scholarly journals ART SPACE: AN EXPERIMENTAL DIGITAL ART GAME

Author(s):  
Ieva Gintere

The article examines the discourse concerning modern game theory and suggests a new method of research and knowledge transfer in the field of digital art game creation. The method is embodied in the new game Art Space that utilizes current research results in the field of contemporary aesthetics. Art Space is an experimental digital game that is being created in collaboration between researcher, Dr.art. Ieva Gintere (Vidzeme University of Applied Sciences, Latvia) and the game artist, Mag.art. Kristaps Biters (Liepāja University, Latvia) within the framework of a post-doctoral project. The concept of this new art game arises from the historical heritage of modern art. The aim of the game is knowledge transfer: the author has been carrying out research into contemporary digital games in order to transfer the results of the research to develop an appreciation and understanding of aesthetics in Art Game’s players. The game links aesthetics to art games by identifying modern trends such as pixel art, glitch, noise, and others. Due to the dearth of written information on the subject of modern art heritage in digital games, the study presents an innovative approach to art gaming explaining modern art’s cultural backgrounds. The methods used are audio-visual and stylistic analyses of games as well as studies of the existing literature. The project hopes to raise the interest of the wider public concerning contemporary art and music, point out the newest creative tendencies in art, and suggest potential changes in the language of art in the near future. This paper continues previously published research that helped to create the concept and design of Art Space, and focuses on the trends of photorealism and futurism. 

Author(s):  
Ieva Gintere

INTRODUCTION This paper partly envisages the research results of the European Regional Development Fund (ERDF) project (see Acknowledgements). The task is to create an innovative digital game in the cross-cutting genres of art game and educational game. The game presents the specific aspects of digital art games and their historical background. Work on the new game will be carried out in a collaboration of the researcher, Dr.art. Ieva Gintere (Vidzeme University of Applied Sciences, Latvia) and the game artist, Mag.art. Kristaps Biters (Latvia). The game is being created in the framework of a Post-doctoral project led by Ieva Gintere during 2018-2021. MATERIALS AND METHODS Unity3d for game design. Blender 3d object design. Audacity and Abletone music generation and editing. Photoshop, illustrator for game texture, art design. RESULTS The study presents an insight into contemporary digital game theory and a new threefold method of game creation named RKTR (research / knowledge transfer / research). In this model, the game is created on the basis of research and knowledge transfer: knowledge gained in the research process is transferred to the players. The game also functions as a platform of new knowledge construction as the secondary task of the game is to collect the results of the players in order to analyse the new creative tendencies and to foresee the art trends of tomorrow. The proposed method focused on the aspect of knowledge transfer is constructed as a three-level spiral: - research-based game creation (the game is based on the results of research),- knowledge transfer (the game transfers the research results to the player),- use of the gameplay results in research (the game creators collect the data of the gameplay for new research). The existing game designers and theoreticians carry out research in action where the game design is united with the game research. In the discourse of digital gaming, this is a widespread method. However, there is a missing part in this model. Knowledge gained in this type of research does not flow beyond the circle of the game’s creators and researchers. This knowledge stays within the society of the game’s designers and researchers, and functions as a tool for their future work. Knowledge is an instrument for experts, and it is not transferred to the regular player. The existing model of a research-based game helps to obtain formal and professional knowledge: it is a know-how, it tells a designer how to build a game, but it is not meant for the player. The aim of the new digital game that is being created in this project, is to connect the research results with the player so that the knowledge acquired in the research process is effectively transferred to the general public. DISCUSSION Taking into account that art today is largely interactive, the new art game will let its user play with trends of digital art such as noise, generative art and others, and to create new ones. The aim of this project is to raise the interest of a wide-ranging public for contemporary art and to point out the newest creative tendencies in art. The game would develop the creative skills of players and teach them the current trends in digital art. At the same time the game would project the inheritance of art from the age of modernism into the digital world by teaching the player to recognize it (for instance, generative art is a successor to the Fluxus movement in modernism). The new art game is intended to educate the player and to stimulate his/her creative forces. The Design Science Research method is being used in this study in order to cross-cut such remote fields as the general public, the arthouse world, codes of modern art and the tastes of the general public. The Design Science Research method helps boost efficiency and interest towards contemporary art games. It intends to integrate seemingly distant disciplines and seeks parallels in different areas in order to gain new knowledge and adapt fresh approaches. By finding common aspects in different areas, Design Science Research fuses areas and invites new trends into a research field. ACKNOWLEDGEMENTS This study has been supported by a grant from the European Regional Development Fund research “Leveraging ICT product innovations by enhancing codes of modern art” No. 1.1.1.2/VIAA/1/16/106 within the Activity 1.1.1.2 “Post-doctoral Research Aid” of the Specific Aid Objective 1.1.1 “To increase the research and innovative capacity of scientific institutions in Latvia and the ability to attract external financing, investing in human resources and infrastructure” of the Operational Program “Growth and Employment”. Homepage of the research: http://va.lv/en/research/research/leveraging-ict-product-innovations-enhancing-codes-modern-art  


