scholarly journals Scope of Aesthetics in the Game Model of Artworks, which Contained Function of Augmented Reality

Author(s):  
Svetoslav Kosev ◽  

As I have repeatedly emphasized, processes in the field of technology and their application for the purposes of the visual arts have always played a major role in the development of my creative vision. An essential role in this direction has my acquaintance with Atanas Markov, with whom we complement each other in many respects and this has a beneficial effect on our teamwork. We have already shared in a previous edition of the conference "Cultural and Historical Heritage" about the work on the projects "Interactive Generative Formations", "Virtual Arena" and "Interaction with a technological organism". We are currently developing an extension of the last of the listed installations. This upgrade consists of the creation of a series of two-dimensional works in which an element of augmented reality must be included. This is essentially not something that has not already been done, but it is a very good element that would contribute the communication with the "Technological organism". The relation is also implemented at the level of interaction, and we rely on the game moment again. Through this act, we involve the observer, as an active participant in the artwork. Keywords: Augmented Reality, Interactive Art, Game, Game Model, Artwork

2020 ◽  
Vol 15 (3) ◽  
pp. 106-123
Author(s):  
Sh. N. Khaziev

The article discusses the fundamentals of traceological forensic analysis of visual artworks within both the framework of forensic traceological examination and comprehensive forensic research with the participation of expert-traceologists. Works of art are investigated to identify them, diagnose their condition, and establish the origin of various negative changes. Forensic traceology methods can play an essential role in the controversial attributions of paintings, drawings, and sculptures. The necessity and feasibility of developing a modern forensic traceological research methodology of fine artworks are substantiated.


2014 ◽  
Author(s):  
Alena Mesarosova ◽  
Manuel Ferrer Hernandez

2019 ◽  
Vol 9 (13) ◽  
pp. 2756 ◽  
Author(s):  
Ursula Luna ◽  
Pilar Rivero ◽  
Naiara Vicent

Although augmented reality (AR) has come to play an increasingly important role in a wide range of areas, its use remains rather limited in the realm of heritage education. This paper sets out to analyze which heritage-related apps can be found in Europe that partly or wholly use AR as a tool to help users learn about different types of heritage. Our study only identified a limited number of such apps and we used this sample both to paint a portrait of the current state of the question and also to highlight certain observable trends. The results showed that most such apps used AR to reconstruct spaces and buildings, and to a lesser extent, objects. Many of these apps used an academic mode of communication to provide a temporal perspective of monumental and (mainly) historical heritage. The paper also outlines future lines of research dedicated to finding more apps that could be used to increase the current sample size. This would allow for a more comprehensive assessment of such apps from an educational point of view. Several case studies are proffered in order to highlight the keys to successful use of AR in heritage apps.


Leonardo ◽  
2019 ◽  
Vol 52 (3) ◽  
pp. 290-291
Author(s):  
James Sham ◽  
Patrick Killoran ◽  
Neil Rubens ◽  
Brian A. Korgel

Patent-Bot is an artificial intelligence (AI) software program that learns language from the patent database to write original patents for submission to the United States Patent Office (USPTO). The program creates thousands of new patent summaries per second. Patent-Bot is itself a piece of intellectual property, which in turn exists to generate more intellectual property. Patent-Bot also invents new words in relation to its future concepts, which appear to test the current linguistic limits of innovation and communication. Patent-Bot was debuted as an interactive art installation in the Omnibus Filing exhibition at the Visual Arts Center, University of Texas at Austin. Omnibus Filing showcased artworks, inventions, prototypes and cross-disciplinary research projects undertaken by teams of scientists, artists and engineers. Patent-Bot has since exhibited at Piksel 17: A festival for Elektronisk Kunst og fri Teknologi, in Lydgalleriet, Bergen, Norway. The project is an ongoing collaboration between the authors spanning a variety of exhibition formats and modes of display.


Author(s):  
Svetoslav Kosev ◽  
◽  
Atanas Markov ◽  

Summary: In the visual arts, in addition to the spiritual continuity and physical presence of the observer, another process takes place - the process of perception and action. In interactive works, the two processes overlap. The participant in the interaction alters to some extent the appearance of the object and thus, also, their own aesthetic experience. The ideological content is revealed only when the observer encounters the interactive work and through his actions becomes a participant in the creative experience. The author's project is designed to facilitate the experience of the audience by provoking them to gain knowledge about it. The project became a 'laboratory' for creative and scientific research, through which we made some important conclusions about the perception and action of the observer-participant in the creative art installations. Keywords: interactive art, interactive installation, perception, action, phenomenology


Author(s):  
Atanas Markov ◽  

There are currently over 3.8 billion smartphone users in the world (Reference from 01.2021). Mobile technologies are becoming an integral part of our lives and this undoubtedly provides a large and diverse environment for the expression of artists from all fields. Mobile technology is changing the way we encounter art. They do it mobile and the term "on demand" is extended to "on the go". The works are becoming more diverse and innovative and every person with a smartphone is a potential user of art. Most modern smart devices are now able to provide Augmented Reality (AR) experiences. AR is already used by innovative brands in trade and marketing, but AR can, and is used, and will be used more and more in the art world. We will no longer associate the visual arts with just visiting art galleries or theater and concert halls. Technologies such as augmented reality (AR), virtual reality (VR), mixed reality (MR) or generalize Extended Reality (XR) open up new creative possibilities for artists and new experiences for the audience. This not only gives new sensations to the audience, but also frees the art from the gallery, thus reaching a completely new audience. Keywords: Augmented Reality (AR), Interactive Art, Visual Art


Author(s):  
Jorge Joo-Nagata ◽  
José Rafael García-Bermejo Giner ◽  
Fernando Martínez-Abad

Establishing the meanings and relationships that exist between the creation of heritage educational content of applications with elements of mobile pedestrian navigation and mobile augmented reality and learning processes through mobile devices is the objective of this research. From this portable and mobile context, a teaching process linked to territorial information on the architectural and historical heritage corresponding to the cities of Salamanca (Spain) and Santiago (Chile) has been developed, proving its educational effectiveness. Methodologically, the research focuses on two areas: the educational design of recourses for learning through augmented reality and mobile pedestrian navigation on heritage contents and the determination of the modes of understanding and educational effectiveness of the app created in relation to other traditional learning tools. In this way, the construction of a patrimonial thematic unit has been developed with the determination of the scope of this tool in the mobile learning processes considering the processes of identity and local culture.


Author(s):  
Alena Mesárošová ◽  
Manuel Ferrer Hernández

In this article the authors will present the uniqueness of the Augmented Reality game technology within the context of the process of hybridization of contemporaneous city and its derivative changes in the relationship between citizen and city. The authors will review the Augmented Reality game by approaching it from the different focuses. They will discuss the themes like aesthetics, gamification, gamespace classification and mobile application development challenges related to the Augmented Reality games. The own project ARecycleNOID, the Augmented Reality art game in the hybrid urban space will be presented and analyzed in the terms of the creation of the experimental urban interactive environment. A new form of game experiences the city.


2015 ◽  
Vol 46 (3) ◽  
pp. 346-367
Author(s):  
Rebecca S. Hall

Visual arts maintain a colourful presence at Buddhist funerals in Northern Thailand. These arts are not made for mere decoration but serve an active and essential role in the ceremonies that take place after death. They echo funerary themes of the impermanent nature of life and the importance of a life filled with merit. This article examines cremation structures and funeral banners of Northern Thailand and argues that these arts not only hold significance for the living and the dead, but that in giving form to abstract concepts they have the power to guide observers in their beliefs regarding the dynamics of life and death.


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