Academic literature on the topic 'Found objects (Art)'

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Journal articles on the topic "Found objects (Art)"

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Brooker, Julie. "Found objects in art therapy." International Journal of Art Therapy 15, no. 1 (June 2010): 25–35. http://dx.doi.org/10.1080/17454831003752386.

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Chen, Willi. "Making Art Out of Found Objects." Anthurium A Caribbean Studies Journal 7, no. 1 (January 1, 2010): 1. http://dx.doi.org/10.33596/anth.134.

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Mohd Halem, Muhammad Nur Hakem, and Mohd Fazli Othman. "Using Nature and Found Objects for Creative Expression." Environment-Behaviour Proceedings Journal 7, SI7 (August 31, 2022): 413–17. http://dx.doi.org/10.21834/ebpj.v7isi7.3810.

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This study investigates and explores the ability and benefits of found-objects that enhance art within a therapeutic approach to cope with emotional issues. It allows the therapeutic process of found-object art therapy to be understood, experienced, and analyzed—found-object art therapy aids in improving mental and physical well-being. The flexibility of materials and technique and the mind-body engagements during the art-making process, help one to understand, connect with, and recover from the psychological issue. These are shown through first-hand experience of creating found-object artworks as therapy and supported by appropriate review-related literature and artwork with proper creative studio art research. Keywords: Found-Object Art; Therapy Approach; Nature. eISSN: 2398-4287 © 2022. The authors. Published for AMER ABRA CE-Bs by e-International Publishing House, Ltd., UK. This is an open-access article under the CC BCC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia. DOI: https://doi.org/10.21834/ebpj.v7iSI7%20(Special%20Issue).3810
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Izdebska, Karolina. "Powiernicy, kolekcjonerzy, (re)konstruktorzy. Współcześni artyści wobec rzeczy znalezionych." Kultura i Społeczeństwo 61, no. 1 (January 30, 2017): 157–74. http://dx.doi.org/10.35757/kis.2017.61.1.8.

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The term ‘found object’ refers to an existing object or artifact that contemporary artists use in undertaking memory-related themes in their art. Originally, such objects would not have fit in the category of art, although for their finders they might have had value (for instance, for aesthetic or nostalgic reasons, or due to the object’s originality). By means of the found object an artist comments on contemporary culture, constructing an artistic narration that concerns the past and reveals the memories or identities connected with places and people (for instance, site-specific art or community art). Through art collecting, the revelation or discovery of things from the past, artists become custodians of memory and engage in its reconstruction; this may involve either the ‘small’ personal memory or the collective memory, for instance, one based on the history of a location. In the artistic practices analyzed in the article, things also become a means to influence the course of our activities, by evoking memories and the emotions connected with them, awakening the senses and affecting the course of interhuman relations.
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Heurling, Julia. "The Layer Project—Lost and Found in Digital Translation." Leonardo 53, no. 1 (February 2020): 86–87. http://dx.doi.org/10.1162/leon_a_01608.

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How can technology and digitalization be used to challenge and develop an analog idea? What happens in the translation from the analog to the digital? Can technology reveal previously hidden aspects of an art object? What happens to the relationship between art and viewer in the process of digitalization? The Layer Project, still in progress, originated in analog mode: cutting paper photographs into strips as layers. Digital filming became important for documenting the objects, as photographing them did not capture the changeability of their three-dimensional aspects. What happens at these borders of 2D and 3D, analog and digital? What defines them and what explains them? How can we compare them, relate them to each other? How are they different? Does media transform or simply transmit imagery? This statement also discusses how technology can be a tool for reflecting on an artwork—a tool to evaluate, develop and challenge an artistic concept.
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Shopina, E., and M. Markova. "CREATING METHODOLOGY OF AN ART OBJECT USING SOFTWARE PACKAGES." Technical Aesthetics and Design Research 3, no. 2 (June 14, 2021): 14–21. http://dx.doi.org/10.34031/2687-0878-2021-3-2-14-21.

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Vector graphics and 3D modeling have opened up a wide range of perspectives for designers to create various art objects. The use of computer graphics greatly simplified the process of sketch creating, as it provided the ability to change, add colors, and edit entire groups of objects. 3D modeling made it possible to recreate products, taking into account the smallest details in a virtual environment, compose an interior, and perform animation of various processes. The research object is the computer programs Corel Draw and 3D max and their importance for the methodology of development and creation of art objects. As a result of the study, it was found that vector graphics and 3D modeling programs not only made it easier for designers to create art objects, but also made it possible to improve the level of design by changing the usual perception. According to the authors, software products influenced the development of design, which made it possible to create any objects in a virtual environment.
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Makukula, Dominicus. "Art, Objects and Belief Systems Among the Wangoni of Tanzania." Tanzania Journal for Population studies and Development 29, no. 1 (June 30, 2022): 24–43. http://dx.doi.org/10.56279/tjpsd.v29i1.138.

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This article is from a study that investigated the interplay among art, ritual objects, and belief systems through which the Wangoni people worshipped their God prior to missionary and colonial interventions. The study focused on the significance and implication of art on paraphernalia such as household tools and personal belongings as ritual objects that were commonly evoked during worship or ritual activities of the Wangoni. The ritual theory informed the study’s framework including its methodology, data collection, analysis and presentation, and the discussion of the findings. Using document analysis, interviews and observation to collect data, the study found that artistically-made objects or tools had a special place in the traditional religious practices and lore of the Wangoni. The Wangoni employed personal belongings and objects of deceased family members to establish contacts in the ancestral realm, as their intermediaries before God. It was also established that in the process of making religious-inspired tools or objects, most Wangoni patrons insisted on the artistic excellence of such objects and tools. It was believed that, firstly, art would increase the uniqueness of the object and signify the status and power it symbolized; and secondly, art would help to inculcate a sense of sanctity of the object or tool depending on its aesthetic outlook associated with the Wangoni’s beliefs in the existence of God in their worship or ritual practices.
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Sookkaew, Jirawat, Nakarin Chaikaew, Donticha Chiewsuwan, and Somchai Seviset. "A creation in abstract 3D art insprired from Pavo muticus imperator." Indonesian Journal of Electrical Engineering and Computer Science 27, no. 3 (September 1, 2022): 1419. http://dx.doi.org/10.11591/ijeecs.v27.i3.pp1419-1427.

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Creation of art as abstract art by choosing athree-dimensional (3D)art formto be used for creativity, has brought the characteristics of the peacock inspired by its forms, color characteristics, including its habitats to be usedas a mixture and elements in creating this art. Therefore, when combined with the key elements of a 3D object with depth dimension of the object in the Z axis, adopting the colors of the space and the atmosphere of thepeacock's habitat to the surface of the 3D pieces, which provide creative approaches and techniques that enable abstract 3D art to be realized by the shapes and formed by perspectives as a whole. Z-axis can create directions to display hundreds of perspectives. In addition, the colors that have beenused to blend in with the 3D objects create beauty inspired by the colors that can be found in nature. The peacock's art has been passed through with the distinctive features of 3D objects, resulting in creating such abstract 3D artpieces.
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Halchynska, O. S., B. O. Protsyk, K. V. Krichlow, and L. V. Navolska. "WOOD PROCESSING TECHNIQUES AS A MEANS OF CREATION OF LAND ART OBJECTS." Art and Design, no. 2 (August 11, 2021): 30–40. http://dx.doi.org/10.30857/2617-0272.2021.2.3.

