scholarly journals Study of Digital Painting Media Art Based on Wireless Network

2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Mengxue Zhong

Digital media art mainly studies the methods and techniques of using information technology for artistic processing and creation. Through theoretical study, professional skills training, etc., people can master the use of digital media software and have the ability to use digital technology to perform artistic processing on various types of works. This article is aimed at studying the art analysis of digital painting media based on wireless networks. In the past few years, as the country pays more and more attention to it, the level of science and technology in our country is constantly improving. At this stage, it has entered a new media environment using digital media. In the method part, this article proposes wireless network technology. It is believed that digital painting and traditional painting are very different in expression form and artistic concept. Digital painting transforms the static expression of traditional painting into digital form, so that they are no longer limited to the static expression of the plane. In the algorithm part, this article uses the algorithm of virtual technology to make a long-term plan for the development of digital painting media art. The experimental results of this paper show that the proportions of digital media art materials in practical technology, visual experience, and Chinese painting are 50%, 61%, and 73%, respectively, and their proportions are constantly increasing, occupying an important role in the field of digital media art.


2021 ◽  
Vol 24 (4) ◽  
pp. 240-252
Author(s):  
Yu Ying Wang ◽  
Myung Sun Park


2011 ◽  
Vol 3 (4) ◽  
pp. 111-117
Author(s):  
Gennady Petrovich Bakulev

Digital technologies and the Internet in particular are causing deep changes in film industry. The development of the VoD service is enhancing the tendency for digitalization and disintermediation. Consequently, there is a considerable cost reduction in the value chain. In the long term future there can be a radical revision of the existing system of distribution “windows”. To understand the principles of the on-line distribution the author tries to estimate the impact of new media technologies on film distribution and the strategy of its main participants



2020 ◽  
Vol 3 (4) ◽  
Author(s):  
Bingjie Zhang

Salt culture is the main component of traditional culture in Zigong, Sichuan.With centuries of history, it has accumulated rich cultural connotations. At present, Zigong salt culture, as a precious traditional cultural wealth, has taken cultural and creative industries as a new carrier of communication in the rapid development of digital new media technology, giving full play to the resource advantages of its traditional culture. This article focuses on the study of the development path of Zigong salt cultural and creative industry in the new digital media era. Combining digital new media technology with cultural and creative industries, Zigong salt culture actively uses virtual technology to realize the innovative development of cultural and creative industries, promote the cultivation of cultural and creative brands based on digital new media technology. This article aims to give relevant strategies with reference value, so as to make corresponding contributions to the development path of Zigong salt culture in the future.



2019 ◽  
Vol 3 (4) ◽  
Author(s):  
Lijuan Liu ◽  
Yi Zheng

In new media era, the network coverage is wider, application of mobile terminals is more convenient, speed of information dissemination is fully accelerated, scope of dissemination is wider and people's access to information is more diversified. Therefore, the current media has become an indispensable part of human’s lives such as changing the way human live, work, learn and communicate daily. In this context, it is compulsory to improve the traditional teaching methods in order to keep in pace with the fast development and promote art education through the combination of technology and art. This paper analyses the current situation of digital media art teaching and the construction path of teaching model in the new media era.  



Author(s):  
Jan Kreft

Plato's Demiurge is the quintessence of perfection and power. “Whatever comes from me is indestructible unless I, myself, wish it to be destroyed” - says the creator of the gods, speaking to them in Timaeus. The gods and Demiurge are believed to collaborate on the creation of people in accordance with the standard of excellent ideas; soon the world, as we know, will be created. Plato's Demiurge is also the good, and the platonic gods are righteous. Without Demiurge the world is a chaos, an environment of irrational chances. Nowadays, the myth of Demiurge can be related to the perfection of creativity. Demiurge becomes equal to the anticipated, all-powerful driving force. Omnipotent, yet tamed and friendly. Demiurge is also the leader in the tradition of social research, the “divine” constructor of the economy, the originator of development. In the new media environment, Demiurge is a convenient metaphor for the presentation of the algorithm: mysterious, error-free, resistant to influence, free from human weaknesses. A transcendent being. The aim of this publication is to present new concept, the core myth of new media organizations - the myth of Demiurge associated with the operation of algorithms and critical analysis of myths created around it, which accompany the social, political and business role of algorithms. Considering the aspect connected with the interpretation of digital media operation and their social and business role, algorithms have not been so far analysed in the context of the presence of myths in organisational functioning. The author believes, however, that the common factor in the perception of algorithms in new media is their mythical aureole and mythical thinking associated with them.



