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Journal articles on the topic 'Virtual art exhibition'

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1

Widjono, Rani Aryani, and Shania Geraldine. "Modifikasi Interaksi Fisik dalam Pameran Virtual." Idealogy Journal 7, no. 2 (2022): 59–67. http://dx.doi.org/10.24191/idealogy.v7i2.341.

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The shift from physical media to digital media has become increasingly unavoidable since the Covid-19 pandemic began in early 2020. However, with or without this pandemic, changes in this medium are unavoidable. Virtual art exhibitions are starting to be commonly applied on various occasions for the sake of the sustainability of the art ecosystem in Indonesia. The existence of virtual exhibitions is not to replace conventional exhibitions but as an alternative approach that can be taken by art activists. Anxiety about virtual exhibitions is due to the limitations of virtual exhibitions in crea
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Mantas, Kathy, and Carole Roy. "Virtual Art Exhibition." Canadian Journal for the Study of Adult Education 32, no. 2 (2020): 165–90. http://dx.doi.org/10.56105/cjsae.v32i2.5622.

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This virtual art exhibition showcases artwork from twenty two artists/artist scholars, and is featured in this special issue entitled, Learning and Teaching Artful Narratives of Transformation of the Canadian Journal for the Study of Adult Education ( a first for this journal This exhibit is meant to complement and further discussions on the textured, colourful multi layered and complex theme of learning, teaching and transformation, defined broadly. We would like to thank everyone who submitted artwork for consideration and our external jurors for their time and expertise As well, we are grat
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Saragih, Agus Mariani, Jumjuma ., Juni Anggraini, and Anggiat Parlindungan. "Learning Model of Virtual Exhibition Using 3D Animation (Case Study: Exhibition Implementation Course in the Medan State Polytechnic Mice Study Program)." International Journal of Religion 5, no. 8 (2024): 362–70. http://dx.doi.org/10.61707/tpg87f67.

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This study aims to determine the process of implementing virtual exhibitions using digital 3D animation technology, and to find out whether there are differences in students' understanding of exhibition learning before and after learning about virtual exhibitions. Research data obtained from questionnaires and tested descriptively and different test (t-test). The process of creating a virtual exhibition uses the Art steps website. The results of the study show that the process of making virtual exhibitions with Art steps is very helpful and there are differences in students' understanding befo
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JOHN Ph.D, IDIBEKE AMOS, SUNDAY ETIM EKWERE Ph.D, and PROFESSOR EDEM ETIM PETERS. "VISUAL ART EXHIBITION: A CATALYST FOR SOCIAL UNIFICATION IN NIGERIA." International Journal of Applied Science and Research 05, no. 04 (2022): 01–04. http://dx.doi.org/10.56293/ijasr.2022.5401.

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This paper attempts a definition of the term exhibition with particular attention to Visual Art Exhibition, knowing that there are different forms of exhibitions that may not relate to visual arts. The paper equally highlighted on the various types of exhibitions pointing out the virtual exhibition as a new inclusion that has greatly changed the traditional format of visual art exhibition with its attendant impact on the outcome of the results of exhibitions. The highlighted focuses on the challenges of understanding the scope of the basic types of exhibition in contemporary times, as has been
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CSEA Contributors. "Navigating and Creating Virtual Art Exhibition." Canadian Review of Art Education 49, no. 1 (2022): 79–127. http://dx.doi.org/10.26443/crae.v49i1.259.

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During the various stages of the Covid 19 pandemic, artistic practices have become increasingly important in managing the complexity of the impacts of the pandemic (Sabol, 2022). From simple rainbow drawings to musicians performing from their balconies, creating art has been essential to navigating these unprecedented times as we encounter our lives through different lenses due to new and shifting realities. In 2021, Dr. Julie Ethridge, Vice President of the CSEA/SCÉA invited artists of all artistic backgrounds to submit work that was shaped and created during the first 12 months of the global
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Bottarelli, M. "A Virtual Exhibition: “The Spine in Art”." Rivista di Neuroradiologia 11, no. 3 (1998): 323–28. http://dx.doi.org/10.1177/197140099801100313.

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Gao, Yijia. "Technical Analysis and Development Advantages of Online Virtual Exhibition from the Digital Technology Perspective." Communications in Humanities Research 9, no. 1 (2023): 134–39. http://dx.doi.org/10.54254/2753-7064/9/20231158.

