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<title>Most recent issue published online for the International Journal of Arts and Technology.</title>
<description>International Journal of Arts and Technology</description>
<link>http://www.inderscience.com/browse/index.php?journalID=264&amp;year=2012&amp;vol=5&amp;issue=1</link>
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<title>International Journal of Arts and Technology</title>
<url>https://www.inderscience.com/images/files/coverImgs/ijart_scoverijart.jpg</url>
<link>http://www.inderscience.com/browse/index.php?journalID=264&amp;year=2012&amp;vol=5&amp;issue=1</link>
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<title>The planning and experience of time and space in three gestural media&#58; theatre, film and interactive film</title>
<link>http://www.inderscience.com/link.php?id=44334</link>
<description>Human bodily gestures are now clearly present as a factor in human computer interface design extending interactor experiences into designed space, in particular as interactive film, where the interactor may have gestural and emotional experiences with on&#45;screen material. This paper describes the organisation of time and space in three media forms where gestures are prominent, namely theatre, film and interactive film, showing their interrelation, where interactive film absorbs processes of the first two media and is experienced as a game. The plan processes of the media is the focus of discussion, in particular the plan from the interactive gestural film game, To be or not to be, an original artwork designed and evaluated for practice&#45;based research. A summary of gestural evaluation is also included.</description>
<content:encoded><![CDATA[<p><a href="http://www.inderscience.com/link.php?id=44334"><b>The planning and experience of time and space in three gestural media&#58; theatre, film and interactive film</b></A><br />Roman Danylak; Ernest Edmonds<br /><i>International Journal of Arts and Technology, Vol. 5, No. 1 (2012) pp. 1 - 16</i><br />Human bodily gestures are now clearly present as a factor in human computer interface design extending interactor experiences into designed space, in particular as interactive film, where the interactor may have gestural and emotional experiences with on&#45;screen material. This paper describes the organisation of time and space in three media forms where gestures are prominent, namely theatre, film and interactive film, showing their interrelation, where interactive film absorbs processes of the first two media and is experienced as a game. The plan processes of the media is the focus of discussion, in particular the plan from the interactive gestural film game, To be or not to be, an original artwork designed and evaluated for practice&#45;based research. A summary of gestural evaluation is also included.</p>]]></content:encoded>
<dc:identifier>10.1504/IJART.2012.044334</dc:identifier>
<dc:source>International Journal of Arts and Technology, Vol. 5, No. 1 (2012) pp. 1 - 16</dc:source>
<dc:creator>Roman Danylak; Ernest Edmonds</dc:creator>
<dc:contributor>Department of Computer and System Sciences, Stockholm University, Forum 100, Kista SE&#45;164, Sweden &#39; Creativity and Cognition Studios, FEIT, University of Technology Sydney, P.O. Box 123, Broadway, NSW 2007, Australia</dc:contributor>
<dc:subject>time</dc:subject>
<dc:subject>space</dc:subject>
<dc:subject>interactive film</dc:subject>
<dc:subject>games</dc:subject>
<dc:subject>theatre</dc:subject>
<dc:subject>gestures</dc:subject>
<dc:subject>gestural evaluation.</dc:subject>
<dc:date>2011-12-19T23:20:50-05:00</dc:date>
<prism:volume>5</prism:volume>
<prism:number>1</prism:number>
<prism:startingPage>1</prism:startingPage>
<prism:endingPage>16</prism:endingPage>
<prism:publicationDate>2011-12-19T23:20:50-05:00</prism:publicationDate>
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<item rdf:about="http://dx.doi.org/10.1504/IJART.2012.044335">
<title>Interactive video projections as augmented environments</title>
<link>http://www.inderscience.com/link.php?id=44335</link>
<description>The aim of the work presented in this paper is to investigate and demonstrate the potential for sensitive, physical and spatial interaction, bringing together the electronic and physical environments in an ecological approach. Through the research and design processes in the author&#146;s studio such electronic ecologies as spatial audiovisual environments are developed, in which the audience co&#45;creates the final result through their body movements. An open design approach is applied, the audience participates in the development process at any stage. The paper presents a media framework to place interactivity and time&#45;based material in a context. Several recent pieces are described, interactive video environments such as Trainflow and Facets, including a presentation of technical factors. The paper has a section on mapping and other design considerations, and audience feedback and experiences. The final section of this paper concludes with a discussion and reflection on the process and outcomes, and it presents future directions.</description>
