinazionale farmaceutica attraverso l'automazione del packaging material request form." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2021.

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Questo lavoro di tesi si prefigge di analizzare una situazione aziendale reale in cui a fronte della rilevazione di inefficienze nella finalizzazione di un processo, questo viene analizzato e reingegnerizzato. Nel primo capitolo verrà introdotto l’inquadramento generale degli ambienti aziendali odierni, costantemente sottoposti alle pressioni date dal dinamismo del mercato moderno. In quest’ottica le aziende devono utilizzare dei metodi per la gestione della qualità che gli permettano di rimanere competitive sul mercato. In questo capitolo saranno esplicitati i metodi del Total Quality Manage
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Khalfallah, Riahi Sonia. "Performance dansée augmentée et installation interactive performative : possibilités et limites de la co-création." Electronic Thesis or Diss., Paris 8, 2021. http://www.theses.fr/2021PA080069.

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Les œuvres numériques interactives remettent en question le rôle du spectateur. Il est sollicité physiquement et sensoriellement afin de l’inciter à être actif. Dans ce projet de thèse, nous mettons en avant le potentiel créatif enfui dans chaque participant à travers sa gestualité interactive dans la co-création de l’œuvre.À partir de l’exploration des différents gestes performatifs à travers les courants et les disciplines artistiques existants sous forme de performances et d’installations, nous avons identifié et créé le geste performatif recherché dans nos créations artistiques : la gestua
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16

Smith, Allison Hope. "162 Springcrest." Kent State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=kent1524231199349606.

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17

Lai, Pei-Yu, and 賴珮瑜. "The Message Dispositif of Contemporary Artworks in Digital Image." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/nbu5jw.

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博士<br>國立臺南藝術大學<br>藝術創作理論研究所博士班<br>106<br>This research is explored base on researcher’s personal artworks in recent years. Starting from generalizing and reflecting personal artworks,but also exploring the message dispositif of artworks in digital image through characteristics, the way of creation and content of other artists’s artworks in digital image. Of contemporary artworks in digital image with popularized digital tools after 2000’, exploring what content enrich the contemporary art? Are these artworks in digital image showing the special perspective to message spectacle space and mass m
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18

Reilly, Warren Andrew. "An analysis of traditional and digital methods for producing three dimensional artworks." Thesis, 2011. http://hdl.handle.net/1959.13/929800.

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Research Doctorate - Doctor of Philosophy (PhD)<br>This document is an investigation into the tools and processes used by artists and designers to convert their mental ideas into three dimensional space. Limiting itself to the field of sculptures using the human figure as the central subject, this research covers the techniques and tools used and the potential for recent engineering technologies to offer some advantage. The paper makes two major assertions: that a number of identifiable criteria are used by artists to control the forming of space, and that the recent emergence of haptic device
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Bristow, Tegan. "The sublime in interactive digital installation: an analysis of three artworks: Listening Post, Translator II: Grower and The Cloud Harp." Thesis, 2009. http://hdl.handle.net/10539/6512.

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This examines the notion of the sublime in interactive digital installation art, with the primary aim of showing the methods and devices used to evoke the sublime through interactive digital installation. The evocation of the sublime which is largely associated with nature is an appealing aesthetic in these technology driven artworks. This paper follows the history of the notion of the sublime in the arts and philosophy from Dioynisus Longinus to Jean-François Lyotard, with an emphasis on Romanticism and Postmodernism. Three case studies of interactive digital installations art are pres
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20

Jooste, Ané. "Childhood sexual abuse and contemporary trauma theory : a visual exploration in selected South African artworks." Diss., 2020. http://hdl.handle.net/10500/27260.

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Text in English, with abstracts and keywords in English and Xhosa<br>The study delves into traumatic memories rooted in the unconscious mind and the modalities of expression of traumatic memories of childhood. Specific reference is made to the trauma studies of Cathy Caruth and Bessel van der Kolk. Using a framework of contemporary trauma theory, I argue that trauma manifests through childhood sexual abuse (CSA) manifests in trauma and that a number of artworks by myself, Penny Siopis and Nathani Lüneberg, reflect such trauma. The research is conducted as practice-led research and focuses on
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21

Earnshaw, Rae A., S. Liggett, and K. Heald. "Interdisciplinary Collaboration Methodologies in Art, Design and Media." 2013. http://hdl.handle.net/10454/7080.