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Institutions and peoples lives have been impacted by public health initiatives to contain the COVID-19 virus. The outbreak may qualify as a mega event due to its potential for global impact and transformation. The contemporary art world has especially felt the impact of the epidemic, as the entire cultural activity has been suspended due to the outbreak, including exhibitions and museums of various themes. During this period, art institutions and collectives around the world have responded by providing alternative materials for artistic works through various technological technologies and onli
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Ranangsari, Kosalalita Anggiyumna, Martinus Dwi Marianto, and Elin Siska Dayani. "Virtual Reality Video as An Exhibition Design Idea in Response to The Covid Pandemic." Journal of Urban Society's Arts 11, no. 2 (2024): 152–62. https://doi.org/10.24821/jousa.v11i2.11663.

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Although the Covid-19 pandemic is still occurring in Indonesia in 2021, it does not become an obstacle for the artist to continue to innovate both creating and exhibiting their work. One of the innovations in organizing art activities is to switch the format from physical exhibitions to virtual exhibitions during the pandemic. The creation of the 360 video-based virtual exhibition “Estetika Sanggit” using 3D animation as a response to the pandemic is based on the concept of User-Centered Design. This research uses a descriptive-qualitative method with a phenomenological approach. The use of th
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Yu, Shining. "An Analysis of International Curation from an Intercultural Perspective." Communications in Humanities Research 9, no. 1 (2023): 253–59. http://dx.doi.org/10.54254/2753-7064/9/20231193.

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It is the advantage of Chinese cultural diplomacy to enrich foreign cultural exchange forms and enhance international influence, communication power, and attractiveness through international museum exhibitions. The international exhibition is an important platform for cultural exchanges with other countries. In the case that the traditional communication forms of Chinese theatre art no longer adapt to the development of modern society, this study will analyze how to curate international exhibitions on the theme of Chinese theatre art from the intercultural perspective so as to achieve the purp
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Hashim Amir, Nur Muhammad Amin, Aznan Omar, and Hilal Mazlan. "Utilizing and Evaluating of Virtual Tours in Art Exhibition Amidst Global Pandemic." INTERNATIONAL JOURNAL OF ART AND DESIGN 5, no. 2 (2021): 69–78. http://dx.doi.org/10.24191/ijad.v5i2.7.

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Covid-19 has sojourned the world as we know then into a cessation. It affects various disciplinary fields to a standstill which includes art and tourism. In Malaysia, to adapt to the global pandemic; new opportunities have emerged and dealt with it no longer becomes optional but rather a solution. Therefore, this research is mainly focused on implementing virtual tours to cope with the new norms; and evaluates its implication specifically in showcasing art exhibitions. The researcher uses the concept of Google Street View to capture virtual spaces; combining with Pano2Vr software as constructi
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PARTHIBAN, Mr S. "An Innovation in Virtual Art : Designing An Interactive 3D Museum Gallery." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 09, no. 02 (2025): 1–9. https://doi.org/10.55041/ijsrem41669.

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The development of this project focuses on creating an interactive web-based 3D art gallery powered by Three.js and WebGL, offering a cutting-edge platform for virtual exhibitions, museums, and educational experiences. By leveraging advanced 3D rendering techniques and real-time interactivity, the platform provides an immersive and dynamic environment for exploring digital art. Users can navigate through realistic virtual spaces enriched with dynamic lighting, detailed textures, and interactive elements that enhance engagement.A key aspect of this platform is its adaptability, featuring custom
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Setyawan, Rizky Syahputra, M. Mahaputra Hidayat, Lutfia Febrianti, and Moch Alif Firmansyah. "Implementation of Virtual Reality for Photography Exhibitions." JEECS (Journal of Electrical Engineering and Computer Sciences) 8, no. 1 (2023): 49–54. http://dx.doi.org/10.54732/jeecs.v8i1.6.

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Art exhibitions are one way to communicate a work of art while displaying creations that can be enjoyed by visitors. However, it takes a very high cost to make a good exhibition hall, and many people are too lazy to go to the exhibition if it is just to look around. In this era of technology 4.0, many new innovations have emerged in human life, one of which is virtual reality. Virtual reality is increasingly being used as an alternative to visiting a place without having to come there directly. This research aims to create an Android system using virtual reality that provides an experience to
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Albrezzi, Francesca. "Expanding Understandings of Curatorial Practice Through Virtual Exhibition Building." Arts 13, no. 5 (2024): 162. http://dx.doi.org/10.3390/arts13050162.