1970 ◽  
pp. 162
Author(s):  
Mikkel Thelle

Rather than being a conference, ISEA 2011 is a festival of digital media, art and culture. The many different formats and activities are stimulating, but it is also sometimes difficult to find an overall perspective from which to describe the whole event. This year ISEA, which is one of the major digital festivals, was held in Istanbul, a city whose diversity was a mirror of the event itself. Among the many sessions can be highlighted themes such as “the logarithmic turning point”, which focuses on the influence that digital programming has had on global culture; ”media architecture”, understood as interactive façades in urban spaces; ”the curatorial gesture”, about curating and archiving new media and the issues around the role of New Media Art in art history. More generally, ISEA was permeated by the new media replication and unpredictabi- lity of new media, one expression of which was the festival’s ”Uncontainable” curatorial theme. As a negotiation of form and content, museums of cultural history in particular have something to learn from art and new media.



Author(s):  
Jan Kreft

Considering various perspectives and interpretations, a myth has been present in the operation of numerous organizations. Management and entrepreneurship undergo the process of mythologization as well as organizations, with their foundation myths and mythological heroes. Myths refer to the results of the operations run by organizations and their capabilities – such questions have been considered in expert literature on management. The problem of myths has been scarcely researched in the studies on operations performed by media organizations. In media environment, the myth has been following traditional media in their capabilities which refer to their functioning as the Fourth Estate. In the time of digital media, convergence of media, IT, and telecommunication sectors, all the “new media” have been mythologized. Myths have been accompanying the activities of particular organizations and their heroes – leaders; the potential of media organizations has also been mythologized in the context of solving social problems as well as in the context of achieving business objectives.



2021 ◽  
Vol 7 (3) ◽  
pp. 205630512110305
Author(s):  
Noa Shakargy

In the summer of 2018, the New York Public Library Instagram page, and Mother—New York City creative company, launched a project named Insta Novels, presenting five canonic literary works in the form of an Instagram Story. Due to its interdisciplinary nature, Insta Novels offers a glimpse into the contradictions that arise when literature and its institutions intersect with social networks, advertising agencies, and digital media. This article explores the Insta Novels project as a case study of how remediation and mediatization serve as useful theoretical concepts, enabling the examination of cultural objects in the new media environment at both the macro and micro levels. A grounded analysis of the project’s stories, articles, and Instagram hashtags revealed four embedded tensions: between literature and technology; eternity and temporality; personal and public; and readers and users.



2014 ◽  
Vol 12 (2) ◽  
pp. 70-85
Author(s):  
Slavko Kacunko

In this paper, the general arena between analogue and digital media art is explored with special respect to the concept of the ‘newness’ of media. The first part confirms the Closed Circuit as an ‘open system’ related to its right to an evolution towards increasing complexity without the reciprocal playing-off of self-referential ‘life’ against ‘hetero-referential’ technique. The second part refers to the continuity of research undertaken in media, art and art-history and discussion in related fields while the concepts of ‘new’ media have repeatedly admitted the Closed Circuit as a core category in ‘New’ Media Art. The third part introduces one content-related categorization of Closed Circuit video installations which has been regarded as representative for the general ‘fields of inquiry’ of both analogue and digital media art. 



2021 ◽  
Author(s):  
◽  
Lili Shen

<p>Serenity is a computer generated ink-wash animated short in which the traditional aesthetics meets the new media. I combined theoretical research and physical experiment to convey a peaceful pleasant feeling with subtle movement.  The focus of this thesis is to assess the possibility and capability of digital instruments in simulating the traditional Chinese ink painting and further transplant to three-dimensional (3D) platform. This thesis presents a new approach to practice Chinese painting and to compose an animation by using 3D techniques and non-photorealistic rendering (NPR). The aim for the composition portion of this project is to produce a refreshing animated visual style and to introduce the traditional methods of Chinese painting not only to the west, but also to the new Chinese generation who usually devote their time and energy to the subjects that might guarantee a better university or job.  My research draws on the previous ink-wash animations and the visual reference on Chinese painting, and takes advantage of my personal experience in both traditional training and digital media design to exploit a potential path for ink-wash animation in the competitive commercial market. Expanding traditional ink painting into the digital field provides an opportunity for the archaic art form to be communicated and shared widely and efficiently worldwide.</p>



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