digital art
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2022 ◽  
Author(s):  
Eline Van Geert ◽  
Christophe Bossens ◽  
Johan Wagemans

Do individuals prefer stimuli that are ordered or chaotic, simple or complex, or that strike the right balance of order and complexity? Earlier research mainly focused on the separate influence of order and complexity on aesthetic appreciation. When order and complexity were studied in combination, stimulus manipulations were often not parametrically controlled, only rather specific types of order (i.e., balance or symmetry) were studied, and/or the multidimensionality of order and complexity was ignored. Progress has also been limited by the lack of an easy way to create reproducible and expandible stimulus sets, including both order and complexity manipulations. The Order & Complexity Toolbox for Aesthetics (OCTA), a Python toolbox that is also available as a point-and-click Shiny application, aims to fill this gap. OCTA provides researchers with a free and easy way to create multi-element displays varying qualitatively (i.e., different types) and quantitatively (i.e., different levels) in order and complexity, based on regularity and variety along multiple element features (e.g., shape, size, color, orientation). The standard vector-based output is ideal for experiments on the web and the creation of dynamic interfaces and stimuli. OCTA will not only facilitate reproducible stimulus construction and experimental design in research on order, complexity, and aesthetics. In addition, OCTA can be a very useful tool in any type of research using visual stimuli, or even to create digital art. To illustrate OCTA’s potential, we will propose several possible applications and diverse questions that can be addressed using OCTA.


2021 ◽  
Vol 10 (88) ◽  

With the rapid advances in visual perception and processing technologies, it has become easier to create 3D models (three dimensional visuals that have width height and depth data) of objects by processing 2D (two dimensional images that have width and height data like photography) images obtained from real life with the help of certain algorithms. These systems, which convert from two-dimensional painting to three-dimensional model format, now describe and translate most objects correctly. Like photogrametry and laser scanning, is used to quickly transfer large areas to 3D media, especially with coating materials. 3D images obtained by scanning 2D images show differences in terms of the obtained model quality and polygon density. This system, which serves to obtain very fast 3D models, is frequently used in computer games development, digital art and production / cinema studies, painting, sculpting, ceramic and photography to obtain a spesific result. In the research, image-based 3D model creation technologies were mentioned. The types of this technology and its usage purposes, methods and problems are the topics of this article Also problems faced while engaging the models accured from this methods to other platforms are included in the article. In this context, the aim of the study is to recognize the new scanning modeling processes and algorithms supported by artificial intelligence and to determine the usage areas of these modeling techniques in art. Keywords: Art, 3D Model, A.I., LIDAR, Photogrametry, Digital Art


2021 ◽  
Author(s):  
Ariana Colleen Colleen Schrader-Rank

I propose that non fungible tokens (NFTs) will affect the greater public, and specifically the art market, at an exponential rate due to three factors. The first, scarcity mindset, drives the human sense of urgency for a particular commodity (Garvey, 2021). The next factor is the potential use of NFTs in real world applications or throughout the economy. The attraction of NFTs is that they are indiscriminate and allow anyone from various socioeconomic backgrounds to buy in. As scarcity seemingly increases, NFTs appear to be a good investment; but are there real world applications or do they merely exist within the virtual realm? The last determinant I would like to explore is the environmental impact of NFTs on the physical world. When comparing virtual ‘tokens’ used to fund digital art to paper money exchanged for a piece of physical artwork in concrete space, theoretically the former is much less detrimental to society. However, through practice-led research, I have conducted a six month investigation from May 2021 through October 2021 to uncover the true ramifications NFTs have on the world.


2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Ling Guo ◽  
Peng Wang

Based on the Internet of Things technology, this paper analyzes the concept and basic characteristics of visualization technology and builds a visualization digital art product information system based on VRML virtual reality technology. This article first explains the background and significance, analyzes the research status at home and abroad, introduces the application of virtual realization technology, and puts forward the technical route and main research content on this basis. After field inspection of art products, the system was analyzed according to the actual situation. After analyzing the needs and goals of the system, the overall structure of the system was proposed. Under the overall framework, this paper designs the system and designs the system’s visualization and real-time interaction modules. At the same time, combined with VRML technology to realize the visual 3D modeling of virtual art products, we establish the 3D model of the entire art product. Users can choose between role roaming and camera roaming. Finally, we made a summary statement to the full text and looked forward to the application prospects and development trends of information visualization technology in digital art products. During the experiment, by calling the HTC method in the Unity 3D system, this article uses the Unity 3D engine to implement UI scene loading and VR rendering technology optimization and realizes design knowledge through the integration of art product design models and IoT data interactive functions and dynamic loading of scenes. The effect of the model on the quality prediction is analyzed through experiments. The results show that the performance of the former is better than the latter two models, and it has a good performance on unbalanced data processing, which verifies the performance and effectiveness of the algorithm model.


2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Qi Wang ◽  
Ling Li ◽  
Shuai Hu

The development of the Internet of things provides a great opportunity for the development of all walks of life, but it also brings many risks in the process, of which the most important thing is the protection of computer network information security. Digital art museums play a great role in viewing, education, and other functions. This article is aimed at analyzing the computer network information security protection problems faced by digital art museums. Analyze the application of the digital art gallery in the computer Internet of things, and combine the different aspects involved in the two parts to carry out experimental analysis and comparison. The difference between the various subjects of the digital art gallery, such as exhibits, writers, and visitors, is to maintain the security of Internet computer information. Introduce the application. The results show that compared with that of fog computing technology and that of edge computing technology, the performance of the Internet of things is generally better, with faster data processing speed, shorter processing time, higher quality, and stronger scalability. But at the same time, it is also facing greater computer network security threats. According to statistics, 83.3% of consumers worry about its usability but people are more concerned about its safety performance. Nearly 87.5% of consumers worry about whether their information will be leaked. When cloud computing technology is applied to digital art museums, how to protect computer network information security is particularly important. Based on the traditional firewall, this paper designs a hybrid firewall, which can better solve the problem of computer network information security.


2021 ◽  
pp. 133-144
Author(s):  
PAUL B . JASKOT ◽  
IVO VAN DER GRAAFF
Keyword(s):  

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