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This article reflects on the translation of gallery space into a virtually immersive experience in an era of remote access. Curators and scholars such as Mary Nooter Roberts, Susan Vogel, Carol Duncan, Tony Bennet, Stephen Greenblatt, Judith Mastai, and Barbara Kirshenblatt-Gimblett have discussed the myriad of ways in which the experience of culturally significant objects and sites in person has been critical to the study of art and its history. Focusing on theories of curation and display, I utilize practice-based examples from six virtual reality (VR) exhibitions produced in three different
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Pande, I. Made Suandana Astika, I. Gede Bintang Arya Budaya, and Padma Nyoman Crisnapati. "WebGL 3D Virtual Exhibition as a Media to Increase the Visibility of Digital Artwork." JTIM : Jurnal Teknologi Informasi dan Multimedia 5, no. 3 (2023): 186–95. http://dx.doi.org/10.35746/jtim.v5i3.376.

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The ongoing digital transformation continues to shape various domains, including the realm of art, which adopts social media to digitally promote artworks. Nonetheless, physical art exhibitions maintain their allure as they provide a direct experiential interaction for visitors. Consequently, the development of exhibition platforms that amalgamate user experience with accessibility becomes imperative. One emerging solution involves leveraging information technology and multimedia for virtualization, such as utilizing WebGL for creating a 3D Virtual Exhibition (3DVE). Employing the ADDIE method
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Petridis, Panagiotis, Ian Dunwell, Fotis Liarokapis, et al. "The Herbert Virtual Museum." Journal of Electrical and Computer Engineering 2013 (2013): 1–8. http://dx.doi.org/10.1155/2013/487970.

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In recent years, virtual reality and augmented reality have emerged as areas of extreme interest as unique methods for visualising and interacting with digital museum artefacts in a different context, for example, as a virtual museum or exhibition, particularly over the Internet. Modern cultural heritage exhibitions have evolved from static to dynamic exhibitions and challenging explorations. This paper presents two different applications developed for the Herbert Museum and Art Gallery that make the user’s experience more immersive, engaging, and interactive. The first application utilizes mo
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Fang, Rong. "Exploring the Role of Virtual Reality in Transforming the Environmental Art Experience." International Journal of e-Collaboration 21, no. 1 (2025): 1–15. https://doi.org/10.4018/ijec.370951.

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The rapid development of virtual reality (VR) technology has revolutionized the field of environmental art by offering immersive, interactive experiences that transcend the limitations of traditional art exhibitions. This study evaluates the role of VR in enhancing the environmental art experience, focusing on immersion, interaction, and spatial perception. Through case studies and data analysis, the research identifies how VR improves sensory engagement and audience participation in art. The findings highlight that VR not only boosts immersion and interactivity but also breaks the physical co
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Intan Candra, Iga Ayu. "Virtual Exhibition of PGMI IAIN Ambon Students Through Technical Assistance and Procedures for Exhibiting Fine Artwork During the Covid-19 Pandemic." MANGENTE: JURNAL PENGABDIAN KEPADA MASYARAKAT 1, no. 1 (2021): 62. http://dx.doi.org/10.33477/mangente.v1i1.2271.

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Abstract: The Covid-19 pandemic has interrupted the artistic process that occurs in society. Making people forced to use digital platforms in the process of expression and appreciation of art. During the Covid-19 pandemic, fine arts chose digital media as a way out for the exhibition. This community service is one solution to increase the expression and appreciation of PGMI IAIN Ambon students who will later teach art as classroom teachers. The service activity with the title "Virtual Exhibition of PGMI IAIN Ambon Students Through Technical Assistance in Crafting and Procedures for Exhibiting
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Incao, Sara, and Carlo Mazzola. "The Paradox of Virtual Embodiment: The Body Schema in Virtual Reality Aesthetic Experience." Studia Universitatis Babeș-Bolyai Philosophia 66, no. 2 supplement (2021): 131–39. http://dx.doi.org/10.24193/subbphil.2021.2s.09.

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"New technologies implied in art creation and exhibition are modifying the traditional landmarks on which aesthetics has always focused. In particular, Virtual Reality artworks call the body into question when it comes to living a bodily experience within exhibitions accessible through technological tools that expand the human body’s capabilities and motor potential. The body's status is challenged in its traditional unity, that of a subject of experience living in a world where the spatial configuration is relatively constant. Conversely, in Virtual Reality, the spatial aspect is novel to our
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Boyko, Olga, Oleg Tulyakov, Tatiana Povalii, Larysa Otroshchenko, and Elena Zhylenko. "Design Activity of Managers of the Socio-Cultural Sphere: Organization of a Virtual Art Exhibition." Socio-Cultural Management Journal 6, no. 1 (2023): 85–104. http://dx.doi.org/10.31866/2709-846x.1.2023.278655.