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The purpose of the article is to study the land art objects created from the wood by various techniques used by the artists. To achieve the purpose, the following tasks have been identified and solved: the analysis of means of wood processing used by the artists to create the works of land art has been performed; the types of materials used to create installations have been determined; modern wood processing techniques and their characteristic features introduced in the land art objects have been studied. Methodology. The system approach, methods of typological, comparative-historical, reconstructive, structural-functional analysis, etc. are used. Results of the research. The study of wood processing techniques used by the artists of land art in their works has been conducted. The special decorative significance of wood processing techniques during the realization of the art object and their influence on the concept of the work have been determined. It has been found that the main trends in modern art are the environmental friendliness of materials used by the artists of land art, the use and restoration of ethnographic techniques and methods of creating art objects, but giving the work its own semantic component, often environmental one. The scientific novelty is to determine the author`s artistic techniques and approaches used for the creation of objects of land art in wood processing techniques, to develop the typologies of objects of land art from wood, as well as to determine the impact of traditional wood processing industries on the work of the artists of land art of our days. The practical significance lies in the fact that the materials presented in the article, their analysis and generalization can be used in research on the development of land art in Ukraine and the world, as well as for further implementation in the author`s art projects.
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Walker, Drew. "Lukasa! (The Devil’s Toy) African Inspirations and Western Objects." Afrika Focus 12, no. 4 (February 11, 1996): 143–60. http://dx.doi.org/10.1163/2031356x-01204002.

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This paper shows the encounter between an object found among the Luba of Zaire and the art historical treatment of it by western scholars. In this encounter certain tendencies are pointed out which on one hand point to a greatly unackowledged bias of western scholars in their regarding of foreign objects as art, and on the other hand may work to refigure those ways of seeing to form a richer understanding of memory, beauty and history in western scholarly practice.
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Dissertations / Theses on the topic "Found objects (Art)"

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Schrader, Sally. "The search: art, life and found objects." The Ohio State University, 1991. http://rave.ohiolink.edu/etdc/view?acc_num=osu1322067629.

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Moyer, Matthew E. Clarke Bede. "Monuments to water and air systems." Diss., Columbia, Mo. : University of Missouri--Columbia, 2009. http://hdl.handle.net/10355/6576.

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The entire thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file; a non-technical public abstract appears in the public.pdf file. Title from PDF of title page (University of Missouri--Columbia, viewed on November 19, 2009). Thesis advisor: Bede Clarke. Vita. Includes bibliographical references.
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Hedman, Angela M. "What is the significance of functional found object art? : found object purses inspired by 1970's and 1980's design." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1345341.

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The central focus for this creative project was to explore the possibilities of found object and recycled art with emphasis on function and design. After researching the art and the artists who made/make it, a collection of functional art was created. The project resulted in a body of work that consisted of thirteen bags and purses that were made from gift cards and gameboards. The design of 1970's and 1980's art was used as inspiration. Traditional metalsmithing techniques were required for the completion of each work. Copper wire was used as both a structural and ornamental element. The awareness of recycled art will be heightened. Found object and recycled art is significant, purposeful, and important in both the history and future of art.
Department of Art
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Massaro, Vincent Peter. "Transmogrification /." Online version of thesis, 1990. http://hdl.handle.net/1850/11190.

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Akpang, Clement Emeka. "Nigerian modernism(s) 1900-1960 and the cultural ramifications of the found object in art." Thesis, University of Bedfordshire, 2016. http://hdl.handle.net/10547/621830.

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This thesis explored the phenomenon of Modernism in Twentieth Century Nigerian art and the cultural ramifications of the Found Object in European and African art. Adopting the analytical tools of postcolonial theory and Modernism, modern Nigerian art was subjected to stylistic, conceptual and contextual analysis. The avant-gardist context of the form was explored for two reasons; first in an attempt to distinguish the approaches of named artists and secondly, to address the Eurocentric exclusion of the ‘Other’ in Modernist discourse. The works of Nigerian modernists - Aina Onabolu, Ben Enwonwu and Uche Okeke whose practices flourished from 1900 - 1960, were interrogated and findings from detailed artists case studies proved that during the period of European Modernism, a parallel bifurcated Modernism (1900-1930 / 1930 -1960) occurred in Nigeria characterised by the interlacing of modern art with nationalist political advocacies to subvert colonialism, imperialism and European cultural imposition. This radical formulation of modern Nigerian art, constituted a unique parallel but distinct avant-gardism to Euro-American Modernism, thus proving that Modernism is a pluralistic phenomenon. To valorise the argument that Modernism had multiple avant-garde centres, this thesis analysed the variations in philosophies, ideologies and formalism of the works of Nigerian Modernists and contrasted them from Euro-American avant-gardes. The resultant cultural and contextual differences proved the plurality of Modernism not accounted for in Western art history. Furthermore, by adopting comparative analysis of the Found Object in European and African art, this thesis proved that, the appropriation of mundane objects in art differ from culture to culture, in context, philosophies and ramifications. This finding contributes to knowledge by addressing the ambiguity in Found Object art discourse and problematic attempts to subsume this genre into a mainstream framework. The uncovering/theorisation of this parallel bifurcated Nigerian Modernism, contributes to expanding understanding of Modernism as a pluralistic phenomenon thus, contributing to debates for the recognition of the different Modernisms which cultures outside Europe gave rise to. The recognition and situation of Nigerian avant-gardism and modernism and interpretation of the Found Object as being culturally specific will subsequently contribute to the reconstruction of modernist discourse and Nigerian/African art histories.
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Guagliumi, Arthur Robert. "Assemblage art: origins and sources /." Access Digital Full Text version, 1990. http://pocketknowledge.tc.columbia.edu/home.php/bybib/10910244.

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Thesis (Ed.D)--Teachers College, Columbia University, 1990.
Includes appendices. Typescript; issued also on microfilm. Sponsor: Justin Schorr. Dissertation Committee: David S. Nateman. Bibliography: leaves 162-186.
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Moode, Michelle C. "Pieces of the universe." Morgantown, W. Va. : [West Virginia University Libraries], 2007. https://eidr.wvu.edu/etd/documentdata.eTD?documentid=5198.

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Thesis (M.F.A.)--West Virginia University, 2007.
Title from document title page. Document formatted into pages; contains vi, 57 p. : col. ill. Vita. Includes abstract. Includes bibliographical references (p. 53-54).
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Campbell, Holly Cristin. "Contents." Pullman, Wash. : Washington State University, 2010. http://www.dissertations.wsu.edu/Thesis/Spring2010/h_campbell_060110.pdf.

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Linton, Jerry. "Chance images." Thesis, Kansas State University, 1985. http://hdl.handle.net/2097/9862.

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Amoda, Olu Moulton Marc. "Seeds of passage." Diss., Statesboro, Ga.: Georgia Southern University, 2009. http://www.georgiasouthern.edu/etd/archive/fall2009/olu_amoda/Amoda_Olu_200908_mfa.pdf.

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"A thesis submitted to the Graduate Faculty of Georgia Southern University in partial fulfillment of the requirements for the degree Master of Fine Art." Title from PDF of title page (Georgia Southern University, viewed on February 10, 2010). Marc Moulton, committee chair; Bruce Little, Julie McGuire, Gary Dartt, committee members. Electronic version approved: December 2009. Includes bibliographical references (p. 119-121).
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Books on the topic "Found objects (Art)"

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Skowood, Heather. Jewelry from found objects. Mechanicsburg, PA: Stackpole Books, 2011.

