scholarly journals Mídias digitais como auxiliares no processo criativo em Design - Análise de uso do aplicativo Farbe | Digital media as a tool of Design creative process – Use-case analysis of the mobile app Farbe

2017 ◽  
Vol 14 (1) ◽  
pp. 106-122
Author(s):  
Lydia Helena Wöhl Coelho ◽  
Heli Meurer ◽  
Felipe Oviedo Frosi ◽  
Ivna Motta Ravanello ◽  
Érica Arrué Dias

Com vistas a subsidiar uma discussão acerca da contribuição de mídias digitais para a definição estético-formal de interfaces gráficas, desenvolveu-se um aplicativo que auxilia na escolha de cores em projetos de Design, denominado Farbe. Para análise de seu uso, inicialmente, revisou-se o referencial teórico sobre processo criativo e uso de cor na comunicação visual. Na sequência, desenvolveu-se o aplicativo para a realização de um experimento com alunos de Ensino Superior de Tecnologia em Produção Multimídia, em uma disciplina presencial de Novas Mídias. Após o uso do Farbe por esses alunos, mediu-se e classificou-se suas avaliações sobre o quanto o aplicativo os auxiliou, efetivamente, na escolha das cores de seus projetos. Por meio de levantamento e organização desses dados, foi possível extrair reflexões sobre a utilização de mídias digitais destinadas a servirem como ferramentas em processos criativos para o desenvolvimento de projetos em Design. In order to improve a discussion about digital media contribution to the graphic interfaces aesthetic-formal definition, a mobile app has been developed to assist the colour pallet definition in Design projects development, called Farbe. To analyze its use, a theoretical review about creative process and the application of colour in the visual communication was made. Afterwards, and based on theoretical review, the app was developed to carry out an experiment with undergraduate students of Technology in Multimedia Production, in a New Media discipline. After the use of Farbe by these students, their evaluations were measured and analyzed regarding aspects about the contribution of digital media tools in the context of creative processes on Design projects development.

2009 ◽  
Vol 6 (3) ◽  
pp. 259-271 ◽  
Author(s):  
Janette Hughes

The goal of this research study was to develop a conceptualization of the relationship between new digital media and adolescent students' writing of poetry while immersed in using new media. More specifically, the research focused on the performative affordances of new media and how these interacted with the students' creative processes as they created digital poems. The article examines eight themes that emerged during the study, including the multimodal, multilinear and collaborative nature of the poems, the role of audience and identity in the creative process, and the shifting views of poetry the students experienced.


2019 ◽  
Vol 3 (2) ◽  
pp. 11-22
Author(s):  
Luis Alfonso Mejia ◽  
Hugo Dario Arango

This article explores how digital media tools in geometric modeling environments (GME) and parametric design environments (PDE) affect the creative process. Primary generators, which are identified as creativity sparks which enhance the design process, have been previously studied through the action of sketching. According to Goldschmidt, sketching generates reflection over the generated ideas moving forward the creative process. Nevertheless, sketching has been gradually replaced by digital media tools considered restrictive to the creative process due to the lack of attributes required for reflection. With the evolution of digital media tools, modeling environments have opened the possibility for attributes such as multiplicity and ambiguity within the design process. Using protocol analysis as an empirical research method, this study assessed the occurrence of primary generators in GME and PDE. Differences in creative processes between the two studied digital environments were highlighted.


2016 ◽  
Vol 20 (1) ◽  
pp. 293-310 ◽  
Author(s):  
Jean-Christophe Plantin ◽  
Carl Lagoze ◽  
Paul N Edwards ◽  
Christian Sandvig

Two theoretical approaches have recently emerged to characterize new digital objects of study in the media landscape: infrastructure studies and platform studies. Despite their separate origins and different features, we demonstrate in this article how the cross-articulation of these two perspectives improves our understanding of current digital media. We use case studies of the Open Web, Facebook, and Google to demonstrate that infrastructure studies provides a valuable approach to the evolution of shared, widely accessible systems and services of the type often provided or regulated by governments in the public interest. On the other hand, platform studies captures how communication and expression are both enabled and constrained by new digital systems and new media. In these environments, platform-based services acquire characteristics of infrastructure, while both new and existing infrastructures are built or reorganized on the logic of platforms. We conclude by underlining the potential of this combined framework for future case studies.


2020 ◽  
Vol 237 (10) ◽  
pp. 1172-1176
Author(s):  
Charlotte Schramm ◽  
Yaroslava Wenner

AbstractThe digital media becomes more and more common in our everyday lives. So it is not surprising that technical progress is also leaving its mark on amblyopia therapy. New media and technologies can be used both in the actual amblyopia therapy or therapy monitoring. In particular in this review shutter glasses, therapy monitoring and analysis using microsensors and newer video programs for amblyopia therapy are presented and critically discussed. Currently, these cannot yet replace classic amblyopia therapy. They represent interesting options that will occupy us even more in the future.