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Introduction. Art exhibition activity in the virtual information environment has adapted its traditional services to the new conditions of social development. It happened because the need for people to consume artistic products becomes increasingly relevant, as the unity of the Ukrainian people through culture is a driving force that demonstrates the uniqueness of our traditions and raises patriotic spirit through culture. Moreover, socio-cultural activity managers' training involves teaching students the skills of design activity for organizing a virtual art exhibition. Purpose and methods. T
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Carollina, Donna. "Graffiti Virtual Exhibition “Pandemic Youth”." International Journal of Creative and Arts Studies 7, no. 2 (2020): 129–35. http://dx.doi.org/10.24821/ijcas.v7i2.4655.

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In the middle of March 2020, Indonesia declared a Covid-19 emergency. This pandemic has an impact on art activities, including the artistic world of graffiti. During this time, the activities of graffiti artists in public spaces were increasingly limited. However, this limitation does not dampen their spirit, especially in terms of organizing exhibitions. Where on May 17, 2020, they held a virtual exhibition titled "Youth Pandemics." This topic is interesting to discuss since organizing a virtual exhibition is a new thing for graffiti artists, especially in Indonesia. This research uses the de
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Sprogøe, Charlotte. "Live Experiences in the Theater Gardens of Contemporary Art." Peripeti 19, no. 35 (2022): 97–108. http://dx.doi.org/10.7146/peri.v19i35.130635.

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Theatre has been a model for curatorial experiments throughout the history of experimental exhibitions. This article will look into contemporary experiments with curating exhibition formats that come alive as virtual, ‘lucid dreams’ through the uses of theatrical tropes such as Narrator, Stage, Backdrop – and through the integration of affect, living matter, organic form and worldlike backdrops into the formats, as in the historic Theater Gardens.
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Boyko, Olga, Oleg Tulyakov, Tatiana Povalii, Larysa Otroshchenko, and Elena Zhylenko. "Design Activity of Managers of the Socio-Cultural Sphere: Organization of a Virtual Art Exhibition." Socio-Cultural Management Journal 6, no. 1 (2023): 85–104. https://doi.org/10.31866/2709-846X.1.2023.278655.

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<em>Introduction</em>. Art exhibition activity in the virtual information environment has adapted its traditional services to the new conditions of social development. It happened because the need for people to consume artistic products becomes increasingly relevant, as the unity of the Ukrainian people through culture is a driving force that demonstrates the uniqueness of our traditions and raises patriotic spirit through culture. Moreover, socio-cultural activity managers&#39; training involves teaching students the skills of design activity for organizing a virtual art exhibition.&nbsp;<em>
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Wang, Minglu, Jong-Yoon Lee, Shanshan Liu, and Lingling Hu. "The Role of Emotional Responses in the VR Exhibition Continued Usage Intention: A Moderated Mediation Model." International Journal of Environmental Research and Public Health 20, no. 6 (2023): 5001. http://dx.doi.org/10.3390/ijerph20065001.

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During COVID-19, many renowned galleries and art fairs used Virtual Reality (VR) exhibitions for art information dissemination and online displays. To avoid the risks of offline viewing of exhibitions, users can access a web-based VR exhibition platform for remote appreciation of artworks, gaining a rich art experience and thus contributing to physical and mental health. The reasons affecting users’ continued usage intentions are not clear enough in the existing studies of VR exhibitions. Therefore, further studies are needed. This paper explores the relationship between users’ escapist experi
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Yoon, Mi Yeon, and Ji Hye Lee. "A Study on the Elements of Affordances in Metaverse-based Exhibitions for Alpha Generation." Korea Institute of Design Research Society 8, no. 2 (2023): 172–82. http://dx.doi.org/10.46248/kidrs.2023.2.172.

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Due to the global spread of the COVID-19 virus, virtual exhibitions based on untact have significantly increased in museums and art galleries. In order for the alpha generation as a new consumers to use metaverse exhibitions smoothly and effectively, adequate affordances based on behavior guidance should be provided in metaverse exhibition spaces, but research on this topic is lacking. In this study, all national museums and public art galleries in Korea were surveyed, and each affordances was evaluated based on the analysis conditions for the alpha generation extracted through prior research
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Dafiotis, Panagiotis, Stella Sylaiou, Efstratios Stylianidis, Dimitrios Koukopoulos, and Christos Fidas. "Evaluating Uses of XR in Fostering Art Students’ Learning." Multimodal Technologies and Interaction 9, no. 4 (2025): 36. https://doi.org/10.3390/mti9040036.