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Platt, Ellen Spector. Artful collage from found objects. Mechanicsburg, PA: STACKPOLE BOOKS, 2012.

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Wallach, Mara. Making mosaics with found objects. Mechanicsburg, PA: Stackpole Books, 2010.

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Haab, Sherri. Jewelry upcycled!: Techniques and projects for reusing metal, glass, plastic, fiber, and found objects. New York: Crown Pub., 2011.

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MacDonald, Jaimie. Jewellery from recycled materials. London: A. & C. Black, 2009.

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MacDonald, Jaimie. Jewellery from recycled materials. London: A. & C. Black, 2009.

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MacDonald, Jaimie. Jewellery from recycled materials. London: A. & C. Black, 2009.

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Barrish, Jerry R. Jerry Ross Barrish: Assemblage found objects. San Francisco, Calif: Dirt Bag Press, 2008.

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Holmes, Cas. The found object in textile art. Loveland, Colo: Interweave Press, 2010.

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Charlene, Cerny, Seriff Suzanne, and Museum of International Folk Art (N.M.), eds. Recycled, re-seen: Folk art from the Global Scrap Heap. New York: Harry N. Abrams in association with the Museum of International Folk Art, Santa Fe, 1996.

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Book chapters on the topic "Found objects (Art)"

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Di Tore, Stefano, Giuseppe De Simone, and Michele Domenico Todino. "Learning by Making. 3D Printing Guidelines for Teachers." In Makers at School, Educational Robotics and Innovative Learning Environments, 181–86. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-77040-2_24.

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AbstractFor many years now, and particularly since the 1930s, educational research has focused on the idea that all authentic education comes from experience. Nowadays, activism has found a natural affinity with the maker movement. Fab labs and creative ateliers have become more popular, especially for educational purposes, suggesting the coming of new types of “learning by doing.” However, these new forms of “learning by doing” must take account of the technologies already present in a particular creative space used by makers. These technologies are mainly: 3D printers, CNC milling machines, 3D scanners, laser cutters, etc. This short paper begins with a premise of educational ergonomics, to introduce teachers, media educators and animatori digitali (digital coordinators) to the didactic implications of introducing different human–machine interfaces (HMI) into their practices. In particular we describe the main features of SLA and SLS 3D printing. The impacts we discuss of 3D printing are resolution, types of printing materials, average printing times, post-processing, and cost. We have selected these criteria because it has been documented that their impact is very heavy in certain school subjects. For example, an FDM 3D printer can be useful in terms of the ease of printing an object, but it may not reach the necessary level of detail for a meticulous reproduction of art objects or precision mechanisms that an SLA 3D printer can achieve.
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Pinzari, Flavia, and Beata Gutarowska. "Extreme Colonizers and Rapid Profiteers: The Challenging World of Microorganisms That Attack Paper and Parchment." In Microorganisms in the Deterioration and Preservation of Cultural Heritage, 79–113. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-69411-1_4.

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AbstractMicroorganisms form the backbone of life on Earth. Over billions of years, they have colonized and shaped every possible niche on the planet. Microbes have modelled both the land and the sea, and have created favourable conditions for multicellular organisms to thrive in. Our understanding of how microbial diversity is distributed across natural environments and how microbes affect ecosystems is constantly evolving as public databases are set up and new techniques based on massive sequencing are developed. The microbiome found in a particular anthropogenic environment is generally much less complex than those found in natural ones: there is less competition and the main actors are often linked to survival mechanisms regulated by a few limiting factors. Despite this simplicity, it is very difficult to link cause and effect when seeking to identify the role of individual organisms. In the case of biodeterioration of paper and parchment, even when analysing the individual components of a simple phenomenon, it is not always easy to understand the mechanisms at play. Works of art are unique objects and the elements that determine the arrival and establishment of one or more microorganisms and the direction that the biodeterioration process takes are always different. In some cases, however, there are common denominators and predictable mechanisms. The variables that come into play are examined below.
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Galluzzo, Michele. "The Open Logo and the Closed History Notes of a Social History of Visual Identities." In Springer Series in Design and Innovation, 640–48. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-49811-4_61.

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AbstractThe golden age of corporate identity and logo design has always found wide space in visual communication histories as a crucial moment in the evolution of the graphic design profession in a modern direction. This focus in the last ten years has been confirmed by the publication of monographs, magazines and reprints, the launch of digital archives and publishing houses dedicated to the story of ‘logo-modernism’. If, on the one hand, this interest in the narrative of the modernist corporate identity season has made it possible to access images, information and biographies that were hitherto known little or nothing, on the other hand, they have perpetuated the presentation of this season according to a ‘heroic’ reading fuelled by the ‘formal lens’ and ‘visual satisfaction’. In doing so, historical narratives have often ended up showing graphic artefacts as decontextualized objects. Presented as ‘works of art’, logos were detached from the social context in which they lived, from the meanings they took on in the real world, and from the economic and political messages they conveyed.Starting from the reconstruction of the historiographical debate that has run through the discipline since the 1990s, this contribution proposes to extend the historical narrative of logo design and the season of corporate identity manuals, trying to also include the dialogue between the end users and these canonical artefacts of graphic design history. Analyzing the way in which public opinion during history has related to logos by loving them, contesting them, modifying them, rejecting them, memeifying them, allows us to look at the trademarks of modernism as cultural objects, as mediators of social relations. Finally, this contribution proposes the social history approach as a lens to open up history to a more inclusive narrative and to look at logos as ‘open works’.
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Arvind, Aniketh. "A Deep Neural Architecture Search Net-Based Wearable Object Classification System for the Visually Impaired." In Communications in Computer and Information Science, 198–213. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-46338-9_15.

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AbstractThe World Health Organization estimates that a staggering 2.2 billion individuals worldwide suffer from vision impairments, drastically limiting independence and quality of daily life and leading to billions of dollars in direct costs and annual productivity losses. Although the field of machine learning has made significant strides in recent years, particularly in image classification, these advances have predominantly focused on tasks that are visual in nature, which can be challenging for vision-impacted individuals. Much work has been published on obstacle avoidance and large-object detection for the visually impaired. However, little has been done to aid them in better understanding complex indoor daily-living environments. For these reasons, this study develops and presents a wearable object classification system specifically designed to assist the visually impaired in identifying small tabletop objects commonly found in their surrounding indoor environments. Through transfer learning, the system uses a pretrained neural architecture search network called NASNet-Mobile and a custom image dataset to conduct highly effective small-object classification with model accuracies of over 90.00%. The proposed transfer-learning model is subsequently deployed on a wearable wrist device for real-world applicability. This study ultimately evaluates and demonstrates the system’s ability to accurately classify small tabletop objects using an eight-trial experiment that calculates the system’s average precision, recall, and F1 score to be 99.30%, 97.93%, and 98.61%, respectively. Overall, this system represents a significant step forward in the development of machine learning systems that constructively assist the visually impaired while simultaneously improving their daily independence and quality of life.
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"2 Lost and Found Dada Objects and Subjects." In Objects as History in Twentieth-Century German Art, 34–62. University of California Press, 2010. http://dx.doi.org/10.1525/9780520947481-004.

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González, Laura. "Seduction in Works of Art." In Seduction in Popular Culture, Psychology, and Philosophy, 165–87. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-0525-9.ch008.

