Evolution of digital performance

2022 ◽  
pp. 156-168
Author(s):  
Dorcas A. Odunaike ◽  
Oluwatobiloba O. Olanrewaju
Keyword(s):  
Forests ◽  
2021 ◽  
Vol 12 (6) ◽  
pp. 721
Author(s):  
Jonas Niklewski ◽  
Philip Bester van Niekerk ◽  
Christian Brischke ◽  
Eva Frühwald Hansson

Performance-based, service-life design of wood has been the focus of much research in recent decades. Previous works have been synthesized in various factorized design frameworks presented in the form of technical reports. Factorization does not consider the non-linear dependency between decay-influencing effects, such as between detail design and climate variables. The CLICKdesign project is a joint European effort targeting digital, performance-based specification for service-life design (SLD) of wood. This study evaluates the feasibility of using a semi-empirical moisture model (SMM) as a basis for a digital SLD framework. The performance of the SMM is assessed by comparison against a finite element model (FEM). In addition, two different wood decay models (a logistic, LM, and simplified logistic model (SLM)) are compared. While discrepancies between the SMM and FEM were detected particularly at high wood moisture content, the overall performance of the SMM was deemed sufficient for the application. The main source of uncertainty instead stems from the choice of wood decay model. Based on the results, a new method based on pre-calculated time series, empirical equations, and interpolation is proposed for predicting the service life of wood. The method is fast and simple yet able to deal with non-linear effects between weather variables and the design of details. As such, it can easily be implemented as part of a digital design guideline to provide decision support for architects and engineers, with less uncertainty than existing factorized guidelines.


2004 ◽  
Vol 10 (21) ◽  
pp. 67-95 ◽  
Author(s):  
Jessica De Largy Healy

Dado que o desenvolvimento das tecnologias de informação e de comunicação conhece um esplendor sem precedentes, inúmeros grupos autóctones se apropriam das possibilidades ofertadas pela mídia para projetar no mundo as representações originais de sua identidade de seu patrimônio cultural. Em Galiwin'ku ,na Terra de Arnhem australiana, os Yolngu se lançaram numa iniciativa ambiciosa, a de integrar o rom, a lei ancestral, a um projeto de arquivo cultural digital. As questões ligadas à organização e ao acesso do saber sobre o arquivo do Galiwin'ku Indigenous Knowledge Centre se articulam em torno dos modos tradicionais de transmissão dos conhecimentos através do gurrutu, a organização social clânica. Esta tensão entre a estrutura digital e a performance ritual permite uma reavaliação da disposição em redes dos saberes locais.


2021 ◽  
pp. 107-123
Author(s):  
Jakub Kłeczek

The paper aims to answer the question – to what extent is the current reflection on user experience design in performing arts still valid? The text discusses the concept of post-digital performance (Causey); and the phenomenon of user experience design in the face of new media dramaturgy (Eckersall, Grehan, Scheer). From the perspective of these concepts and phenomena, I describe two works (To Like or Not to Like by Interrobang and Karen by Blast Theory). The text complements the discussion on performance artists’ approaches to media technologies. In this paper, I describe the changes in designing the relationships of performers and users (individualization and personalization) and the contexts of everyday media practices in artists’ strategies.


2018 ◽  
Vol 18 (33) ◽  
pp. 129-144 ◽  
Author(s):  
Eleni Timplalexi

Shakespeare’s plays have long flirted with using various artistic and medial forms other than theatre, such as cinema, music, visual arts, television, comics, animation and, lately, digital games and virtual worlds. Especially in the 20th and 21st century, a fascination with Shakespeare both as a historical and theatrical figure and as a playwright has become evident in screen based media (cinema, television and video), ranging from “faithful,” almost documented performances of his plays to free style adaptations or vague film references. Digital games and virtual worlds carry on this tradition of the transmedial journey of Shakespeare’s plays to screen based media but top it up with new forms of interaction and performativity. For the first time in the history of mankind everyone can enjoy firsthand from his armchair and for free the experience of taking part in a play by the Bard by entering a virtual world as if it was a stage and by assuming roles through avatars. The article attempts first to introduce the reader to the deeper needs that gave rise to animation, a fundamental aspect of digital gaming and virtual worlds. It then tries to illuminate the various facets of digital performance and gaming, especially in relation to Shakespeare-themed and inspired digital games and virtual worlds, by putting forward some axes of classification. Finally, it both suggests some ideas that may be of use in rendering the Shakespeare gaming experience more “complete” and “theatrical” and ends by acknowledging the immense potential for the exploration of theatricality and performativity in digital games and virtual worlds.


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