Author(s):  
Ieva Gintere

The task of this study is to create an innovative digital art game of contemporary aesthetics on the basis of research. Research implies the analysis of digital art games and the historical background of their aesthetics, as well as their classification following the stylistic trends. Digital games have a great potential to integrate people into fields that would otherwise not meet their interest. The new game would develop the creative skills of players and teach them the current trends in digital art. The game would project the inheritance of art from the age of modernism into the digital world by teaching the player to recognize it (for instance, pixel aesthetics is a successor to cubism and constructivism). The new game will let its user play around with the trends in digital art such as vaporwave, glitch and others, and to create new ones. Thus, it would deal with the problem of knowledge cache and cultural segregation that characterizes modern art: being an esoteric subject to a great extent, it is difficult to access a large segment of the public. The aim of this study is to raise the interest of a wide-ranging public for contemporary art and to point out the newest creative tendencies in art. The paper presents an overview of digital art games, introduces a novel term, vaporwave, that has not been registered in the art game discourse so far, and offers an updated definition of the art game. The Design Science Research method is used in order to cross-cut such remote fields as the general public and the arthouse world, codes of modern art and the taste of the general public. 


2002 ◽  
pp. 127-147 ◽  
Author(s):  
Milomir Stepic

Internal political-territorial structure of the state is being formed independently from its physical-geographic, anthropogeographic, historical ethno-confessional, cultural, communicational, geopolitical, interpolitical external-political and other factors. Its stability, duration and harmony could be achieved by using the complex principle for forming and marking of territorial units. However, their forming sometimes could be the result of administrative, or even ideological - political division of space. This imposed load and historical heritage could be found in Serbia - from the World War II to the modern ideas about the reshaping of Serbian political-territorial organization. Regionalization and constitution of Serbia as a regional state is a good base for eliminating destructive and centrifugal geopolitical processes that lead to the territorial disintegration of state, and at the same time it is a precondition for the decentralization that would provide a more efficient economy for the interest of population. Relatively small number of regions (the most usual is six), with a large area and a large population is not in accord with the needs of modern Serbia. Only organization of Serbia as a regional state with thirteen political-territorial units that, with some exceptions, would have 5.000-10.000 km2 and 500.000-1.000.000 residents, would have reintegrational geopolitical effects. Interregional connections would be intensive and solid, territorial and economic individuality inside the regions couldn't be changed into autarchy, etatism and centralization of newly formed regions. The basic function of suggested regions Backa, Banat, Srem and Macva Belgrade, Podunavlje, Western Serbia, Central Serbia, Eastern Serbia, Old Raska, Nis, Southeastern Serbia, Metohija and Kosovo would be to "dismantle" the present anachronic political-territorial division, to reduce and cancel fragmental and barrier effects of internal (provincial) borders and to be in the function of modernization and reintegration of Serbia in the near future.