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What is it about certain things that occupy our thought until we get hold of them, until we somehow possess them? Why is it that we hopelessly, predictably, inevitably fall for certain works of art? What is it about certain objects that seduce us? This chapter seeks to study the seductiveness of objects, something that also preoccupied Jean Baudrillard and is found at the core of his thinking. The work studies a very particular kind of object: the work of art, although consumption and captology, designed objects and other types of objecthood are also used as examples. The perspective adopted here, however, is not related to the historical or economic contexts of the objects. The truth about seduction will not be sought (it would deceive, anyway); or, indeed, an interpretation for the purposes of academic knowledge, which would kill it; or, again, its representation, which would be a flawed and false undertaking, if not impossible.
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Kelly, Julia. "The Found, the Made and the Functional: Surrealism, Objects and Sculpture." In Found Sculpture and Photography from Surrealism to Contemporary Art, 39–57. Routledge, 2017. http://dx.doi.org/10.4324/9781315094014-3.

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Wasielewski, Amanda. "The Growing Pains of Digital Art History: Issues for the Study of Art Using Computational Methods." In Digital Human Sciences: New Objects – New Approaches, 127–51. Stockholm University Press, 2021. http://dx.doi.org/10.16993/bbk.f.

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Digital methodologies that revolve around the study of text have become popular in humanities disciplines such as literature and history. The potential for studying large groups of text automatically through techniques like text mining has meant that Franco Moretti’s “distant reading” has found more and more proponents. Art history, however, presents some unique barriers to uptake in computational techniques, not least the resistance of art historians, who have raised legitimate concerns about the relevance of such techniques. Many so-called “digital art history” projects focus only on formal characteristics while ignoring context, which does not reflect the nature of art historical study in the last 60 years. The technical challenges of using digital methodologies in the study of art and visual culture have limited the potential benefits of such techniques as well: the methodologies used for images are more complex than text recognition and there is simply not enough preexisting data that needs to be sorted in this way.
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Skov, Martin, and Ulrich Kirk. "Expertise and Aesthetic Liking." In Brain, Beauty, and Art, 70–74. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780197513620.003.0015.

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It has long been observed that experience influences aesthetic evaluations. Psychological research has found multiple examples of experts and nonexperts forming different liking responses to similar stimuli. It remains unclear, though, precisely why experts evaluate objects they are experts on differently from people who are not experts. In the article under discussion, using functional magnetic resonance imaging, the authors demonstrated that, compared to non-architects, architects exhibited higher levels of neural activity in the reward systems when tasked with evaluating their liking of buildings but not when tasked with evaluating the attractiveness of faces.
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He, Xianyou, and Wei Zhang. "Social Meaning Brings Beauty." In Brain, Beauty, and Art, 75–80. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780197513620.003.0016.

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In the study discussed in this chapter, the authors found that concrete pictographs elicited variable aesthetic appraisals related to the aesthetic qualities of the reference objects. In addition, Chinese characters are also produced in the form of metaphorical writing symbols that convey social concepts (ideographic symbols of oracle bone script). The study investigated whether the reference social meanings altered neural responses in the aesthetic appraisal of oracle bone scripts. Similar to the findings of pictographs, the beauty judgment of positive oracle bone scripts activated the occipital lobe for perceptual processing, frontal lobe for cognitive judgment, and right putamen for rewarding experience. However, only perceptual processing regions were found in the ugly judgment of negative oracle bone scripts. Results indicated that aesthetic appraisal of oracle bone scripts mainly depended on the valence of the reference social meanings and was in accordance with the stereotype of “what is good is beautiful, and bad is ugly.”
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Conference papers on the topic "Found objects (Art)"

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Adascalița-Crigan, Lucia, and Viorica Cazac-Scobioala. "Perpetuating the rhombus in traditional Romanian art." In Simpozion internațional de etnologie: Tradiții și procese etnice, Ediția III. Institute of Cultural Heritage, Republic of Moldova, 2023. http://dx.doi.org/10.52603/9789975841733.01.

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The rhombus as an ornamental motif of traditional art can be found both among the signs sewn on popular costumes or in interior textiles, on household objects, and among the shapes found in traditional cuisine. Being a geometrical motif with an archaic symbolic charge, characterized by perpetuity and cosmic sacredness, it was exploited and integrated into all the daily, celebratory and ceremonial circumstances of man. In this context, the objective of the study was directed towards the presentation of the multicriteria interpretation of this motif. On the one hand, the Rhombus carries a special semantic load, varied by the chromatic diversity and by the shapes it takes, and on the other hand, the aim is to record and fix some valuable images of the objects bearing this decorative element. Noted for its wide use, the Rhombus is found in its geometric meaning as a singular element, in ensembles of motifs and geometric compositions integrated with other inscribed motifs, but also in free rendering that involves changes in outline and proportions. Thus, knowing the multiple values of the rhombus allows the revitalization of some compositions from the national folk art and the preservation of this ancient primary ornamental motif, while the aesthetic valences and spiritual interferences will serve as a source of inspiration for today’s folk art creators. The paper presents the results of the study carried out within the State Program 20.8009.0807.17 REVICULT.
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Nitu, E. C., O. Cirstina, F. I. Lupu, M. Leu, A. Nicolae, and M. Carciumaru. "PORTABLE ART OBJECTS DISCOVERED IN THE UPPER PALEOLITHIC OF ROMANIA." In Знаки и образы в искусстве каменного века. Международная конференция. Тезисы докладов [Электронный ресурс]. Crossref, 2019. http://dx.doi.org/10.25681/iaras.2019.978-5-94375-308-4.22-23.

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In addition to their undeniable aesthetic value, ornaments are the element that may differentiate the various social groups or individuals belonging to certain groups. More specifically, body decoration is closely related to social identity. The ornament, as a form of communication, has a certain advantage over other means of communication because, once displayed, perhaps even more than language itself, the individual wearing it need not make any effort to deliver his/her message, social sta-tus, their belonging to a group etc. The first adornments used during the Paleolithic are beads, while perforated shells are among the earliest examples of this sort. In a few cases, the perforated shells come from species rarely used in the Paleolithic, brought from long distances, in terms of the settlements in which they were found so, apart from individualizing and characterizing a certain group, they may represent important documents regarding migrations over wide areas and even regarding the origin of a culture. This is shown by new discoveries made in an early Gravettian layer at the Poiana Cireului site (Piatra Neam, north-eastern Romania), dated between 30 ka and 31 ka BP (Niu et al., 2019). The ornaments discovered here include a unique association of perforat-ed shells represented by three species of mollusks: Lithoglyphus naticoide, Litho-glyphus apertus and Homalopoma sanguineum (an exclusively Mediterranean spe-cies). This occupation differs from Central and Eastern European Gravettian tradi-tions through the symbolic behavior of the communities, defined by the use of perfo-rated shells of freshwater and marine (Mediterranean origin) mollusk belonging to species very rarely used in the Palaeolithic. Poiana Cireului is one of the very few Gravettian sites where perforated Homalopoma sanguineum shells were found and is the only Gravettian settlement where Lithoglyphus naticoides shells were used. We present the ornaments discovered and the results of analysis performed to identify the perforation methods and the use-wear traces. The presence of a Mediterranean species at the Poiana Cireului settlement located more than 900 km from the nearest source suggests the connection of communities here with the Mediterranean area. In the light of these new findings, the origin and diffusion of the Gravettian from the Mediterranean to the east of the Carpathians are a hypothesis that should be considered. Niu, E.-C., Crciumaru, M., Nicolae, A., Crstina, O., Lupu, F. I., Leu, M. (2019). Mobility and social identity in the Early Upper Palaeolithic: new personal ornaments from Poiana Cireului site (Piatra Neam, Romania). PLOS ONE, 14 (4), e0214932. https://doi.org/10.1371/journal.pone.0214932
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Seglins, Valdis, and Agnese Kukela. "ANCIENT GREEN �WISH STONE� OF HATTUSA, TURKEY." In 9th SWS International Scientific Conferences on ART and HUMANITIES - ISCAH 2022. SGEM WORLD SCIENCE, 2022. http://dx.doi.org/10.35603/sws.iscah.2022/s04.04.