<content:encoded><![CDATA[<p><a href="http://www.inderscience.com/link.php?id=44335"><b>Interactive video projections as augmented environments</b></A><br />A.J. Bongers<br /><i>International Journal of Arts and Technology, Vol. 5, No. 1 (2012) pp. 17 - 52</i><br />The aim of the work presented in this paper is to investigate and demonstrate the potential for sensitive, physical and spatial interaction, bringing together the electronic and physical environments in an ecological approach. Through the research and design processes in the author&#146;s studio such electronic ecologies as spatial audiovisual environments are developed, in which the audience co&#45;creates the final result through their body movements. An open design approach is applied, the audience participates in the development process at any stage. The paper presents a media framework to place interactivity and time&#45;based material in a context. Several recent pieces are described, interactive video environments such as Trainflow and Facets, including a presentation of technical factors. The paper has a section on mapping and other design considerations, and audience feedback and experiences. The final section of this paper concludes with a discussion and reflection on the process and outcomes, and it presents future directions.</p>]]></content:encoded>
<dc:identifier>10.1504/IJART.2012.044335</dc:identifier>
<dc:source>International Journal of Arts and Technology, Vol. 5, No. 1 (2012) pp. 17 - 52</dc:source>
<dc:creator>A.J. Bongers</dc:creator>
<dc:contributor>Interactivation Studio, Faculty of Design, Architecture and Building &#40;DAB&#41;, University of Technology Sydney, 702&#45;730 Harris Street, Ultimo, P.O. Box 123 Broadway, NSW 2007, Australia</dc:contributor>
<dc:subject>interactive video installations</dc:subject>
<dc:subject>artistic practice</dc:subject>
<dc:subject>artistic research</dc:subject>
<dc:subject>multimodal interaction</dc:subject>
<dc:subject>media framework</dc:subject>
<dc:subject>electronic environment</dc:subject>
<dc:subject>physical environment</dc:subject>
<dc:subject>body movements</dc:subject>
<dc:subject>open design</dc:subject>
<dc:subject>interactivity</dc:subject>
<dc:subject>time&#45;based material.</dc:subject>
<dc:date>2011-12-19T23:20:50-05:00</dc:date>
<prism:volume>5</prism:volume>
<prism:number>1</prism:number>
<prism:startingPage>17</prism:startingPage>
<prism:endingPage>52</prism:endingPage>
<prism:publicationDate>2011-12-19T23:20:50-05:00</prism:publicationDate>
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<title>A platform for mobile social media and video sharing</title>
<link>http://www.inderscience.com/link.php?id=44336</link>
<description>In this paper, we present the mobile video experience &#40;MoViE&#41; social mobile service that enables users to create geotagged video clips and community&#45;created video stories. The MoViE is designed to be used with mobile devices, and it supports user&#45;generated tags, tagspaces, geotags, remixing of community&#45;created clips, multiple&#45;choice queries and moderation. It can be used, e.g., as a video publishing and sharing service, or at schools as a service for reporting field trips using class&#45;created video clips. In this paper, we present the concept of a tagspace, i.e. a new method to give different meaning to same tag words in different contexts. MoViE was piloted during Pori Jazz 2008 festival with 16 users. The users were given directions for recording, sharing and remixing videos in ways that aimed to support digital storytelling and sharing experiences. After the experiment, the users were interviewed. We claim that when users are experiencing an event, they have to have a common ground for creating shared experiences and for representing these experiences as a video stories based on the clips the community have cocreated. The concert experience as such was not enough to create the common ground that would support users to share their experiences.</description>
<content:encoded><![CDATA[<p><a href="http://www.inderscience.com/link.php?id=44336"><b>A platform for mobile social media and video sharing</b></A><br />Jari Multisilta; Marko Suominen; Sari &#214;stman<br /><i>International Journal of Arts and Technology, Vol. 5, No. 1 (2012) pp. 53 - 72</i><br />In this paper, we present the mobile video experience &#40;MoViE&#41; social mobile service that enables users to create geotagged video clips and community&#45;created video stories. The MoViE is designed to be used with mobile devices, and it supports user&#45;generated tags, tagspaces, geotags, remixing of community&#45;created clips, multiple&#45;choice queries and moderation. It can be used, e.g., as a video publishing and sharing service, or at schools as a service for reporting field