scholarly journals Iraqi Digital Art: Origin and Evolution

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.

2020 ◽  
Vol 10 (2) ◽  
pp. 1-4
Author(s):  
Evgeny Soloviov ◽  
Alexander Danilov

The Phygital word itself is the combination pf physical and digital technology application.This paper will highlight the detail of phygital world and its importance, also we will discuss why its matter in the world of technology along with advantages and disadvantages.It is the concept and technology is the bridge between physical and digital world which bring unique experience to the users by providing purpose of phygital world. It is the technology used in 21st century to bring smart data as opposed to big data and mix into the broader address of array of learning styles. It can bring new experience to every sector almost like, retail, medical, aviation, education etc. to maintain some reality in today’s world which is developing technology day to day. It is a general reboot which can keep economy moving and guarantee the wellbeing of future in terms of both online and offline.


2021 ◽  
Vol 2 (1) ◽  
pp. 56-63
Author(s):  
Nur Fauziah

The Covid-19 pandemic that hit Indonesia has a very significant impact on education. The spread of that virus is not only in Indonesia but throughout the world, so many learning processes run down. Educational institutions have been closed due to concerns about the Covid-19 expansion. The spread of the virus is very fast, but learning must be carried out through an online process without a face-to-face meeting. However, the digital world made the safest way to break the chain of spreading the coronavirus outbreak because getting an education is students' right without neglecting their health and mental safety. Digital technology which greatly helps the teacher using the learning media throughout applications can facilitate the relationship between teachers and students in the learning process, even though many obstacles and adjustments were made than the previous face to face learning.


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. 


Leonardo ◽  
2021 ◽  
pp. 1-12
Author(s):  
Bruce Wands

Abstract This article traces the twenty-year history of the New York Digital Salon. Started in 1993 to provide an annual venue for digital art images in New York City, it quickly expanded into an international forum for exhibitions, panel discussions, lectures, screenings and a website. In addition to these events, we created a collection of videotaped panel discussions with well-known digital artists and curators from our 2002 Digital Art & Culture Symposium held at the Museum of Modern Art Theatre. From 1995-2002, the artwork was included, along with essays on digital art, in eight issues of Leonardo. A tenth exhibition was held during 2002 at the World Financial Center, along with over twenty events, panel discussions and lectures that were part of the Downtown Arts Festival. In 2013, we celebrated our twentieth anniversary with the “American Algorists: Linear Sublime,” exhibition and catalog featuring Jean Pierre Hebert, Manfred Mohr, Michael Noll, Roman Verostko and Mark Wilson.


2021 ◽  
Vol 5 (1) ◽  
pp. 59-68
Author(s):  
Jelena Novakovic

In the world of digital technology, overwhelmed with information and content, digitalization is often perceived as a process of alienation. This article will challenge that perception and demonstrate that digital museums actually present a unique opportunity to develop interest in art and attracting people not only to art in general but to on-site cultural institutions as well. Digital museums can, among other roles, assume the role of interpreting cultural heritage, but are also the best way to attract a young au-dience to art. This article examines the opportunities provided by digital technology for museums in terms of communication and dissemination of knowledge. The particular emphasis will be on the use of digital collections as well as on connecting and interacting with the public, particularly with a young au-dience. If there was any doubt about the importance and influence of digital museums, the COVID-19 pandemic was a final proof that digital museums have a much greater value than is generally admitted, and that they have become an indispensable part of the overall museum experience in all museums that have been able to develop them as a part of overall museum strategy.


2015 ◽  
Vol 28 (1) ◽  
pp. 69-77
Author(s):  
Jolanta Dyrda

We are witnessing today a phenomenon that might be metaphorically called an explosion of digital technology. The computer and multi-function mobile telephones accompany young people incessantly. A lot of them hardly remember the world free of this kind of implements. G. Small, and G. Vorgan [2011] call today’s generation of teenagers “Digital Natives” who acquire knowledge on the Internet, and read no paper-printed information which is seen by them as too antiquated. According to these authors, “Digital immigrants” are newcomers to the digital world. It is adults who have entered the world of new technologies, and who seem mistrustful and sometimes overcome by a sort of “techno-phobia”. The diffi culty of successful communication today between adults and children, teachers and pupils, has been made even more serious by the arrival of new technologies. MEN / The Polish Ministry of National Education / have – in their attempt to meet pupils’ expectations, and thus make the school a more attractive and modern institution – started work on an e-textbook. My interests in that area have been particularly aroused by the situation of those pupils who have been diagnosed with dyslectic problems. Will the proposed didactic solutions allow for alleviating such problems or, possibly, will they aggravate the situation? In the context of an animated discussion about the project of an e-textbook, I intend to concentrate upon the situation of pupils who experience considerable diffi culties in the process of learning at school.