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The territory of modern Turkey is abundant in ancient monuments of a various kind and historical periods. Among most notable ones are the ruins of the ancient Hittites capital near modern settlement of Bogazkoy / Hattusas. The remains of the stone structures located in that area have been studied for more than a century and there are many documented discoveries. However, some of these discoveries are still lacking a reliable scientific research data. For that reason, such objects often become popular subjects for discussions by visitors with a wide variety of views. This also applies for the green stone monolith in its shape similar to a cube, located in Hattusa. The time and purpose of the installation and shaping of that stone is unknown, which has given rise to dozens of folklore stories talking about the importance of this stone block, called also as a �wish stone�, where both secret cults and evidence of aliens� technologies and invasions are present. Current study is based on a systematic analysis of images of this green stone artifact, which allowed us to access the damages visible on exposed surfaces of this object. The study is more of a methodological orientation, although some of the similarities in images found on the exposed stone surfaces, indicate the connection of this object with the Ancient Egyptian culture.
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Braun, I. M. "THE SWISS MAGDALENIAN PORTABLE ART AND SUPRA-REGIONAL PARALLELS." In Знаки и образы в искусстве каменного века. Международная конференция. Тезисы докладов [Электронный ресурс]. Crossref, 2019. http://dx.doi.org/10.25681/iaras.2019.978-5-94375-308-4.8-9.

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The Upper Paleolithic in Switzerland is so far only known by the Magdalenian (ca. 18000 12000 BP). Only in seven of the about fifty Magdalenian sites known in Switzerland pieces of portable art were found (Braun, 2019). The most well-known Swiss site where portable art was found is the Kesslerloch. According to Hneisen (1993) Swiss Magdalenian portable art can be divided into two groups: engravings and figurative sculpture. Some of them are decorated either with signs or animal figures. The engravings are mostly on rein-deer antlers, but also on bones, stone and jet. The majority of the engravings are on objects of utility as btons percs, spear points and other tools. In addition to figurative themes such as animals and a possible animal-human representation, there are mainly signs and other ornamental patterns (Bosinski, 1982 Braun, 2019 Hneisen, 1993). The term figurative sculptures is used to describe objects of utility, some of which are sculpted, such as spear thrower ends decorated with horse heads, so-called spindle-shaped sculptures and very stylized female statuettes. Apart from a musk ox head from the Kesslerloch, no other animal sculptures have yet been found in Switzerland. The figurative sculptures are less frequent than the engravings (Bosinski, 1982 Braun, 2019 Hneisen, 1993). Numerous works of portable art in Switzerland are similar to works of portable art of Southwest France and of the French Pyrenees, as f.i. the sculptured spearthrowers (Bandi, Delporte, 1984 Bosinski, 1982 Braun, 2019 Garrod, 1955 Leesch et al., 2019 Stodiek, 1993). But there are also characteristic features which are typical of Swiss and South German portable art, as f.i. the use of jet. Fig. 1. Kesslerloch. Spear thrower ends decorated with horse heads (Guyan, 1944). Электронная библиотека ИА РАН: https://www.archaeolog.ru/ru/el-bib 9 Bandi, H.-G., Delporte, H. (1984). Propulseurs dcors en France et en Suisse. Elments de Pr- et Protohistoire europenne. Hommage Jacques-Pierre Millotte, 203211. Annales littraires de lUniversit de Besanon. Paris: Les Belles Lettres. Bosinski, G. (1982). Die Kunst der Eiszeit in Deutschland und der Schweiz Bonn: Habelt. Braun, I. M. (2019). Ausgewhlte Beispiele der Kleinkunst des Sptglazials aus der Schweiz und berregionale Parallelen. In Floss, H. (Ed.), Das Magdalnien im Sdwesten Deutschlands, im Elsass und in der Schweiz (pp. 277296). Kerns: Tbingen. Garrod, D. A. E. (1955). Paleolithic Spear-Throwers. Proceedings of the Prehistoric Society, 21, 2135. Guyan, W. U. (1944) Eine Speerschleuder vom Kesslerloch. Zeitschrift fr Schweizerische Archologie und Kunstgeschichte, 6, 7584. Hneisen, M. (1993). 4.7. Die Kunst des Jungpalolithikums der Schweiz. In Le Tensorer, J.-M., Niffeler, U. (Hrsg.), SPM I Die Schweiz vom Palolithikum bis zum frhen Mittelalter. Band 1: Palolithikum und Mesolithikum (pp. 187199). Basel: Schweizerische Gesellschaft fr Ur- und Frhgeschichte. Leesch, D. Bullinger, J., Mller, W. (2019). Vivre en Suisse Le Magdalnien. Basel: Archologie Schweiz. Stodiek, U. (1993). Zur Technologie der jungpalolithischen Speerschleuder Eine Studie auf der Basis archologischer, ethnologischer und experimenteller Erkenntnisse. Tbingen: Archaeologica Venatoria (Tbinger Monographien zur Urgeschichte, Band 9).
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Schnugg, Claudia, Daniela Brill, and Christian Stary. "Towards Sensemaking in the Meshwork of Technology, Ecology and Society: Symbiosis of Aesthetics, Performance and Digitalization." In 28th International Symposium on Electronic Art. Paris: Ecole des arts decoratifs - PSL, 2024. http://dx.doi.org/10.69564/isea2023-84-full-schnugg-et-al-meshwork-of-technology.

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To act, humans first need to make sense of the world. Thereby, sensemaking goes beyond accumulation of pure information of objects or rational knowledge production, but it encompasses additional information such as meaning, mindful engagement, socially embedded knowledge, cultural and work contexts. To navigate in diverse environments, sensemaking becomes central to social settings, also to engage with technologies and understand dynamics in ecological environments. In a complex world where technologies are added components of everyday life and are envisioned as partial means to approach global challenges, social, technological, and ecological environments become intertwined. This meshwork of environments also means to bring together different kinds of knowledge as a base of sensemaking through experience. In the Digital Sensemaking project we specifically look at digitization processes, the interaction with IoT Elements and Digital Twins through the lens of performance art to elaborate on the non- cognitive core constituents of sensemaking processes: embodiment, action-sense nexus, and temporality. We show that aesthetics can be found as an important dimension to bridge the cognitive and non-cognitive process and explore the role of art in this kind of research. It facilitates process and technological development in organizations entangling the social, technological, and ecological.
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Blanco, Silvia, Berta Carrión, and José Luis Lerma. "REVIEW OF AUGMENTED REALITY AND VIRTUAL REALITY TECHNIQUES IN ROCK ART." In ARQUEOLÓGICA 2.0 - 8th International Congress on Archaeology, Computer Graphics, Cultural Heritage and Innovation. Valencia: Universitat Politècnica València, 2016. http://dx.doi.org/10.4995/arqueologica8.2016.3561.