trips using class&#45;created video clips. In this paper, we present the concept of a tagspace, i.e. a new method to give different meaning to same tag words in different contexts. MoViE was piloted during Pori Jazz 2008 festival with 16 users. The users were given directions for recording, sharing and remixing videos in ways that aimed to support digital storytelling and sharing experiences. After the experiment, the users were interviewed. We claim that when users are experiencing an event, they have to have a common ground for creating shared experiences and for representing these experiences as a video stories based on the clips the community have cocreated. The concert experience as such was not enough to create the common ground that would support users to share their experiences.</p>]]></content:encoded>
<dc:identifier>10.1504/IJART.2012.044336</dc:identifier>
<dc:source>International Journal of Arts and Technology, Vol. 5, No. 1 (2012) pp. 53 - 72</dc:source>
<dc:creator>Jari Multisilta; Marko Suominen; Sari &#214;stman</dc:creator>
<dc:contributor>Nokia Research Center, Visiokatu 1, Tampere 33720, Finland and Advanced Multimedia Center, Tampere University of Technology, P.O. Box 300, Pori 28101, Finland &#39; Advanced Multimedia Center, Tampere University of Technology, P.O. Box 300, Pori 28101, Finland &#39; School of Cultural Production and Landscape Studies, University of Turku, P.O. Box 124, Pori 28101, Finland</dc:contributor>
<dc:subject>mobile social media</dc:subject>
<dc:subject>video sharing</dc:subject>
<dc:subject>mobile video</dc:subject>
<dc:subject>tag words</dc:subject>
<dc:subject>tagspace</dc:subject>
<dc:subject>video clip remixing</dc:subject>
<dc:subject>query</dc:subject>
<dc:subject>moderation</dc:subject>
<dc:subject>context</dc:subject>
<dc:subject>experience</dc:subject>
<dc:subject>platform</dc:subject>
<dc:subject>geotagged video clips</dc:subject>
<dc:subject>geotagging</dc:subject>
<dc:subject>collaboration</dc:subject>
<dc:subject>video cocreation</dc:subject>
<dc:subject>community stories</dc:subject>
<dc:subject>common ground</dc:subject>
<dc:subject>life publishing</dc:subject>
<dc:subject>life casting</dc:subject>
<dc:subject>digital storytelling.</dc:subject>
<dc:date>2011-12-19T23:20:50-05:00</dc:date>
<prism:volume>5</prism:volume>
<prism:number>1</prism:number>
<prism:startingPage>53</prism:startingPage>
<prism:endingPage>72</prism:endingPage>
<prism:publicationDate>2011-12-19T23:20:50-05:00</prism:publicationDate>
</item>
<item rdf:about="http://dx.doi.org/10.1504/IJART.2012.044337">
<title>Designing creative frameworks&#58; design thinking as an engine for new facilitation approaches</title>
<link>http://www.inderscience.com/link.php?id=44337</link>
<description>This paper documents implications and opportunities for the design profession offered by the rise of the knowledge society and digital economies. Within this we show the value of applied design thinking in the creation and delivery of business development and facilitation. Two case studies document the design and delivery of contrasting consultancy projects where the design of problem&#45;solving frameworks &#40;rather than conventional facilitation of events&#41; resulted in new understanding and business development. These approaches were underpinned by a common conceptual model that describes our philosophical underpinning for the application of design thinking across disciplines both within and beyond traditional areas of professional design engagement. Finally, we discuss the implication for design practice of using design thinking as a mode of interdisciplinary interaction and cocreation of problem&#45;solving approaches between designers and others &#40;rather than an activity just for designers&#41; which represents a step beyond conventional participatory design approaches.</description>
<content:encoded><![CDATA[<p><a href="http://www.inderscience.com/link.php?id=44337"><b>Designing creative frameworks&#58; design thinking as an engine for new facilitation approaches</b></A><br />Leon Cruickshank; Martyn Evans<br /><i>International Journal of Arts and Technology, Vol. 5, No. 1 (2012) pp. 73 - 85</i><br />This paper documents implications and opportunities for the design profession offered by the rise of the knowledge society and digital economies. Within this we show the value of applied design thinking in the creation and delivery of business development and facilitation. Two case studies document the design and delivery of contrasting consultancy projects where the design of problem&#45;solving frameworks &#40;rather than conventional facilitation of events&#41; resulted in new understanding and business development. These approaches were underpinned by a common conceptual model that describes our philosophical underpinning for the application of design thinking across disciplines both within and beyond traditional areas of professional design engagement. Finally, we discuss the implication for design practice of using design thinking as a mode of interdisciplinary interaction and cocreation of problem&#45;solving approaches between designers and others &#40;rather than an activity just for designers&#41; which represents a step beyond conventional participatory design approaches.</p>]]></content:encoded>