Author(s):  
John Mansfield

Advances in camera technology and digital instrument control have meant that in modern microscopy, the image that was, in the past, typically recorded on a piece of film is now recorded directly into a computer. The transfer of the analog image seen in the microscope to the digitized picture in the computer does not mean, however, that the problems associated with recording images, analyzing them, and preparing them for publication, have all miraculously been solved. The steps involved in the recording an image to film remain largely intact in the digital world. The image is recorded, prepared for measurement in some way, analyzed, and then prepared for presentation.Digital image acquisition schemes are largely the realm of the microscope manufacturers, however, there are also a multitude of “homemade” acquisition systems in microscope laboratories around the world. It is not the mission of this tutorial to deal with the various acquisition systems, but rather to introduce the novice user to rudimentary image processing and measurement.


2018 ◽  
pp. 113-119
Author(s):  
Gennady Ya. Vagin ◽  
Eugene B. Solntsev ◽  
Oleg Yu. Malafeev

The article analyses critera applying to the choice of energy efficient high quality light sources and luminaires, which are used in Russian domestic and international practice. It is found that national standards GOST P 54993–2012 and GOST P 54992– 2012 contain outdated criteria for determining indices and classes of energy efficiency of light sources and luminaires. They are taken from the 1998 EU Directive #98/11/EU “Electric lamps”, in which LED light sources and discharge lamps of high intensity were not included. A new Regulation of the European Union #874/2012/EU on energy labelling of electric lamps and luminaires, in which these light sources are taken into consideration, contains a new technique of determining classes of energy efficiency and new, higher classes are added. The article has carried out a comparison of calculations of the energy efficiency classes in accordance with GOST P 54993 and with Regulation #874/2012/EU, and it is found out that a calculation using GOST P 54993 gives underrated energy efficiency classes. This can lead to interdiction of export for certain light sources and luminaires, can discredit Russian domestic manufacturer light sources and does not correspond to the rules of the World Trade Organization (WTO).


2020 ◽  
Vol 26 (1) ◽  
pp. 151-156
Author(s):  
Andrei Șandor

AbstractSince the emergence of Internet and social media, new Intelligence branches have flourished, like CYBERINT (Cyber Intelligence), OSINT (Open Source Intelligence) or SOCMINT (Social Media Intelligence), with the aim to exploit different dimensions of the virtual world. These Intelligence-related disciplines may inquire personal information, statements and conversations posted voluntarily on websites or social platforms in order to profile people, identify social networks and organizational structures, and uncover vulnerabilities and threats/risks that can jeopardize the security of individuals or organizations. In this respect, the Internet - as environment - can provide valuable information from both technical and social side. This is why the World Wide Web is and will remain an important place to search for data and information that can be processed into Intelligence, and represents the reason why people working in sensitive domains (e.g. Intelligence) should be aware of their vulnerabilities and the risks and threats posed by this environment.DISCLAIMER: This paper expresses the views, interpretations, and independent position of the authors. It should not be regarded as an official document, nor expressing formal opinions or policies, of NATO or the HUMINT Centre of Excellence.


2020 ◽  
Author(s):  
Niki O'Brien ◽  
Guy Martin ◽  
Emilia Grass ◽  
Mike Durkin ◽  
Ara Darzi ◽  
...  

BACKGROUND Health systems around the world are increasingly reliant on digital technology. Such reliance requires that healthcare organizations consider effective cybersecurity and digital resilience as a fundamental component of patient safety, with recent cyberattacks highlighting the risks to patients and targeted organizations. OBJECTIVE The purpose of this study was to explore the current global cybersecurity landscape and maturity in healthcare. METHODS We developed and administered a survey to examine the current cybersecurity landscape and preparedness level across global healthcare organizations. RESULTS Cyber threats were a common concern for the 17 healthcare organizations who participated. The principal concerns highlighted were data security, including the manipulation or loss of electronic health records; loss of trust in the organization; and risks of service disruption. Cybersecurity maturity scoring showed that despite the majority of organizations having established cybersecurity practices, levels of awareness and education were universally poor. CONCLUSIONS Policymakers should consider raising awareness and improving education/training on cybersecurity as a fundamental tenet of patient safety.


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