2021 ◽  
pp. 38-42
Author(s):  
V. KRAMARENKO

The article analyzes the contemporaneity and relevance of the point of creation of preschool children. In the framework of scientific and pedagogical research, creativity considers as a qualitative change in human ability that corresponds to the psychophysical and psycho-emotional processes of the preschool period of personality formation. With the help of the conducted experimental work based on children’s preschool institutions of Poltava region, the art-activity criterion of creativity of children of 5-7 years with the involvement of modern art-game material has been revealed. Particular attention has been paid to modern scientific research, which is devoted to the matter of children’s creativity, which is developing in creative activities. As a result of experimental work, we identified indicators of artistic and creative criteria of creativity of preschool children, namely the indicator of artistic and game literacy, the indicator of artistic and playful actions, and the indicator of improvisation and creative activity.Special attention should be paid to identifying the levels of indicators of artistic and creative criteria of creativity of preschool children with the involvement of contemporary art and game material in the experiment - high, medium, and low levels of creativity, their features, and quality examples. Our article contains a diagnosis of the problems faced by preschool children when playing, as a leading activity or when getting acquainted with the developmental potential of modern art and game material from the standpoint of an artistic and creative criterion of creativity. Prospects for further development in the direction of forming the creativity of preschool children using modern art and game material are aimed at preparing a curriculum in this thematic area.


Author(s):  
Antoniu Ştefan ◽  
Ioana Andreea Stănescu ◽  
Jannicke Madeleine Baalsrud Hauge

Research has highlighted Digital Games (DG)’ capacity to enhance skill and abilities through their persuasiveness and motivational appeal, which can support immersive, situated and user-centered experiences. DG development remains a challenge both in terms of costs and of the diverse range of advanced, multi-disciplinary expertise required to develop a DG. Developing DGs for such a complex domain as Mechanical Engineering (ME) to better equip engineering students to practice at the intersection of complex systems increases this challenge. An alternative to decrease costs is to capitalize on existing DGs. The paper analyzes opportunities for DG adaptation, in order to enable the reengineer of existing games to fit specific purposes and support knowledge transfer. The authors build upon current research and practices to construct an approach for adapting DG content. Two case studies are presented as a proof of concept to exemplify the different levels of the digital game reengineering process.


2021 ◽  
pp. 191-197
Author(s):  
Sanaa Mohsin

The current challenge facing our age is the information digitization, at the same time, there is a huge development in the interdisciplinary of technologies with sciences. In the last few years, the World witnessed a number of information challenges with different dimensions, including digital dimensions, which are called the digital world and the virtual world for authors and movie writers. Consequently, the digital art concept emerged that utilizes the computer in an efficient way and as a new technique for drawing. This art is considered a great leap for modern art. The influence of digital technology transformed traditional arts like painting and sculpture into new forms, from pure arts to virtual reality. The most important characteristics and advantages are reflected in saving time, effort, cost and area. Digitally, art would enrich Iraqi culture by employing Iraqi creativity. This paper targets the concept of digital art, characteristics of art in virtual society and presenting the history – origins and evolution – of digital art. A group of paintings have been created using Photoshop Cc, Photo Shop C5 and Art Rage programs.


2018 ◽  
Vol 16 (2) ◽  
pp. 220-239 ◽  
Author(s):  
Vivian Van Saaze ◽  
Glenn Wharton ◽  
Leah Reisman

From digital video to software-driven installations, digital art is now present in museums around the world. Museum systems designed for object-based collections like paintings and sculpture do not address the collections management and conservation requirements for these new technologies and their associated hardware. In this article the authors investigate processes through which digital art becomes embedded in museums. Based on original research conducted at The Museum of Modern Art in New York, we argue that the introduction of digital art to MoMA did not lead, as recent literature suggests, to disruptive or radical changes of existing institutional practices. Instead, the result has been organizational subunit proliferation and adjustments to established practices and procedures. Through our study of managing digital art at MoMA, we engage Science and Technology Studies and the institutional analysis tradition in the sociology of organizations to advance the understanding of processes of change in art museums. 


2014 ◽  
Author(s):  
Hae Young Lee ◽  
◽  
Won Hyung Lee ◽  
Keyword(s):  

1987 ◽  
Vol 2 (3) ◽  
pp. 147-151 ◽  
Author(s):  
Kiyoshi Niwa

AbstractFor successful application of knowledge-based systems, “knowledge transfer” (KT) should be receiving more attention. Knowledge transfer is defined as a flow of knowledge from knowledge suppliers through knowledge-based systems to users. Insufficient state-of-the-application of knowledge-based systems in Japan and its near future directions are analysed in terms of KT. Some example tasks for improving KT are reported. These tasks were experienced by the author in the course of 10 years of research and development on knowledge-based systems for project management.


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