Author(s):  
Jesse Schotter

Hieroglyphs have persisted for so long in the Western imagination because of the malleability of their metaphorical meanings. Emblems of readability and unreadability, universality and difference, writing and film, writing and digital media, hieroglyphs serve to encompass many of the central tensions in understandings of race, nation, language and media in the twentieth century. For Pound and Lindsay, they served as inspirations for a more direct and universal form of writing; for Woolf, as a way of treating the new medium of film and our perceptions of the world as a kind of language. For Conrad and Welles, they embodied the hybridity of writing or the images of film; for al-Hakim and Mahfouz, the persistence of links between ancient Pharaonic civilisation and a newly independent Egypt. For Joyce, hieroglyphs symbolised the origin point for the world’s cultures and nations; for Pynchon, the connection between digital code and the novel. In their modernist interpretations and applications, hieroglyphs bring together writing and new media technologies, language and the material world, and all the nations and languages of the globe....


Author(s):  
Dan J. Bodoh

Abstract The growth of the Internet over the past four years provides the failure analyst with a new media for communicating his results. The new digital media offers significant advantages over analog publication of results. Digital production, distribution and storage of failure analysis results reduces copying costs and paper storage, and enhances the ability to search through old analyses. When published digitally, results reach the customer within minutes of finishing the report. Furthermore, images on the computer screen can be of significantly higher quality than images reproduced on paper. The advantages of the digital medium come at a price, however. Research has shown that employees can become less productive when replacing their analog methodologies with digital methodologies. Today's feature-filled software encourages "futzing," one cause of the productivity reduction. In addition, the quality of the images and ability to search the text can be compromised if the software or the analyst does not understand this digital medium. This paper describes a system that offers complete digital production, distribution and storage of failure analysis reports on the Internet. By design, this system reduces the futzing factor, enhances the ability to search the reports, and optimizes images for display on computer monitors. Because photographic images are so important to failure analysis, some digital image optimization theory is reviewed.


Author(s):  
Nicola Orio ◽  
Berardina De Carolis ◽  
Francesco Liotard

AbstractAlthough overshadowed by visual information, sound plays a central role in how people perceive an environment. The effect of a landscape is enriched by its soundscape, that is, the stratification of all the acoustic sources that, often unconsciously, are heard. This paper presents a framework for archiving, browsing, and accessing soundscapes, either remotely or on-site. The framework is based on two main components: a web-based interface to upload and search the recordings of an acoustic environment, enriched by in- formation about geolocation, timing, and context of the recording; and a mobile app to browse and listen to the recordings, using an interactive map or GPS information. To populate the archive, we launched two crowdsourcing initiatives. An initial experiment examined the city of Padua’s soundscape through the participation of a group of undergraduate students. A broader experiment, which was proposed to all people in Italy, aimed at tracking how the nationwide COVID-19 lockdown was dramatically changing the soundscape of the entire country.


2021 ◽  
pp. 016235322110014
Author(s):  
Lindsay Ellis Lee ◽  
Melanie S. Meyer ◽  
Kacey Crutchfield

As the expectations for including creativity in K–12 education continually grow, creative process skills equip students with thinking strategies to generate and evaluate ideas. This systematic review explored existing research on elementary and secondary gifted classroom environments that promote creative process skills. A database search yielded peer-reviewed literature, empirical and practitioner-focused, for systematic evaluation. A critical examination of literature published from 2011 to 2019 identified characteristics of educational environments that foster creative processes and highlighted key themes, including integrating creative process skills, adaptive environments, reflective classroom culture, and challenges to implementation. Implications for classroom application and suggestions for future research are discussed.


Leonardo ◽  
2021 ◽  
pp. 1-12
Author(s):  
Thanos Polymeneas-Liontiris ◽  
M. Eugenia Demeglio

Abstract This article presents a series of experimental music theatre performances that took place between 2015 and 2017. This art-based research investigates how qualities of the posthuman condition could manifest in experimental music theatre, by applying cybernetic and system theory principles at different levels (i.e. compositionally, aesthetically, dramaturgically) in the creative process. The aim of this article is to present these creative processes and to introduce this type of performance practice, namely cybernetic performance ecosystem.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Jessie Nixon

Purpose This paper aims to demonstrate how teaching the discourse of critique, an integral part of the video production process, can be used to eliminate barriers for young people in gaining new media literacy skills helping more young people become producers rather than consumers of digital media. Design/methodology/approach This paper describes an instrumental qualitative case study (Stake, 2000) in two elective high school video production classrooms in the Midwestern region of the USA. The author conducted observations, video and audio recorded critique sessions, conducted semi-structured interviews and collected artifacts throughout production including storyboards, brainstorms and rough and final cuts of videos. Findings Throughout critique, young video producers used argumentation strategies to cocreate meaning, multiple methods of inquiry and questioning, critically evaluated feedback and synthesized their ideas and those of their peers to achieve their intended artistic vision. Young video producers used feedback in the following ways: incorporated feedback directly into their work, rejected and ignored feedback, or incorporated some element of the feedback in a way not originally intended. Originality/value This paper demonstrates how teaching the discourse of critique can be used to eliminate barriers for young people in gaining new media literacy skills. Educators can teach argumentation and inquiry strategies through using thinking guides that encourage active processing and through engaging near peer mentors. Classroom educators can integrate the arts-based practice of the pitch critique session to maximize the impact of peer-to-peer learning.


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