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This paper addresses the potential of extended reality (XR) to foster art students’ learning and creativity with specially developed applications for the creation of art exhibitions. This study is based on the EU-funded research project ‘Scaffolding Creativity of Arts Students: Framework, Toolchain, and Educational Material on how to Create their Own Virtual Exhibitions’ (CREAMS). CREAMS develops interconnected virtual reality (VR), augmented reality (AR), and mixed reality (MR) indoor and outdoor exhibition creation applications. The article puts emphasis on the issue of what evaluation metho
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Jianfei Wang. "The Application and Exploration of Data Visualization Technology in Artistic Expression and Exhibition." Journal of Electrical Systems 20, no. 6s (2024): 135–44. http://dx.doi.org/10.52783/jes.2623.

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Embarking on the transformation of virtual art museums, the confluence of data visualization technology and deep learning emerges as a catalyst for redefining artistic expression. Driven by the desire to change traditional approaches, this work utilizes a sophisticated deep learning model, the self-attention-based cycle-consistent generative adversarial network (SA-CCGAN), for transformative purposes. The objective of proposed Modernizing Virtual Art: The Collaboration of Data Visualization Technology and Self-Attention-Based Cycle-Consistent Generative Adversarial Network for Artistic Express
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Park, Yu Mi, and Choon Sung Shin. "Study On Online Platform For Personal Exhibition In Metaverse Emvironment." Korean Institute of Smart Media 11, no. 6 (2022): 37–50. http://dx.doi.org/10.30693/smj.2022.11.6.37.

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This proposes a direction to build and provide an exhibition space based on the metaverse platform so that artists can independently open their own exhibitions in an online environment. Although many artists are produced every year, offline exhibitions are becoming difficult due to not many art galleries, and offline exhibitions are becoming impossible due to Corona, which began at the end of 2019, and online exhibitions are emerging as an alternative. We analyze cases of existing online exhibition methods and visit online exhibition methods such as web, video, and virtual reality and metavers
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Zhang, Rui, and Fanke Peng. "Connection: Digitally Representing Australian Aboriginal Art through the Immersive Virtual Museum Exhibition." Arts 13, no. 1 (2023): 9. http://dx.doi.org/10.3390/arts13010009.

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In 2022, the National Museum of Australia launched an immersive virtual exhibition of Australian Aboriginal art: Connection: Songlines from Australia’s First Peoples, which was created and produced by Grande Experiences, the same team that produced the multisensory experience Van Gogh Alive. The exhibition employs large-scale projections and cutting-edge light and sound technology to offer a mesmerizing glimpse into the intricate network of Australian Aboriginal art, which is an ancient pathway of knowledge that traverses the continent. Serving as the gateway to the Songlines universe, the exh
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Ancliffe, Lisa. "UK Kidney Week 2020 holds its first virtual art exhibition." Journal of Kidney Care 6, no. 1 (2021): 36–40. http://dx.doi.org/10.12968/jokc.2021.6.1.36.

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Sutanto, Shienny Megawati, Marina Wardaya, Hutomo Setia Budi, and Adnyana I Wayan. "Effectiveness of VR Technology in the Design of the Bali Megarupa V Virtual Exhibition." Mudra Jurnal Seni Budaya 39, no. 4 (2024): 471–80. http://dx.doi.org/10.31091/mudra.v39i4.2904.

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Virtual exhibitions offer a promising avenue for art appreciation in the digital age. However, limited research explores how these online spaces can foster emotional connections with art, a crucial aspect of the art experience. This study investigates the potential of immersive virtual reality (VR) to enhance engagement and emotional impact in virtual art exhibitions. Employing a multi-method approach combining literature review, user testing, and prototype development, the research identifies and evaluates design elements contributing to increased user engagement. This research employed a mul
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Kurniawan, Andreas. "Virtual Art Exhibition to Encourage Traditional Culture Knowledge for Generation-Z." E3S Web of Conferences 388 (2023): 04009. http://dx.doi.org/10.1051/e3sconf/202338804009.

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Indonesia as a country that has a lot of traditional cultures, requires attention especially among generation-Z to maintain its sustainability. In many cases, various Indonesian cultures are often claimed by other countries as part of their culture, sometimes for the political purposes, economic, or even industrial motives. Thus, it is important to introduce and strengthen the traditional cultures knowledge, especially to generation-Z as the nation's successors. This study was conducted by creating a virtual gallery exhibition as a manifestation of new media forms that can adapt to the trends
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KUDRIA, O. "INNOVATIONS IN THE TRAINING OF FUTURE TEACHERS TECHNOLOGY IN THE CONDITIONS OF DISTANCE EDUCATION." Scientific papers of Berdiansk State Pedagogical University Series Pedagogical sciences 1, no. 3 (2022): 323–31. http://dx.doi.org/10.31494/2412-9208-2022-1-3-323-331.

