Fluidity

Author(s):  
Tim Rutherford-Johnson

The Internet and digital technology have given rise not only to new genres of music, but also new ways of using and thinking about musical material and form. Using as a guide Nicolas Bourriaud’s writings on contemporary art–especially The Radicant–this chapter considers how digitization has affected compositional aesthetics from the transcriptions of Peter Ablinger and translations of Olga Neuwirth, to disembodiment in the music of Stefan Prins and the journey forms of Jennifer Walshe.

Author(s):  
Dimitar Dobrevski ◽  

All serious theoretical research in the field of communication shows that, under the influence of global processes of globalization, information is increasingly visualized and iconized. Young people communicate using the wide range of opportunities provided by digital technology and the Internet. We spend a lot of our time in the virtual space. Everything seems fraudulently easy - everyone in minutes can upload information that is rapidly becoming available worldwide. Even small children handle as computer technicians. At the same time, the majority of participants in this communication have a substantial deficiency in visual literacy. Even specialists often ignore the language of forms, colors and compositional organization of space, which requires serious preparation, training and continuous specialization. Worldwide there are no good examples, but unfortunately they are not yet available to the cultural community in our country. The report raises a number of questions and issues for discussion and tries to draw attention to possible ways of solution. Keywords: visual communication, iconography, language of colors and forms


2018 ◽  
Vol 189 (4) ◽  
pp. 46-59
Author(s):  
Marian Kopczewski ◽  
Agnieszka Napieralska

The 21<sup>st</sup> century is undoubtedly a period of enormous progress in the field of digital technology, a period in which the boundary between the real world and the virtual world becomes less and less visible. The Internet has undeniably become a facilitation of everyday life, since it is a tool of work, communication or a way to spend free time for many users. The virtual world is present in almost all areas of our lives, and people spend more and more time in front of the computer screens, operating websites, e-mails or social networks. Highly developed digital technology is a boon of the 21st century, but despite its numerous advantages, negative aspects are also visible. Virtual knowledge displaces physical interpersonal contacts; physical activity is replaced by spending free time in front of a computer monitor. Various threats (social, psychological, psychological, ethical and moral) resulting from modern digital technologies and the increasing degree of dependence on them are extremely significant. The authors of this article present the results of own research, aiming at making the reader aware that there are both positive and negative aspects of the virtual world.


2021 ◽  
pp. 23-40
Author(s):  
Oksana Chepelyk

The article is devoted to the scientific problem of theoretical elaboration and contextualization of immersive environment realized in the physical space of a gallery or museum, in VR and on the new virtual platforms on the Internet, as well as in hybrid space, in the augmented and mixed reality of the 21st century. The aim of the research is to identify the peculiarities of the formation of the immersive environment and of the practices of VR and AR projects creation in Ukrainian contemporary art in recent years. The task is to elaborate the theoretical bases of the development of immersive environments and VR, review and analysis of projects that use the digital technologies in order to create an immersion and AR. The methodology of the study consists in theoretical and field research of immersivity and in the author’s experiments development. The main method is a comprehensive and systematic approach to the development of the theory of virtuality, visual and photometric methods, analysis of concepts, spatial structure and technological features of online VR platforms and artistic realizations. The concept of sensorium is involved, which describes the feeling, perception and interpretation of information about the world around. The peculiarities of creating immersive environments in physical space in the projects «MetaPhysical Time-Space», «Refraction of Reality», «Living Energy» were explored (to be included into the national art discourse), as well as in VR in the frame of VR-festivals, such, as Carbon Media Art Festival, «Frontier» and «Virtuality» that serve as a testing ground for the development of new technological art. The possibilities of new online VR platforms, such as Mozilla Hubs, WebXR, AltspaceVR, artspaces.kunstmatrix, Cryptovoxels, Transmadatac Virtual Museum, are analyzed. The practice of creating VR projects on platforms on the Internet: Artefact Chornobyl 33 and Artefact Chornobyl + MADATAC, «VR Collider» and «Genesis» are considered as case study. Drift from immersive environments in physical space to virtual reality has been detected. The multi-vector nature of AR projects and different types of connection with book publishing, public art objects, contemporary sculpture and urban practice have been revealed.


Author(s):  
Stewart Hyson

The Internet and digital technology provide great potential for public sector organizations to broaden their scope of social inclusion and thereby better serve the populace. This is especially the case of the Ombudsman institution that exists to provide the public with an independent mechanism through which members of the public may seek redress of grievances of alleged administrative wrongdoings. However has the potential of what has been a reality in Canada been realized? This chapter takes a user's approach to depict what users find when they go online to lodge complaints with OmbudsOffices, both federally and provincially in Canada. For the most part, Canadian OmbudsOffices have been relatively conservative by placing online information that is also found in printed format.