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The usage of augmented reality (AR) and virtual reality (VR) technologies began to grow when smartphones appeared. Until then, the number of portable devices capable of incorporating these technologies was reduced. Video games are the main field where these technologies are applied, but in other fields such as in archaeology, these technologies can offer many advantages. Ruins reconstruction, ancient life simulation, highly detailed 3D models visualisation of valuable objects from the past or even user free movement in missing places are just some examples found in literature.This paper reviews the latest visualisation technologies and their applicability to the rock art field. The main purpose is to disseminate rock art paintings through AR and VR applications. After the image-based three-dimensional (3D) modelling is obtained, an interactive visit to a shelter for displaying rock art paintings is presented. This is one of examples developed in this paper that pretends to apply the revised AR and VR techniques. In addition, an example of AR is developed that can be easily adapted to further applications displaying rock art paintings.
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Carpintero Rezende, Edson José, Juliana Godin, Enderson Neves Cruz, and Sérgio Antônio Silva. "Art, Design and Technology in education: development of animatronics as learning objects for the study of robotics." In LINK 2021. Tuwhera Open Access, 2021. http://dx.doi.org/10.24135/link2021.v2i1.94.

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This work presents the results of a transdisciplinary project between the areas of Art, Design, Electronics and Informatics, whose objective is to develop techniques for the construction of animatronics to apply them as learning objects in robotics teaching. The project was designed to integrate, in its team, teachers, researchers, social educators and students. The conceptual axis was proposed by researchers in the areas of Art, Design and Electronics, based on the concern of teachers and students regarding the high retention and dropout rates in the technical course in Electronics, in a technical and technological education institution in the city of Belo Horizonte, Brazil. It started from the hypothesis that concrete materials and playful tools can stimulate cognitive functions to promoting more dynamic and meaningful teaching and learning. The highlight is that the animatronics were built by the institution's own students, with low-cost materials, with a view to being used as Learning Objects also in other basic education schools and non-school spaces. The methodological procedures were characterized by an exploratory approach since the project was in the experimental phase of application. The actions were outlined by: (i) selection of students, bibliographic survey, document analysis, scheduling of meetings, application of preliminary questionnaires and observations, data collection through questionnaires; (ii) development of the electronic and mechanical structure of the prototype, records, and observations of implemented actions; (iii) reflection based on the analysis of the results obtained and dissemination. The materials chosen to compose the physical structure consisted of expanded polystyrene (EPS), paper, PVA glue, PVA putty, acrylic paint, and metallic paint, since they can be easily found in stationery stores or material stores for artistic or design projects. In the mechanical part, a servomotor was chosen, which consists of an electromechanical machine that presents movement proportional to a command, like closed-loop devices. The monitoring of the participants and the construction of the animatronic took place in weekly meetings with adjustments, revision and adaptation of work plans aiming at the co-production of knowledge and successive cycles of critical reflection. The first public presentations of the project took place at two academic events, with the target audience composed mainly of elementary and high school students. The results indicated that the dialogue between art, design, and electronics in the construction of Learning Objects stimulated the interest of children and adolescents around complex knowledge in a spontaneous and ludically way. The activities experienced around the project gave rise to the possibility of building knowledge under a new perspective. For the proposing team, the experience provided evidence that the popularization of scientific knowledge can be articulated with unofficial knowledge and practices and even in non-school contexts, in a playful way. The next step is to create educational kits, produce booklets, video classes, offer courses and train teachers and monitors, including theoretical discussions and practical application perspectives inherent to the area.
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Nahon, Meyer. "Determination of the Minimum Distance Between Moving Objects Including Velocity Information." In ASME 1993 Design Technical Conferences. American Society of Mechanical Engineers, 1993. http://dx.doi.org/10.1115/detc1993-0361.

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Abstract The rapid determination of the minimum distance between objects is of importance in collision avoidance for a robot maneuvering among obstacles. Currently, the fastest algorithms for the solution of this problem are based on the use of optimization techniques to minimize a distance function. Furthermore, to date this problem has been approached purely through the position kinematics of the two objects. However, although the minimum distance between two objects can be found quickly on state-of-the-art hardware, the modelling of realistic scenes entails the determination of the minimum distances between large numbers of pairs of objects, and the computation time to calculate the overall minimum distance between any two objects is significant, and introduces a delay which has serious repercussions on the real-time control of the robot. This paper presents a technique to modify the original optimization problem in order to include velocity information. In effect, the minimum distance calculation is performed at a future time step by projecting the effect of present velocity. This method has proven to give good results on a 6-dof robot maneuvering among obstacles, and has allowed a complete compensation of the lags incurred due to computational delays.
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Mindrup, Matthew. "La Réaction Poètique of a Prepared Mind." In LC2015 - Le Corbusier, 50 years later. Valencia: Universitat Politècnica València, 2015. http://dx.doi.org/10.4995/lc2015.2015.677.

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Abstract: This paper explores Le Corbusier’s practice of collecting and studying everyday objects as inspiration for new architectural ideas. An avid collector of ‘objets trouves’ that Le Corbusier referred to specifically as ‘objets à réaction poètique,’ he promoted their use claiming they gave direction to an imagination that alone might not be able to detect. Perhaps the most famous object in Le Corbusier’s collection was a crab shell that he used as inspiration for the design of the roof for his Notre-Dame du Haut chapel in Ronchamp, France. Although Le Corbusier’s use of this shell is well documented in studies on his oeuvre, little attention has been given to the role he intended found objects to play in his design process. In themselves these objects, which have their own identities as shells, pinecones or pieces of bone, they do not immediately lend themselves to any architectural solution. Rather, they are evidence of Le Corbusier’s unique approach to design that relies on a what Louis Pasteur referred to as a ‘prepared mind,’ availed of all relevant data and information pertaining to a task, that can search for solutions in random object or events by spontaneously shift back and forth between analytic and associative modes of thought. Keywords: Architectural model, Ronchamp, Design method, Imagination, Play, Objet trouve. DOI: http://dx.doi.org/10.4995/LC2015.2015.677
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Del-Tejo-Catala, Omar, Javier Perez, Jose-Luis Guardiola, Alberto J. Perez, and Juan-Carlos Perez-Cortes. "Synthetic-Real Domain Adaptation for Probabilistic Pose Estimation." In WSCG 2023 – 31. International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision. University of West Bohemia, Czech Republic, 2023. http://dx.doi.org/10.24132/csrn.3301.16.

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Real samples are costly to acquire in many real-world problems. Thus, employing synthetic samples is usually the primary solution to train models that require large amounts of data. However, the difference between synthetically generated and real images, called domain gap, is the most significant hindrance to this solution, as it affects the model’s generalization capacity. Domain adaptation techniques are crucial to train models using synthetic samples. Thus, this article explores different domain adaptation techniques to perform pose estimation from a probabilistic multiview perspective. Probabilistic multiview pose estimation solves the problem of object symmetries, where a single view of an object might not be able to determine the 6D pose of an object, and it must consider its prediction as a distribution of possible candidates. GANs are currently state-of-the-art in domain adaptation. In particular, this paper explores CUT and CycleGAN, which have unique training losses that address the problem of domain adaptation from different perspectives. The datasets explored are a cylinder and a sphere extracted from a Kaggle challenge with perspective-wise symmetries, although they holistically have unique 6D poses. CUT outperforms CycleGAN in feature adaptation, although it is less robust than CycleGAN in keeping keypoints intact after translation, leading to pose prediction errors for some objects. Moreover, this paper found that training the models using synthetic-to-real images and evaluating them with real images improves the model’s accuracy for datasets without complex features. This approach is more suitable for industrial applications to reduce inference overhead.
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Reports on the topic "Found objects (Art)"

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Li, Hang, Hosam Hegazy, Xiaorui Xue, Jiansong Zhang, and Yunfeng Chen. BIM Standards for Roads and Related Transportation Assets. Purdue University, 2023. http://dx.doi.org/10.5703/1288284317641.

