scholarly journals Instantiating the creation process in digital art for serious games design

2011 ◽  
Vol 2 (2) ◽  
pp. 143-148 ◽  
Author(s):  
Adérito Marcos ◽  
Nelson Zagalo
Author(s):  
Selma Eduarda Pereira ◽  
Alexandra Nogueira

During the state of global emergency of the COVID-19 pandemic, online cultural events have multiplied and gained space in our lives. However, this relationship between contemporary art and digital media has been developing for decades. In this paper, the authors cover the curatorial and preparation process for the virtual pavilion The Destinies of Senses that was part of the 4th edition of the digital art biennial The Wrong, which took place from November 2019 to March 2020, bringing to discussion the curation of online exhibitions, aesthetics post-digital, and the creation process of these artists. The authors approach in more detail one of the projects that integrated the exhibition and that combines fashion production, print media, and digital art.


Author(s):  
Adérito Fernandes Marcos Marcos

In this essay we bring into discussion how a/r/tography mechanisms or approach could be instantiated in the creation process cycle in digital art or computer art in order to more effectively identify practices of borderland experiencing, reshaping, rethinking, redoing and remaking that transforms the creation process into a research process, where the creative person enhances continuously the meaning of his/her artwork.


Author(s):  
Adérito Fernandes Marcos ◽  
Pedro Sérgio Branco ◽  
Nelson Troca Zagalo

Author(s):  
Cynthia Patricia Villagomez-Oviedo

ResumenEste artículo presenta un análisis de los procesos de creación de una selección de artistas digitales —o artistas que hacen uso de la tecnología con obras digitales- mexicanos, desde la óptica de las fases del proceso de creación, a saber, preparación, incubación/intuición, evaluación, elaboración y comunicación. Para tal fin, se realizaron una serie de entrevistas a los artistas de la muestra, donde se indagó sobre sus procesos de producción, dando como resultado una visión comparativa de dichos procesos, así como el análisis derivado de los mismos. Lo anterior con el propósito de, por una parte, comprender los procesos, así comoel Arte digital, que, si bien no es un ámbito nuevo, comúnmente se tiene poca familiaridad con el mismo. El estudio de los procesos de producción a través de las fases del proceso de creación aquí presentadas, ofrecen una aproximación distinta al Arte digital, de tal manera que, a través del mismo se busca contribuir a ampliar los límites del conocimiento en tornoal Arte digital y sus artistas, así como arrojar luz a los procesos de creación artística que usualmente se llevan a cabo en el ámbito de lo privado.AbstractThis article shows an analysis of processes of creation of several digital artists and artists who use various forms of art and technology in Mexico. There are different points of view that we can adopt to do this, but we are going to use the five stages of creation processes (preparation, incubation-intuition, evaluation, elaboration and communication),because brought a new approach to this research. For that purpose, special interviews have been made focus on the processes of production of some of the artistic processes, as a consequence, it was possible to compare the results to categorize and perform the analysis of them, aiming the comprehension of the processes and the artistic works of the DigitalArt realm. We know the Digital Art begin around the sixties, because of that it is not a new form of art, but still is an original form of art. That is why this research explores Digital Art through the processes of creation and production as a way to contribute to the knowledge of Digital Art, their artists and the processes that commonly take place privately.


2019 ◽  
Vol 7 (4) ◽  
pp. 43-49
Author(s):  
Katyaa Nakova-Tahchieva

The present work is part of a research paper for which I extend my heartfelt thanks to Assoc. Prof. Dr. Valko Kanev. It examines some specifics of the artistic creation process that lead to the creation of one of the types of written student texts - the narration. Its variations - "narration by imagination" and "narration by set supports" are regulated in the new fifth grade curriculum. The requirements for writing a narration and the exemplary thematic curriculum of optional literature classes in the 7-tgrade have proven to be applicable in the literature education process.


2021 ◽  
Vol 64 (2) ◽  
pp. 62-83
Author(s):  
Svetlana S. Neretina

In the essay “Conversation about Dante,” Mandelstam described logic, which he defined as the “realm of unexpectedness,” which is unlike any everyday logical construction. Based on the analysis of Mandelstam’s text, it is assumed that we are talking about a tropology that arose in the Middle Ages, the principles of which can be derived from studies of St. Augustine’s treatise De Dialectica and Petrus Сomestor’s Historia Scholastica. It is this triple commonwealth (Augustine – Comestor – Dante, read by Mandelstam) that creates the multilayered logical framework of the work. Augustine created a completely different dialectic than in classical antiquity. Augustine considers dialectics as an art of discussion and describes the real steps that contribute to the emergence of speech, which corresponds to Mandelstam’s concept of conversation. According to Augustine, at the basis of any speech, is a trope-turn. In the article, attention is drawn to the sound nature of creation process. This logic, used in explaining the creation of the world according to the logos/word (tropology), assumes that, at the basis of the speech act, there is no the word as a unit of speech, but the sound itself – the sound, which was considered initially equivocal (ambiguous). In the process of pronounciation, the sound could turn into its opposite and could change the meaning of speech if the context has been changed. Dante expressed the meaning of tropology in practice. Mandelstam wrote that he had chosen Dante for the conversation (between poet and poet) “because he is the greatest and indisputable master of reversible and reversing poetic substance.” Mandelstam saw Dante as the Descartes of metaphor.


2020 ◽  
Vol 22 (19) ◽  
pp. 10853-10862
Author(s):  
Kenta Mizuse ◽  
Naoya Sakamoto ◽  
Romu Fujimoto ◽  
Yasuhiro Ohshima

High-resolution molecular movies of direction-controlled rotational wave packets are reported, providing insights into the creation process and detailed dynamics of wave packets.


Author(s):  
G. Kontogianni ◽  
A. Georgopoulos

Digital technologies have affected significantly many fields of computer graphics such as Games and especially the field of the Serious Games. These games are usually used for educational proposes in many fields such as Health Care, Military applications, Education, Government etc. Especially Digital Cultural Heritage is a scientific area that Serious Games are applied and lately many applications appear in the related literature. Realistic 3D textured models which have been produced using different photogrammetric methods could be a useful tool for the creation of Serious Game applications in order to make the final result more realistic and close to the reality. The basic goal of this paper is how 3D textured models which are produced by photogrammetric methods can be useful for developing a more realistic environment of a Serious Game. The application of this project aims at the creation of an educational game for the Ancient Agora of Athens. The 3D models used vary not only as far as their production methods (i.e. Time of Flight laser scanner, Structure from Motion, Virtual historical reconstruction etc.) is concerned, but also as far as their era as some of them illustrated according to their existing situation and some others according to how these monuments looked like in the past. The Unity 3D<sup>®</sup> game developing environment was used for creating this application, in which all these models were inserted in the same file format. For the application two diachronic virtual tours of the Athenian Agora were produced. The first one illustrates the Agora as it is today and the second one at the 2nd century A.D. Finally the future perspective for the evolution of this game is presented which includes the addition of some questions that the user will be able to answer. Finally an evaluation is scheduled to be performed at the end of the project.


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