electronic art
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2021 ◽  
Author(s):  
Aristides Moustakas ◽  
Mohammad Firdaus

Abstract Analysis of cinema and electronic art contents into quantifiable characteristics could provide insights on important elements of human behaviour such as voting behaviour, appreciation, and emotions regarding content. Analysis of movies, series, TV programs, and video games, were performed mining the IMBD database and merging datasets. Data analytics were performed including the relationship between the number of votes and rating, rating and content as timeseries, and multivariate statistical analysis between content and rating as well as production type and rating. Content complexity (i.e. the number of different genre) was also analyzed regarding rating. Results indicated that there is an overall positive relationship between the number of votes and rating for low, intermediate, and high number of votes, while very high number of votes is related with a partisan voting behaviour resulting in negative rating. Adult rated content is declining over the past three decades. Violent content is expressed via other forms of content through time, switching from war to horror. Diversity of content was the highest rated content type linked with diversity and complexity of feelings and emotions. Among all production types, video games were the highest rated ones related with integrative social behaviour with other users or addiction.





Author(s):  
Evelina Saponjic Jovanovic

Digital modern fiction in Japan is a relatively new concept in literary waters, having its roots firmly placed in the 21st century. In the course over the last two decades, this branch of literary fiction has developed into a widespread sensation. The trendy “mobile phone novels” or keitai shousetsu differ from the traditional printed literary fiction because of several factors. Among these, we can take into account the writers, the audience, the form, the structure and the particular syntax, as well as the means and place of distribution. The writers are young authors whose mobile phone novels often lure to readers of the same age. Their uploaded novels into virtual platforms confirms the shapeshifting ways in which messages are sent from the addresser to the addressee in this virtual and technological era. These novels are created in such a way that they be intriguing due to the fact that creators and recipients are involved. It is interesting to point out that there is a certain phenomenon of mirror imagery between addressers and addressees since the keitai shousetsu readers tend to the same age and gender as the writers. Statistically speaking, the 86% of high schoolers, the 75% of middle schoolers and the 23% of grade schoolers, read mobile phone novels. This paper argues that keitai shousetsu can be seen as transmedia structures because they can involve a larger complex storyland which is shared and distributed on different media platforms.



Glimpse ◽  
2021 ◽  
Vol 22 (1) ◽  
pp. 124-127
Author(s):  
Cynthia P. Villagomez-Oviedo ◽  

Artists try to communicate precise ideas or concepts about certain social or political problems in order to change their context and surroundings. In this research the focus is on examples of Mexican Electronic artworks which specifically generate stages of communication. The methods applied to study these artifacts were observation, interview and analysis of certain art works and then selectively comparing different artists and their artistic works to understand, with the help of an adequate qualitative research approach, as to how the art communicated with human viewers. We concluded that communication of an abstract image could lead to different meanings. Interpretation depends on the cultural context of the viewer, age and nationality, among other important factors. Nonetheless all Mexican electronic artists studied in this research have a positive message for society, including justice and the preservation of environment and several related inspiring ideas.



Glimpse ◽  
2020 ◽  
Vol 21 ◽  
pp. 125-134
Author(s):  
Cynthia Patricia Villagomez Oviedo ◽  

The purpose of this research is to show part of the Mexican electronic art scenario, which in many cases is produce with limited resources, low-cost materials and free and open source data and software. What characterized the most this artistic works is the concept and the main idea, which is related to the Latin American context, because of that, these works of art are unique. The main statement of this research is to find evidence of the importance of the concept despite the materials, more than the spectacle that some works could offer to an audience with unlimited resources. Through this, an analysis of Electronic Art as an expression of social conditions take place.



2015 ◽  
Vol 2 (3) ◽  
Author(s):  
Yvana Fechine

Este artigo propõe uma abordagem semiótica das videoinstalações à luz da teoria da enunciação, tomando como objeto de análise Standing Apart/Facing Faces (1996), de Gary Hill, criador norte-americano que se tornou referência na arte eletrônica. A videoinstalação é um exemplo privilegiado de enunciado em ato, um tipo de configuração muito frequente nas manifestações artísticas contemporâneas, pautadas na construção de dispositivos interativos. Nesses casos, não estamos mais diante de um enunciado “acabado”, frente ao qual o desafio para o analista é buscar os traços do ato de produção no produto que dele resulta (projeção da enunciação no enunciado). Trata-se, agora, de um tipo de enunciado que incorpora o próprio ato de enunciação e a interação entre enunciador e enunciatário como parte constitutiva de sua própria manifestação. Pode-se associar a configuração desses enunciados audiovisuais em ato à performatividade inerente às práticas discursivas que se manifestam também como ação.ABSTRACT This article proposes a semiotic approach to video installations in light of the theory of enunciation, taking as its object of analysis Standing Apart / Facing Faces (1996), of Gary Hill, a US creator that became a reference in electronic art. The video installation is a prime example of a enunciate in action, a kind of configuration that is very common in contemporary artistic expressions, used in the construction of interactive devices. In such cases, we are no longer facing a "finished" enunciate, against which one of the challenges for the analyst is to seek traces of the act of production on the product resulting from it (projection of the enunciation on the enunciate). This is now a kind of enunciate that incorporates the very act of enunciation and the interaction between enunciator and enunciate as a constitutive part of its own manifestation. It is possible to associate the configuration of these audiovisual enunciate in the act to the performativity inherent in discursive practices that manifest themselves also as action.



2015 ◽  
Vol 20 (1) ◽  
pp. 122-134 ◽  
Author(s):  
Nick Collins

A corpus of historical electronic art music is available online from the UbuWeb art resource site. Though the corpus has some flaws in its historical and cultural coverage (not least of which is an over-abundance of male composers), it provides an interesting test ground for automated electronic music analysis, and one which is available to other researchers for reproducible work. We deploy open source tools for music information retrieval; the code from this project is made freely available under the GNU GPL 3 for others to explore. Key findings include the contrasting performance of single summary statistics for works versus time series models, visualisations of trends over chronological time in audio features, the difficulty of predicting which year a given piece is from, and further illumination of the possibilities and challenges of automated music analysis.



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