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The article updates the issue of professional training of future technology teachers to work in the conditions of the New Ukrainian School. The necessity of forming students' awareness of Ukrainian traditional culture, the study of folk decorative art, which is an important component of the national culture of the Ukrainian people, is noted. The relevance of the issue of finding and implementing innovative teaching methods in the educational process is proven, which should ensure the effective training of future technology teachers in the conditions of distance learning, contribute to the impr
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Hashim Amir, Nur Muhammad Amin, Aznan Omar, and Hilal Mazlan. "Utilizing and Evaluating of Virtual Tours in Art Exhibition Amidst Global Pandemic." International Journal of Art and Design 5, no. 2 (2021): 66–76. http://dx.doi.org/10.24191/ijad.v5i2.2567.

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Covid-19 has sojourned the world as we know then into a cessation. It affects various disciplinary fields to a standstill which includes art and tourism. In Malaysia, to adapt to the global pandemic; new opportunities have emerged and dealt with it no longer becomes optional but rather a solution. Therefore, this research is mainly focused on implementing virtual tours to cope with the new norms; and evaluates its implication specifically in showcasing art exhibitions. The researcher uses the concept of Google Street View to capture virtual spaces; combining with Pano2Vr software as constructi
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Făcăeru, Ciprian. "Another You – Virtual Embodiment Creative Practice." CONCEPT 27, no. 2 (2024): 70–95. http://dx.doi.org/10.37130/7jqxfp92.

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This paper delves into the intricate creative process behind the “In Search of the Lost Body” virtual embodiment installation, part of Adina Pintilie’s multi- platform project “You Are Another Me—A Cathedral of the Body,” exhibited at the 59th International Art Exhibition—La Biennale di Venezia in 20221. It investigates the foundation of this multi-sensory installation’s synergistic integration of art and technology through the lens of the author’s roles as immersive media artist, experiential designer, and researcher of the contemporary art project. By unravelling the project’s journey from i
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Yu, Shiyang. "The Research on the Characteristics and Forms of Immersive Experience in Art Exhibitions—Take “Van Gogh—the Immersive Experience” as an Example." Journal of Education, Humanities and Social Sciences 6 (December 31, 2022): 154–59. http://dx.doi.org/10.54097/ehss.v6i.4417.

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Immersive experience is a new type of interaction that integrates culture and technology, and it shows great promise for application by combining with multi-panel content. With the continuous development of virtual technology, immersive experience is also applied to art exhibitions and obtains surprising effects. People are not satisfied with the original way of art appreciation, and the increase of aesthetic demand also requires more diversified ways of exhibition, which has led to the prevalence of immersive exhibitions. In recent years, there have been few attempts at immersive art exhibiti
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Chmelyk, Iryna. "Loving Vincent: Online Exhibition as an Innovative Form of Presenting Visual Art in Ukraine." Artistic Culture. Topical Issues, no. 17(1) (June 8, 2021): 145–52. http://dx.doi.org/10.31500/1992-5514.17(1).2021.235242.

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The article considers the online exhibition and art events Loving Vincent as the relevant forms of exhibition of art works, the main idea of which is to promote the work of Vincent van Gogh and the art of the animated films in Ukraine. The aim of the paper isto highlight the importance of the latest forms of visual art representation in Ukraine on the example of the online exhibition Loving Vincent and a number ofrelated events dedicated to the world’s first full-length eponymous animated feature film about the life of Vincent van Gogh. The role of Ukrainian artists in the process of working o
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Lee, Junwook. ""A Study on the Management Strategy of Local Art Center Exhibition Halls - Focusing on the Miryang Arirang Art Center Exhibition Hall and Virtual Exhibition -"." Journal of Korean Society Of Exhibition Design Studies 17, no. 2 (2020): 25–39. http://dx.doi.org/10.34144/eds.34.3.

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Adi, Sigit Purnomo, Nur Adibah Nadiah Mohd Aripin, I. Gusti Ngurah Tri Marutama, and Dona Prawita Arissuta. "THE CREATION OF PUBLICATION MEDIA FOR RELIEF-PRINT ART EXHIBITION POST-COVID 19." ARTISTIC : International Journal of Creation and Innovation 5, no. 2 (2024): 102–11. http://dx.doi.org/10.33153/artistic.v5i2.5976.

