scholarly journals Sound, Media Art, and the Metaverse

2020 ◽  
pp. 5-8
Author(s):  
Vibeke Sorensen

The author discusses the fundamental role of sound in global cultures, introduces related perceptual and scientific phenomena such as synesthesia, and provides an overview of their relationship to the development of transmodal multimedia art and design forms emerging at the intersection of physical and digital media, including wireless technologies, social networks, and ubiquitous computing. The article is an edited version of the introductory address given at the opening event of Si15 Soundislands Festival, on Wednesday 19 August 2015, at the Arts House, Singapore.


Author(s):  
Bárbara Dos Santos Coutinho ◽  
Ana Cristina Dos Santos Tostões

While recognising the part that digital media play in bringing about greater accessibility to artworks display and ensuring that they are more visible, this paper argues that the physical exhibition continues to be the primary place for the public to encounter the arts, as it can offer an engaging and meaningful aesthetic experience through which people can transcend their own existence. As such, it is essential to rethink now, in the scope of an increasing digital world, the exhibition in conceptual and methodological terms. For this purpose, the exhibition space must be considered as content rather than container and the exhibition as a work, often with the intentionality of a “total work of art”, rather than just a vehicle for exhibiting artworks and objects. Having the former purpose in mind, this paper proposes a re-reading of the exhibition designs of Frederick Kiesler (1890–1965), Franco Albini (1905–1977) and Lina Bo Bardi (1914–1992) in order to evaluate how their theory and practice can provide useful lessons for our contemporary thinking. The three architects, assuming the role of curators, use only the specific language of an exhibition and remix conventional modes of communication and architectural vocabulary, exploring the natural and artificial light, materials, layouts, surfaces and geometries in innovative ways. They considered the exhibition to be a work of art, overcoming the container/content dichotomy and trigging an intersubjective and self-reflective participation. Kiesler, Albini and Bo Bardi may all be considered visionaries of our time, as they offer a landscape that stimulates our curiosity through a multiplicity of information arranged in a multisensory way, allowing each visitor to discover associations between himself and his surroundings. None of them simply created an opportunity for distraction or entertainment. This perspective is all the more pertinent nowadays, as the processes of digitalising information and virtualising the real may well lead to the dematerialization of the physical experience of art. By drawing upon these historical examples, this paper seeks to contribute to current study on how an exhibition can stimulate the cognitive, emotional and spiritual intelligence of each visitor and clarify the importance of this effect in 21st century museums and society at large.



2022 ◽  
Vol 35 (1) ◽  
pp. 177-195
Author(s):  
María-Jesús Fernández-Torres ◽  
Alejandro Álvarez-Nobell ◽  
Nerea Vadillo-Bengoa

The subject of this research topic is the frameworks and the media representation of the role of women in mass sports events. The case study corresponds to the participation for the first time in the halftime show of the “Super Bowl 2020” of two of the main Latin pop artists: Shakira and Jennifer López. The objective of the study is to characterize the treatment of the event given by the media (both generalist and sports-themed) of the 22 countries that make up Ibero-America together with that on social networks. The assumptions that have guided the research seek to determine whether an objectification of women in the image that is built from the media and on social networks really exists; and whether the frames that occur in both are identical or different. The methodological design includes a content analysis and impact measurement with Big Data technology. The main results and conclusions include the objectification of women in all the generalist media; and 50% in sports-themed media. Similarly, it should be noted that social media reflect the impact of conventional media more than tenfold and most importantly, a change in trend and progress is foreseen in media frameworks with a gender perspective.



2021 ◽  
Vol 2 (2) ◽  
pp. 23-26
Author(s):  
Ruth Mateus-Berr

At the period of worldwide public health emergency of COVID-19, the majority of educational institutions in the world have faced the forced emergency lockdown and migration into the digital, online or virtual learning and teaching environments. Basically, it must be stated up front that digital media and processes have long been part of art instruction, and the maker movement has introduced 3-D printing, especially in design classes. But distance learning presents yet another set of challenges for these subjects.            This article examines how this change has affected the teaching of art and design, looks at two case studies (secondary school and university) and refers to discussions at art education conferences and papers on the post-pandemic challenges of digitization in the arts.



2015 ◽  
Vol 29 (53) ◽  
pp. 1043-1065 ◽  
Author(s):  
Ricardo Scucuglia Rodrigues da Silva

Abstract I have investigated interfaces about the arts and digital media in mathematics education, conceptualizing the notion of digital mathematical performance (DMP). In this article, I discuss connections between: (a) the mathematical strands and processes of the K-8 Ontario Mathematics Curriculum in Canada, and; (b) DMP produced by students. Based on the analysis of twenty-two DMP, I argue that DMP may offer ways to: (1) explore most of the mathematical processes of the Ontario Curriculum, and; (2) open windows into the exploration of math contents. I highlight the educational significance in practicing DMP as an innovative process that integrates multimodality, playfulness, and creativity. In contrast, I have found that the production of DMP does not guarantee the in-depth connection between the math strands and processes of the Curriculum. Generally, students explored contents about Geometry, which is not surprising, regarding the visual nature of both: geometrical and digital media representations.



2014 ◽  
Vol 926-930 ◽  
pp. 2550-2553
Author(s):  
Yan Zhao ◽  
Xu Guang Yang

Digital Media Art and Design is based on a visual art, design, computer graphics and media technology intersect science disciplines of digital media. Meanwhile it is also the product of the combination of the rapid development of information technology and the arts. Through the application of Digital Media Art and Design, it not only brings innovations for modern visual communication art and design but also provides a rich form of expression and communication carriers for the folk art design, which makes it rise from the traditional to the digital level, process level. This kind of design innovates an innovative style. The elements of art and culture with national spirit got the better show in digital media technology, which makes the folk art entered its post-modern stage enter its post-modern stage, and no longer presents the main characteristics of a single.



2014 ◽  
Vol 19 (4) ◽  
pp. 441-455 ◽  
Author(s):  
Elena Pavan

In this article, we conceive of digital media as embedded within social networks, and use this perspective to examine the role of online communications in collective action. We claim that the adoption of this perspective requires two shifts: first, rethinking the ontological separation between media and social networks of action that has, so far, characterized research in this domain; second, the adoption of flexible tools that enable us to account, simultaneously, for the multiplicity of relations underpinning collective efforts and the hybrid interplay between direct and technology-mediated interactions. After discussing the necessity and the implications of considering communication technologies as endogenous to social networks of collective action, we introduce multidimensional networks (MDNs) as a suitable perspective to advance the application of a relational approach to the study of collective action, thus meeting the challenges posed by the diffusion of interactive and networking digital media.





Author(s):  
Tami Seifert

The use of Web 2.0 environments and social media in teaching and learning facilitates the provision of participatory and creative, learner-oriented teaching. The proposed chapter describes the role of social media in teaching and learning in colleges of higher education and suggests possible uses and applications for a variety of social media environments in education, especially the environments of Facebook, Twitter, WhatsApp, and Instagram. Social networks facilitate activities that promote involvement, collaboration and engagement. Modeling of best practices using social networks enhances its usage by students, increases student confidence as to its implementation and creates a paradigm shift to a more personalized, participatory and collaborative learning and a more positive attitude towards its implementation.



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