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With the industry foundation classes (IFC) building information modeling (BIM) standard (ISO 16739) being adopted by AASHTO as the national standard for modeling bridge and road infrastructure projects, there comes a great opportunity to upgrade the INDOT model development standard of roads and related assets to 2D+3D BIM. This upgrade complies with the national standard and creates a solid foundation for preserving accurate asset information for lifecycle data needs. This study reviewed the current modeling standards for drainage and pavement at different state DOTs and investigated the interoperability between state-of-the-art design modeling software and IFC. It was found that while the latest modeling software is capable of supporting interoperability with IFC, there remain gaps that must be addressed to achieve smooth interoperability for supporting life cycle asset data management. Specifically, the prevalent use of IfcBuildingElementProxy and IfcCourse led to a lack of differentiation in the use of IFC entities for the representations of different components, such as inlets, outfalls, conduits, and different concrete pavement layers. This, in turn, caused challenges in the quality assurance (QA) of IFC models and rendered the conventional model view definition (MVD)-based model checking insufficient. To address these gaps and push forward BIM for infrastructure at INDOT, efforts were made in this project to initially create model development instruction manuals that can serve as the foundation for further development and the eventual establish a consistent and comprehensive IFC-based modeling standards and protocols. In addition, automated object classification leveraging invariant signatures of architecture, engineering, and construction (AEC) objects was investigated. Correspondingly, a QA method and tool was developed to check and identify the different components in an IFC model. The developed tool achieved 91% accuracy on drainage and 100% accuracy in concrete pavement in its tested performance. These solutions aim to support the lifecycle management of INDOT transportation infrastructure projects using BIM and IFC.
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Shamonia, Volodymyr H., Olena V. Semenikhina, Volodymyr V. Proshkin, Olha V. Lebid, Serhii Ya Kharchenko, and Oksana S. Lytvyn. Using the Proteus virtual environment to train future IT professionals. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3760.

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Based on literature review it was established that the use of augmented reality as an innovative technology of student training occurs in following directions: 3D image rendering; recognition and marking of real objects; interaction of a virtual object with a person in real time. The main advantages of using AR and VR in the educational process are highlighted: clarity, ability to simulate processes and phenomena, integration of educational disciplines, building an open education system, increasing motivation for learning, etc. It has been found that in the field of physical process modelling the Proteus Physics Laboratory is a popular example of augmented reality. Using the Proteus environment allows to visualize the functioning of the functional nodes of the computing system at the micro level. This is especially important for programming systems with limited resources, such as microcontrollers in the process of training future IT professionals. Experiment took place at Borys Grinchenko Kyiv University and Sumy State Pedagogical University named after A. S. Makarenko with students majoring in Computer Science (field of knowledge is Secondary Education (Informatics)). It was found that computer modelling has a positive effect on mastering the basics of microelectronics. The ways of further scientific researches for grounding, development and experimental verification of forms, methods and augmented reality, and can be used in the professional training of future IT specialists are outlined in the article.
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Decleir, Cyril, Mohand-Saïd Hacid, and Jacques Kouloumdjian. A Database Approach for Modeling and Querying Video Data. Aachen University of Technology, 1999. http://dx.doi.org/10.25368/2022.90.

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Indexing video data is essential for providing content based access. In this paper, we consider how database technology can offer an integrated framework for modeling and querying video data. As many concerns in video (e.g., modeling and querying) are also found in databases, databases provide an interesting angle to attack many of the problems. From a video applications perspective, database systems provide a nice basis for future video systems. More generally, database research will provide solutions to many video issues even if these are partial or fragmented. From a database perspective, video applications provide beautiful challenges. Next generation database systems will need to provide support for multimedia data (e.g., image, video, audio). These data types require new techniques for their management (i.e., storing, modeling, querying, etc.). Hence new solutions are significant. This paper develops a data model and a rule-based query language for video content based indexing and retrieval. The data model is designed around the object and constraint paradigms. A video sequence is split into a set of fragments. Each fragment can be analyzed to extract the information (symbolic descriptions) of interest that can be put into a database. This database can then be searched to find information of interest. Two types of information are considered: (1) the entities (objects) of interest in the domain of a video sequence, (2) video frames which contain these entities. To represent these information, our data model allows facts as well as objects and constraints. We present a declarative, rule-based, constraint query language that can be used to infer relationships about information represented in the model. The language has a clear declarative and operational semantics. This work is a major revision and a consolidation of [12, 13].
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Nechypurenko, Pavlo P., Viktoriia G. Stoliarenko, Tetiana V. Starova, Tetiana V. Selivanova, Oksana M. Markova, Yevhenii O. Modlo, and Ekaterina O. Shmeltser. Development and implementation of educational resources in chemistry with elements of augmented reality. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3751.

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The purpose of this article is an analysis of opportunities and description of the experience of developing and implementing augmented reality technologies to support the teaching of chemistry in higher education institutions of Ukraine. The article is aimed at solving problems: generalization and analysis of the results of scientific research concerning the advantages of using the augmented reality in the teaching of chemistry, the characteristics of modern means of creating objects of augmented reality; discussion of practical achievements in the development and implementation of teaching materials on chemistry using the technologies of the augmented reality in the educational process. The object of research is augmented reality, and the subject - the use of augmented reality in the teaching of chemistry. As a result of the study, it was found that technologies of augmented reality have enormous potential for increasing the efficiency of independent work of students in the study of chemistry, providing distance and continuous education. Often, the technologies of the augmented reality in chemistry teaching are used for 3D visualization of the structure of atoms, molecules, crystalline lattices, etc., but this range can be expanded considerably when creating its own educational products with the use of AR-technologies. The study provides an opportunity to draw conclusions about the presence of technologies in the added reality of a significant number of benefits, in particular, accessibility through mobile devices; availability of free, accessible and easy-to-use software for creating augmented-reality objects and high efficiency in using them as a means of visibility. The development and implementation of teaching materials with the use of AR-technologies in chemistry teaching at the Kryvyi Rih State Pedagogical University has been started in the following areas: creation of a database of chemical dishes, creation of a virtual chemical laboratory for qualitative chemical analysis, creation of a set of methodical materials for the course “Physical and colloidal chemistry”.
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Vakaliuk, Tetiana A., Olha V. Korotun, and Serhiy O. Semerikov. The selection of cloud services for ER-diagrams construction in IT specialists databases teaching. CEUR Workshop Proceedings, June 2021. http://dx.doi.org/10.31812/123456789/4371.