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The creation of publication media for these relief-print artworks is a creative and innovative work because it does not only create relief-print works of art, but also creates publication media or exhibition media to exhibit relief-print works of art. This publication media work is a publication work that combines virtual and offline. The purpose of this work is the creation of relief-print art exhibition publication media that try to find alternative publication media which are environmentally friendly, efficient and global. The creation of this publication media uses the Tri Cipta Karya crea
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Lin, Chih-Long, Si-Jing Chen, and Rungtai Lin. "Efficacy of Virtual Reality in Painting Art Exhibitions Appreciation." Applied Sciences 10, no. 9 (2020): 3012. http://dx.doi.org/10.3390/app10093012.

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Virtual reality (VR) technology has been employed in a wide range of fields, from entertainment to medicine and engineering. Advances in VR also provide new opportunities in art exhibitions. This study discusses the experience of art appreciation through desktop virtual reality (Desktop VR) or head-mounted display virtual reality (HMD VR) and compares it with appreciating a physical painting. Seventy-eight university students participated in the study. According to the findings of this study, painting evaluation and the emotions expressed during the appreciation show no significant difference
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Gao, Biao, Wenxin Zuo, Wei Chen, and Shengzhi Sang. "Research on Visual Appeal in Element Design for Virtual Reality Thematic Digital Exhibitions." Design Insights 2, no. 1 (2025): 1–7. https://doi.org/10.70088/mqckfp39.

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With the rapid development of information technology, the application of virtual reality (VR) technology in the field of digital exhibition has attracted wide attention, providing visitors with a new interactive experience. The purpose of this study is to explore the influence of different elements design on audience visual attraction in virtual reality digital exhibition. By using eye tracking techniques and in-depth interviews, this study analyzed the visual behavior patterns of visitors during the exhibition to assess the specific effects of different design elements on attention allocation
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Xu, Junping, Sixuan Liu, Wei Yang, Meichen Fang, and Younghwan Pan. "Beyond Reality: Exploring User Experiences in the Metaverse Art Exhibition Platform from an Integrated Perspective." Electronics 13, no. 6 (2024): 1023. http://dx.doi.org/10.3390/electronics13061023.

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With the rise of the metaverse, digital transformation is profoundly affecting the field of art exhibitions. Museums and galleries are actively adopting metaverse technologies to present artworks through virtual platforms, providing audiences with novel opportunities for immersive engagement and art experiences and shaping high-quality user experiences. However, the factors influencing user engagement in the metaverse art exhibition platform (MeAEP) remain unclear in the current research. This research combines the information systems success model (ISSM) and the hedonic motivation system adop
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Wang, Minglu, Shanshan Liu, Lingling Hu, and Jong-Yoon Lee. "A Study of Metaverse Exhibition Sustainability on the Perspective of the Experience Economy." Sustainability 15, no. 12 (2023): 9153. http://dx.doi.org/10.3390/su15129153.

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With the development of information technology, many well-known art museums and galleries have adopted metaverse exhibitions for online display and dissemination of art information, building sustainable ways to participate in and experience art. Users can access the metaverse exhibition platform through the internet and enjoy classic artworks in the virtual space, which has gained many forms of artistic perception and improved physical and mental health. Currently, the factors affecting user use intentions in existing metaverse exhibition studies still need to be clarified and need to be studi
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Pervolarakis, Zacharias, Antonis Agapakis, Aldo Xhako, et al. "A Method and Platform for the Preservation of Temporary Exhibitions." Heritage 5, no. 4 (2022): 2833–50. http://dx.doi.org/10.3390/heritage5040147.

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Temporary exhibitions have not only been the oldest, but also the most successful model of art mediation (e.g., the Venice Biennale). In this research work, we are interested in the subject of preserving periodic exhibitions in the form of an interactive virtual memory to be revisited in the future. Although popular forms for doing so include photography, video coverage, and catalogs, we are interested in the implementation of a digital “timestamp” that could provide a digital place of memory and recall. To do so, we are preserving the physical space of an exhibition through 3D digitization te
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Popper, Frank. "Art, Science, Technology: Six Exhibitions 1966–1998." Leonardo 52, no. 2 (2019): 194–95. http://dx.doi.org/10.1162/leon_a_01163.

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From the late 1960s until the end of the twentieth century, the author organized, or helped organize, six exhibitions throughout Europe that saw artists integrate and alter the collective destinies of science, art and technology. The works of art presented at these exhibitions: KunstLichtKunst at the Stedelijk Van Abbe Museum in Eindhoven; the Lumière et Mouvement exhibition at the Musée d’Art Moderne de la Ville de Paris; Cinétisme, Spectacle, Environnement, held at the Mobile theater of the Maison de la Culture in Grenoble; Interventions and Environments in the Streets of Paris and in Its Su
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Vezhbovska, Liliana, and Vladyslav Klivak. "Virtual Tours in Ukrainian Art Projects: Between Pandemic and War." Demiurge: Ideas, Technologies, Perspectives of Design 5, no. 1 (2022): 6–20. http://dx.doi.org/10.31866/2617-7951.5.1.2022.257475.

