artistic applications
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2021 ◽  
Vol 9 (61) ◽  

Science and art are generally compared with each other in terms of their similarities and differences. Syntheses of science and art can be expressed with regards to terms art's contributions through imagination and scientific data's reflections on artistic applications. Research processes that begin with the sense of wonder also show similarity within the comparison between science and art. Also, evaluations are made in different perspectives with views concerning the differences between science and art. Nowadays, the applications that include interdisciplinary work with the convergence of fields of science and art have gained acceptance by a wide variety of research methods. Technology also plays a role in these applications through digitalization in obtaining scientific data and methods of visualization. Contribution to art and education fields is envisaged through application examples produced within the context of science-art synthesis and application-research methods guiding interdisciplinary education. The goal of this study is to reveal how the research methods of visual art works that contain scientific data created by scientist-artists become. The study has been carried out with the literature review. In the research, artistic applications that include scientific information were discussed under themes according to their different prominent characteristics. In the research, various viewpoints concerning application methods that artists who make use of scientific information and materials, that artists who are educated in science and art serve in these two areas, that are cooperative ones conducted through community participation and dual group or multiple groups having proficiency in various areas, and that are the multi-dimensional digital ones through the synthesis of science, art, and technology were revealed. In these practices, artists/scientists have demonstrated the holistic perspective of both fields by experiencing both the process of inquiry for scientific knowledge and aesthetic inquiry in their research paths. Keywords: Science, art, visual arts, artistic application methods


2021 ◽  
Vol 10 (2) ◽  
pp. 229-243 ◽  
Author(s):  
Sabrina Moro

To conclude this Special Issue ‘Re-Fashioning Stories for Celebrity Counterpublics’ of the Journal of Applied Journalism & Media Studies (AJMS), I am delighted to share an interview with Samita Nandy, celebrity scholar, filmmaker and director of the Centre for Media and Celebrity Studies (CMCS). Her research focuses on the cultural dimensions of fame, with a specific interest in celebrity activism, storytelling and the performance of authenticity and intimacy in glamorous narratives. In addition to her academic work, Nandy is also a certified broadcast journalist from Canada and media critic. I had the opportunity to assist her and Kiera Obbard with the organization of the 8th CMCS Conference, which inspired this Special Issue. This interview is thus an opportunity to further expand our reflection on the political possibilities of storytelling and celebrity counterpublics. Our discussion builds on the themes and arguments developed throughout this issue to further explore what popular storytelling means in practice. She reflects on her engagement with celebrity culture and life-writing in her feminist research and artistic endeavours, and how it has empowered her to tell personal and collective stories. The interview format and its themes provide a unique opportunity to contemplate the affordances of a reflective practice paradigm and the artistic applications of disciplinary knowledge, one which bridges academic work with media professions, and which we hope will resonate with AJMS readers.


Entropy ◽  
2020 ◽  
Vol 22 (7) ◽  
pp. 734
Author(s):  
Ireneusz Gościniak ◽  
Krzysztof Gdawiec

There is a huge group of algorithms described in the literature that iteratively find solutions of a given equation. Most of them require tuning. The article presents root-finding algorithms that are based on the Newton–Raphson method which iteratively finds the solutions, and require tuning. The modification of the algorithm implements the best position of particle similarly to the particle swarm optimisation algorithms. The proposed approach allows visualising the impact of the algorithm’s elements on the complex behaviour of the algorithm. Moreover, instead of the standard Picard iteration, various feedback iteration processes are used in this research. Presented examples and the conducted discussion on the algorithm’s operation allow to understand the influence of the proposed modifications on the algorithm’s behaviour. Understanding the impact of the proposed modification on the algorithm’s operation can be helpful in using it in other algorithms. The obtained images also have potential artistic applications.


Author(s):  
Kate M. McCallum

This chapter examines the evolution of trends in the arts, storytelling, and immersive media, along with the emerging awareness, expansion, and deliberate application of social impact entertainment (SIE). The author discusses how the ideas and concepts of transmedia, convergence, and storyworld-building have now expanded beyond academic theory into more organic commercial and artistic applications. The focus is on how this approach relates to extending intellectual properties and stories into immersive media platforms and beyond. Additionally, the author presents several case studies and examples of emerging arts and media formats to support what we might expect to experience in the near future.


Author(s):  
Nilufer Nazende Ozkanli

It has been observed that organic or inorganic materials such as grass, straw, fibrous plants, plant roots and mineral additives have been added to the ceramic bodies in order to be stronger throughout history. The use of paper as an additive material. It is known that in the past years, a mixture called ‘Papier Mache’ in India has been used in papermaking in ceramics. Nowadays, many ceramic artists use paper additives in their artistic applications. Cellulosic fibres are a ceramics body since it prevents creaking of the ceramic during the course of drying of the ceramic due to its binding properties when mixed with clay as well as its lightness after firing. In this study, the use of the paper additive in kaolin, some sample applications and samples from artist works have been presented.Keywords: Porcelain, artistic ceramic, paper additive ceramic.


2018 ◽  
Vol 41 (2) ◽  
pp. 129-136
Author(s):  
Dorota Sobierańska

An important problem of the present is the preparation of young people to live among an increasing number of visual messages that come from the world of traditional and modern art and among visual messages from the media environment. In this situation, it is necessary to change early school art education from the traditional transfer of knowledge into educational settings through which students actively develop visual literacy. The artistic applications presented in the text, available on the websites of American museums, are one of the means leading to this goal. However, it should be emphasized that these applications should be a supplement rather than an alternative to school activities, and their selection and use must be carefully thought over.


2017 ◽  
pp. 333-365
Author(s):  
André Baltazar ◽  
Luís Gustavo Martins

Computer programming is not an easy task, and as with all difficult tasks, it can be faced as tedious, impossible to do, or as a challenge. Therefore, learning to program with a purpose enables that “challenge mindset” and encourages the student to apply himself in overcoming his handicaps and exploring different theories and methods to achieve his goal. This chapter describes the process of programming a framework with the purpose of achieving real time human gesture recognition. Just this is already a good challenge, but the ultimate goal is to enable new ways of Human-Computer Interaction through expressive gestures and to allow a performer the possibility of controlling (with his gestures), in real time, creative artistic events. The chapter starts with a review on human gesture recognition. Then it presents the framework architecture, its main modules, and algorithms. It closes with the description of two artistic applications using the ZatLab framework.


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