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One of the main aspects of studying databases in higher education institutions by future IT specialists is database design and software product development. This, in turn, is the most important problem of the developer’s interaction with the customer. To facilitate the process of database design, ER-diagrams are used, which are based on the concepts of “Entity” and “Relationship”. An ER diagram allows you to present a database in the form of visual graphical objects that define a specific subject area. The article considers the available cloud services for the construction of ER-diagrams for learning databases of future IT specialists and their selection the method expert evaluation. For this purpose, the criteria and indicators for the selection of cloud services for the construction of ER-diagrams of databases by future information technology specialists have been determined. As a result, it was found that the cloud services Dbdesigner.net and Lucidchart are the most convenient to learn. It is determined that for a teacher of a higher education institution the use of cloud services is an opportunity to use licensed software in education without additional costs.
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Becker, Sarah, Heather Sussman, S. Blundell, Vern Vanderbilt, and Igor Semyonov. Analysis of spectropolarimetric responses in the visible and infrared for differentiation between similar materials. Engineer Research and Development Center (U.S.), September 2022. http://dx.doi.org/10.21079/11681/45422.

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Spectropolarimetric research has focused on target detections of materials that have a high degree of contrast from background materials, such as identification of a manmade object embedded in a vegetative background. This study presents an approach using spectropolarimetric imagery in visible, shortwave infrared, and longwave infrared bands to differentiate between similar natural and manmade materials. The method employs Michelson contrast and Kruskal-Wallis one-way analysis of variance (ANOVA) H-test to determine if a distinction can be found in pairwise comparisons of similar and different materials using the Stokes parameters in the visible, shortwave infrared, and longwave infrared bands. Results showed that similar natural and manmade materials were differentiable in spectropolarimetric imagery using the Michelson contrast and ANOVA. This approach provides a way to use spectropolarimetric imagery to distinguish between materials that are similar to each other.
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Butler, John M. Bitemark Analysis. Gaithersburg, MD: National Institute of Standards and Technology, 2022. http://dx.doi.org/10.6028/nist.ir.8352-draft.

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This report summarizes a review of the scientific foundations of bitemark analysis conducted by the National Institute of Standards and Technology (NIST). Bitemark analysis typically involves examining patterned injuries left on a victim or object at a crime scene, identifying those injuries as bitemarks, and comparing those marks with dental impressions from a person of interest. This review specifically focuses on pattern injuries found on human skin. Over 400 sources were considered via literature searches and input from previous efforts by the National Institute of Justice Forensic Technology Center of Excellence. Our NIST review also utilized input from an October 2019 Bitemark Thinkshop organized by the Center for Statistics and Applications in Forensic Evidence (CSAFE) where experts and stakeholders associated with bitemark analysis were convened to discuss key issues. Based on this input, our study found a lack of support for three key premises of the field: 1) human dentition is unique at the individual level, 2) this uniqueness can be accurately transferred to human skin, and 3) identifying characteristics can be accurately captured and interpreted by analysis techniques. Furthermore, our review noted a lack of consensus among practitioners on the interpretation of bitemark evidence as well as thoughts on how to move the field forward. If the field seeks to advance, the key takeaways provided in this review are starting points for areas needing improvement, not an exhaustive list of specific shortcomings.
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Oltarzhevskyi, Dmytro. HISTORICAL FEATURES OF CORPORATE MEDIA FORMATION IN UKRAINE AND IN THE WORLD. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11067.

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The article examines the world and Ukrainian history of corporate periodicals. The main purpose of this study is to reproduce an objective global picture of the emergence and formation of corporate periodicals, taking into account the business and socio-economic context. Accordingly, its tasks are to compare the conditions and features of corporate media genesis in different countries, to determine the main factors of their development, as well as to clarify the transformations of the terminological apparatus. The research is based on mostly foreign secondary scientific works published from 1915 to the present time. The literature was studied using methods such as overview, historical, functional and thematic analysis, description, and generalization. A systematic approach was used to determine the role and place of each element in the system, as well as to comprehensively consider the object in the general historical context and within the current scientific discourse. The method of systematization made it possible to establish internal and external connections, patterns and contradictions in the development of the object of study. The main historical milestones on this path are identified, examples of the first successful corporate publications and their contribution to business development, public relations, and corporate communications are considered. It was found that corporate media emerged in the mid-nineteenth century spontaneously, on the wave of practical business needs in response to industrialization, company increase, staff growth, and consumer market development. Their appearance preceded the formation of the public relations industry and changed the structure of the information space. The scientific significance of this research is that the historical look at the evolution of corporate media provides an understanding of their place, influence, capabilities, and growing communicative role in the digital age.
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9

Adams, Sunny, Adam Smith, and Madison Story. Evaluation of 11 properties at Fort Hunter Liggett, California for eligibility to the National Register. Engineer Research and Development Center (U.S.), March 2023. http://dx.doi.org/10.21079/11681/46712.

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The US Congress codified the National Historic Preservation Act of 1966 (NHPA), the nation’s most effective cultural resources legislation to date, mostly through establishing the National Register of Historic Places (NRHP). The NHPA requires federal agencies to address their cultural resources, which are defined as any prehistoric or historic district, site, building, structure, or object. Section 110 of the NHPA requires federal agencies to inventory and evaluate their cultural resources, and Section 106 requires them to determine the effect of federal undertakings on those potentially eligible for the NRHP. Fort Hunter Liggett is in Central California, entirely within Monterey County. It was first established as the Hunter Liggett Military Reservation in 1941. The post was renamed Fort Hunter Liggett in 1975. This report provides a determination of eligibility for nine properties (Buildings 172, 179, 196, 197, 291, 2199, 723, and 914 and facilities 0301BS and radio-controlled aerial target [RCAT]) constructed between 1956 and 1972 and recommends that none are eligible under the NRHP and the California Register of Historic Resources (CRHR) criteria. Two other properties (Buildings 177 and 178) were found to be covered by the Unaccompanied Personnel Housing (UPH) Program Comment of 2006. In consultation with the California State Historic Preservation Officer (CASHPO), this work fulfills Section 110 requirements for these buildings.
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10

Нечипуренко, Павло Павлович, Тетяна Валеріївна Старова, Тетяна Валеріївна Селіванова, Анна Олександрівна Томіліна, and Олександр Давидович Учитель. Use of Augmented Reality in Chemistry Education. CEUR-WS.org, November 2018. http://dx.doi.org/10.31812/123456789/2658.

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The purpose of this article is to analyze the current trends in the use of the augmented reality in the chemistry education and to identify the promising areas for the introduction of AR-technologies to support the chemistry education in Ukrainian educational institutions. The article is aimed at solving such problems as: the generalization and analysis of the scientific researches results on the use of the augmented reality in the chemistry education, the characteristics of the modern AR-tools in the chemistry education and the forecasting of some possible areas of the development and improvement of the Ukrainian tools of the augmented reality in the chemistry education. The object of research is the augmented reality, and the subject is the use of the augmented reality in the chemistry learning. As a result of the study, it has been found that AR-technologies are actively used in the chemistry education and their effectiveness has been proven, but there are still no Ukrainian software products in this field. Frequently AR-technologies of the chemistry education are used for 3D visualization of the structure of atoms, molecules, crystalline lattices. The study has made it possible to conclude that there is a significant demand for the chemistry education with the augmented reality that is available via the mobile devices, and accordingly the need to develop the appropriate tools to support the chemistry education at schools and universities. The most promising thing is the development of methodological recommendations for the implementation of laboratory works, textbooks, popular scientific literature on chemistry with the use of the augmented reality technologies and the creation of the simulators for working with the chemical equipment and utensils using the augmented reality.
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