Author(s):  
Ronald M. Baecker

J. C. R. Licklider, Vannevar Bush, Doug Engelbart, Ted Nelson, and Alan Kay optimistically and exuberantly imagined how computers could better the lives of people. Much of this has come to pass. The Internet supports learning by ‘students’ at all levels. Information on laws, procedures, diseases, and medical care may be found on the web. The Internet now provides the easiest, or in some cases the only, way to pay bills or order items such as books, groceries, and even clothing. It is a means of communication with family, friends, individuals one would like to meet, individuals with whom one could share insights, and potential employers. Music, films, and other means of entertainment stream to our digital devices. This implies that those for whom digital technology is not available are at a disadvantage. The gap between the technology-haves and the technology-have-nots became known in the 1990s as a digital divide. The concept is nuanced; we can speak of availability or scarcity of hardware, such as personal computers (PCs) and mobile phones; of infrastructure such as cellular networks; of communications bandwidth that enables a smooth media viewing experience; of expertise in using the technology; of commitment to its use; and of engagement in the process. Some only consume information; others contribute their ideas via methods such as blogging and tweeting. Yet a better way to describe digital technology widely accessible is the goal of social inclusion, to allow all individuals, regardless of socioeconomic status, location, race, gender, or ability or disability, to take advantage of the benefits of modern computing and telecommunications. To have terminology that is even more evocative, we shall use the more modern and descriptive term of digital inclusion. This has been defined by the International Telecommunications Union as ‘empowering people through information and communication technologies (ICTs)’. The term ‘people’ is meant here to imply all people throughout the world. This chapter will first examine the digital divide between the haves and the have-nots (often the rich and the poor) within several nations. Examples of the benefits of digital inclusion will be cited.


2019 ◽  
Vol 39 ◽  
pp. 24-39
Author(s):  
Helen Kelly-Holmes

AbstractThe focus in this article is on the evolution of language and technology in relation to multilingualism, in particular on how multilingual provision has developed in tandem with the development of the internet and the World Wide Web (WWW). In trying to understand how multilingualism has evolved, it is also necessary to understand how the technical aspects of digital technology as well as the politico-economic dimensions to that technology have changed. Four distinct periods emerge in the development: monolingualism, multilingualism, hyperlingualism, and idiolingualism. Monolingualism covers the origins of the internet and later the WWW as monolingual spaces. This was followed by a long period that charts the slow but gradual development of increased language provision and what I am terming “partial multilingualism.” Multilingualism expanded substantially, potentially limitlessly, with the development of Web 2.0. This has involved the diversification of online spaces to the point of “hyperlingualism.” I argue that we are still in this hyperlingual phase, but alongside it, a new phase is developing, that of “idiolingualism” as a result of mass linguistic customization. In this article, I discuss these phases, paying attention to both their technical and economic contexts, as well as their implications for linguistic diversity online and in wider society.


Author(s):  
Chris Hagar

The Internet and digital technology create new possibilities for the development of cultures, communities and knowledge. Over the last twenty years there has been a great increase in interest in indigenous knowledge from a variety of groups, including academia, development agencies and the corporate world. Within this diverse range of interests, there have been initiatives to facilitate. . .


Author(s):  
David Paulson

For many years, we have attempted to teach teachers technology for their own personal use and to help them use technology effectively with their students. We have introduced them to computers, to operating systems, peripherals, software, the Internet, and to all of the attending elements of digital technology. These, the knowledge and effective use of digital tools, are the “hard skills.” They are “hard skills” not because they are difficult to learn, but because they are time intensive and require the ability to put all of the disparate parts of technology together. They are the skills anyone would need were they to assume the responsibility of teaching them to someone else.


2011 ◽  
Vol 141 (1) ◽  
pp. 146-156 ◽  
Author(s):  
Gloria Davies ◽  
Gil-Soo Han

This article examines the relationship between digital publicity and cosmetic surgery. While focused on South Korea, it also discusses China because of the conspicuous Chinese demand for Korean cosmetic surgery in recent years. In fact, China has become the largest export market for Korean cosmetic surgery. The analysis is based on the premise that there is a vital link between cosmetic surgery and digital technology in both these countries. We argue that the celebrity culture spawned by entertainment media has facilitated the normalisation of cosmetic surgery to the extent that it is commonly viewed, quite unproblematically, as a form of human physiological enhancement. The article examines the publicity surrounding cosmetic surgery (comprising media reports, advertisements and commentaries) to see how it is presented in the Korean media and on the internet. These findings are then considered in relation to the promotion of Korean cosmetic surgery in China.


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