<dc:identifier>10.1504/IJART.2012.044337</dc:identifier>
<dc:source>International Journal of Arts and Technology, Vol. 5, No. 1 (2012) pp. 73 - 85</dc:source>
<dc:creator>Leon Cruickshank; Martyn Evans</dc:creator>
<dc:contributor>ImaginationLancaster, Lancaster Institute for the Contemporary Arts, Lancaster University, LICA Building, Lancaster LA1 4YW, UK &#39; ImaginationLancaster, Lancaster Institute for the Contemporary Arts, Lancaster University, LICA Building, Lancaster LA1 4YW, UK</dc:contributor>
<dc:subject>designing creative frameworks</dc:subject>
<dc:subject>ImaginationLabs</dc:subject>
<dc:subject>applied design thinking</dc:subject>
<dc:subject>interdisciplinary creativity</dc:subject>
<dc:subject>problem solving</dc:subject>
<dc:subject>cocreation</dc:subject>
<dc:subject>design profession</dc:subject>
<dc:subject>knowledge society</dc:subject>
<dc:subject>digital economies.</dc:subject>
<dc:date>2011-12-19T23:20:50-05:00</dc:date>
<prism:volume>5</prism:volume>
<prism:number>1</prism:number>
<prism:startingPage>73</prism:startingPage>
<prism:endingPage>85</prism:endingPage>
<prism:publicationDate>2011-12-19T23:20:50-05:00</prism:publicationDate>
</item>
<item rdf:about="http://dx.doi.org/10.1504/IJART.2012.044338">
<title>Components of art and knowledge management through Nonaka and Takeuchi&#146;s model</title>
<link>http://www.inderscience.com/link.php?id=44338</link>
<description>The universe of the arts may be articulated around a set of components which although can be tracked as constant over the time, each one of them has its own non&#45;autonomous evolution. Furthermore, the insularity of these components is being questioned. Today, it is difficult to ignore the quantitative and qualitative leap of its amounts and relationships. Understanding current, and future, art implies understanding the elements that comprise this set and their relationship. To accomplish this, we propose an interdisciplinary reference framework applying the knowledge management theory. We propose the Nonaka and Takeuchi&#146;s model to explain the meanings and relationships concerning the components, in both the classical and current system of the arts, within an artistic universe that is becoming broader and less definable.</description>
<content:encoded><![CDATA[<p><a href="http://www.inderscience.com/link.php?id=44338"><b>Components of art and knowledge management through Nonaka and Takeuchi&#146;s model</b></A><br />Jos&#233; G. Birlanga; Juan Ignacio Rouyet; Luis Joyanes<br /><i>International Journal of Arts and Technology, Vol. 5, No. 1 (2012) pp. 86 - 100</i><br />The universe of the arts may be articulated around a set of components which although can be tracked as constant over the time, each one of them has its own non&#45;autonomous evolution. Furthermore, the insularity of these components is being questioned. Today, it is difficult to ignore the quantitative and qualitative leap of its amounts and relationships. Understanding current, and future, art implies understanding the elements that comprise this set and their relationship. To accomplish this, we propose an interdisciplinary reference framework applying the knowledge management theory. We propose the Nonaka and Takeuchi&#146;s model to explain the meanings and relationships concerning the components, in both the classical and current system of the arts, within an artistic universe that is becoming broader and less definable.</p>]]></content:encoded>
<dc:identifier>10.1504/IJART.2012.044338</dc:identifier>
<dc:source>International Journal of Arts and Technology, Vol. 5, No. 1 (2012) pp. 86 - 100</dc:source>
<dc:creator>Jos&#233; G. Birlanga; Juan Ignacio Rouyet; Luis Joyanes</dc:creator>
<dc:contributor>Faculty of Arts, Department of Philosophy, M&#243;dulo V&#47;Despacho 310, Madrid Aut&#243;noma University, Campus de Cantoblanco, 28049 Madrid, Spain &#39; IT Consulting Department, Quint Wellington Redwood, C&#47; Alfonso XII, 38, Madrid 28014, Spain &#39; Department of Languages and Computing Systems and Software Engineering, Pontifical Salamanca University, Pso. Juan XIII, 3, Madrid 28040, Spain</dc:contributor>
<dc:subject>knowledge management</dc:subject>
<dc:subject>art components</dc:subject>
<dc:subject>experience aesthetic</dc:subject>
<dc:subject>tacit knowledge</dc:subject>
<dc:subject>Nonaka</dc:subject>
<dc:subject>Takeuchi.</dc:subject>
<dc:date>2011-12-19T23:20:50-05:00</dc:date>
<prism:volume>5</prism:volume>
<prism:number>1</prism:number>
<prism:startingPage>86</prism:startingPage>
<prism:endingPage>100</prism:endingPage>
<prism:publicationDate>2011-12-19T23:20:50-05:00</prism:publicationDate>
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