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No<br>Collaboration in art, design and media has traditionally taken place in the studio. Recent experiments in collaboration and interaction have sought to identify the factors that promote productive and creative collaboration and those that do not. It is clear that virtual collaboration mediated by computer networks can include many of the elements that characterise face to face collaboration. This also facilitates international collaboration just as easily as national and local ones. At the same time, digital convergence is producing environments and artefacts that blur the tradition
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22

Hsiao, Shih-Ting, and 蕭世廷. "A Study of Interactive Artwork by Integrating Digital Devices." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/53668590715394797573.

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碩士<br>國立雲林科技大學<br>設計運算研究所碩士班<br>100<br>Many interactive artworks often achieve better interaction experience due to using digital devices. Computers are often used for integrating several kinds of digital devices. This study discussed interactive artworks which were made by integrating digital devices. The researcher created and exhibited two interactive artworks “News, Trash, News” and the “The Voice of Abandon” based on the observation of environment and the experiment of life. Both of the two interactive artworks used the suitable digital devices and integrated them by computer application
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"Critical reflection in a digital media artwork. Playas: Homeland Mirage." TEXAS A&M UNIVERSITY, 2008. http://pqdtopen.proquest.com/#viewpdf?dispub=3281007.

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Stenner, Jack Eric. "Critical reflection in a digital media artwork - Playas: homeland mirage." Thesis, 2007. http://hdl.handle.net/1969.1/ETD-TAMU-1893.

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The introduction of digital media into the working practice of artists has produced challenges previously unknown to the field of art. This inquiry follows an atypical model of artist-driven research derived from disciplines such as social science and education. Here, an artwork functions as a model that is self-reflective, integrating methodologies in a form that benefits art and science. Using Naturalistic Inquiry, including semi-structured interviews of fifteen participants, the work illustrates a process of creation, analysis and evaluation that places the values of the artist on equal
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Hargadon, Michael A. "Like City Lights, Receding: ANSi Artwork and the Digital Underground, 1985-2000." Thesis, 2011. http://spectrum.library.concordia.ca/7341/1/Hargadon_MA_S2011.pdf.

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The rise of the Internet has obscured knowledge of the modes of mass online interaction that preceded it. Foremost amongst these was the Bulletin Board System (BBS), whose unique technological constraints encouraged the development of the art form known as ANSI. Through an examination of the economic paradigm shift that permitted mass adoption of microcomputers, the technological operating environment of the 1980s and 1990s and the ethos of the software piracy scene of that era, this thesis explains why this species of art took the form that it did, why artists chose to express themselves in
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Grotepass, Maria. "Investigating the software artwork creation process from an Agile perspective." Thesis, 2013. http://hdl.handle.net/10539/12270.

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The software artwork creation process is investigated using interviews with the artists, Brogan Bunt, Pierre Proske, Nathaniel Stern, Joshua Goldberg and Pall Thayer. This research asks the questions: How do practising software artist experience their development process? How does this process compare with the Agile software development process? How can conclusions made from a comparison between the Agile process and the discussions held with practising software artists shed light on the areas where the Agile process can assist artists and areas which might be avoided? The creative proc
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Lin, Ying-Chun, and 林英純. "A Digital Artwork Collection System with Recommendation Module - a Case Study on the Website of a University's Art Center." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/77805678445040270823.

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碩士<br>正修科技大學<br>資訊管理研究所<br>100<br>In the era of highly developed information and internet technology, using digital techniques to preserve artwork collections by images or 3D models and presenting them on websites have become the current trend. Users can thus browse the exhibits and interactive with them without any temporal and spatial constraints. We proposed a framework of digital artwork collection system in this study for instance of the construction of the website an art center in a university. The system is developed by adopting ASP.NET, and the structure of this system consists of fou
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Carvalho, Margarida Ribeiro Ferreira de. "A Obra “Faça-você-mesmo”: Estética da Participação nas Artes Digitais." Doctoral thesis, 2015. http://hdl.handle.net/10362/14990.

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A presente dissertação de doutoramento propõe-se a analisar criticamente a noção de obra de arte participativa, traduzida pela designação de obra “faça-você- -mesmo”, que apela à participação ativa e ao agenciamento do público que se tornam parte integrante do processo criativo engendrado pela obra. A nossa reflexão sobre a obra “faça-você-mesmo” insere-se no contexto da “cultura da participação” e da expansão dos media sociais e tem como principal objeto de estudo a obra participativa nas artes digitais. Esta tese postula uma análise das práticas participativas nas artes digitais à luz
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