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The article is devoted to a review of virtual tours accompanying exhibition art projects in Ukraine. The role of design and software in their creation is analyzed. The aim of the study is to identify effective design approaches in designing virtual tours, to establish the degree of interdependence of the virtual object and the object represented in real time. The research methodology is determined by the methods of general scientific comparative studies and art analysis. The basis of the research is a review of virtual tours of exhibition projects of the Mystetskyi Arsenal (Kyiv, Ukraine). The
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Vezhbovska, Liliana, and Vladyslav Klivak. "Virtual Tours in Ukrainian Art Projects: Between Pandemic and War." Demiurge: Ideas, Technologies, Perspectives of Design 5, no. 1 (2022): 6–20. https://doi.org/10.31866/2617-7951.5.1.2022.257475.

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The article is devoted to a review of virtual tours accompanying exhibition art projects in Ukraine. The role of design and software in their creation is analyzed.&nbsp;The aim of the study&nbsp;is to identify effective design approaches in designing virtual tours, to establish the degree of interdependence of the virtual object and the object represented in real time.&nbsp;The research methodology&nbsp;is determined by the methods of general scientific comparative studies and art analysis. The basis of the research is a review of virtual tours of exhibition projects of the Mystetskyi Arsenal
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ZHAO, J., and O. YEZHOVA. "IMPACT OF DIGITAL ART ON DESIGN OF ONLINE MUSEUM: USER-CENTERED DESIGN, NARRATIVE DESIGN, AND INTEGRATION OF TECHNOLOGY." Art and Design, no. 3 (November 11, 2023): 92–100. http://dx.doi.org/10.30857/2617-0272.2023.3.8.

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This research aims to explore the means by which digital art presented in online museum exhibitions will contribute to an improved visitor experience of the museum exhibition. Theoretical and practical research methods are used, namely, analysis of scientific and professional literature on the impact of digital culture on museum exhibits, analysis of design analogs of online museums. Based on the research analysis, the influence of digital culture on art museums was established, which allowed them to go beyond physical spaces, display digital art and implement virtual reality technologies. The
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Yang, Hao, and Khairul Zahar Jamaludin. "<b>EXPLORING THE APPLICATION OF VIRTUAL REALITY IN PHOTOGRAPHY EDUCATION: INNOVATIVE APPROACHES AND IMPLICATIONS</b>." Journal of Asia Social Science Practice 1, no. 1 (2025): 73–90. https://doi.org/10.71411/jassp.2025.16.

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This study is centred on the virtual reality (VR) photography exhibition. It takes the VR photography exhibition as its core, uses the action research method to explore the application of VR technology in the teaching of photography art, and proposes the innovative teaching mode of "Exhibition for Learning". This study utilizes VR technology to overcome the limitations of traditional photography education, particularly in work presentation, feedback mechanisms, and the overall learning experience. The integration of VR enhances students' artistic expression, technical proficiency, and overall
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Zhang, Yuhan. "Research on the Design of Digital Display of Ancient Books and Cultural Relics in the National Museum of Classics." Communications in Humanities Research 71, no. 1 (2025): 84–94. https://doi.org/10.54254/2753-7064/2025.bo24574.

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Virtual reality technology not only enables the digital reconstruction and immersive presentation of cultural relics, enhancing the publics cultural experience, but also offers innovative solutions for cultural heritage preservation. Its applications in the preservation and exhibition of cultural relics have become increasingly prominent. This paper aims to explore innovative approaches to the digital display and interactive experience design of ancient books and artifacts at the National Museum of Classic Books,Two famous exhibitions of the National Library Museum were selected - 'Entering th
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Renzina, Yudha Delonix. "The Use of New Media in a Virtual Website Exhibition A Mild "A Space"." IJVCDC (Indonesian Journal of Visual Culture, Design, and Cinema) 2, no. 1 (2023): 128–33. http://dx.doi.org/10.21512/ijvcdc.v2i1.9909.

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The Covid-19 pandemic that hit various countries has limited the public's space movement in the community. The emergence of new rules in the new normal era makes difficult for artists to perform any art performances. A MILD as one of the biggest drivers of the economy in Indonesia held a virtual exhibition called "A space" through the power of the internet network. The appearance of this new media will facilitate the artists to be able to work again and help the public to continue enjoy the art in the pandemic era. The research method that used is descriptive exploratory analysis to examine th
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