International Journal of Arts and Technology (10 papers in press)
by Tom Luyten, Susy Braun, Susan Van Hooren, Luc De Witte
Abstract: The main aim of this systematic review was to describe responses of participants to
physical, open-ended interactive digital artworks. Although humanto-artwork and
humanto-human responses were found in the 22 identified artworks, more human
to-artwork responses were reported. Both types of responses were further categorised
into physical, verbal, and cognitive/emotional responses.
The artworks varied from small table-top installations to large, dark open
spaces, and had a range of interactive components and features from a heart rate
interface to complete body movements.
Results imply there is no straightforward relationship between the features of
the artwork and the kind of response. However, two factors seemed to influence the
participants responses: the content (concrete or abstract) of the artwork, and the
presence of others.
Creating interactive artworks that challenge new audiences and/or evoke
specific responses requires more knowledge about the dynamics of the interaction
between people and interactive artworks.
Keywords: Participant; user; responses; interaction; interactive; open-ended; art; interactive art; artwork; installation; systematic review; literature.
Motion Graphic and Animation in Motifs of Iranian Pottery
by Behzad Mohebbi
Abstract: Painted containers have a long history in Iranian art and have been completed through different historical periods. In reviewing pottery motifs, human and animal motifs are considerable which have been portrayed at various periods of pottery, draw attention from several points, the element of animations on human and animal modes is one of those points. Drawn motifs of the pottery indicate several moves from a human or animal character, sequence of which cause the viewer to see different forms of motion in a visual plan. This study was based on the theory, in which the designers of these motifs besides paying attention to the beauty of the pottery drawings, have tried to create motion elements of a character in a visual medium and different states; moreover, the theory was aimed to answer these questions: which sense of motion had Iran's artists in visual recording and repeating human animal motifs on pottery? What was the purpose of accomplishing it? This led importation of time - the fourth dimension to pictures. According to geometric levels of pottery and flatware, and considering the direction of motion, circle forms in creation of rotation and sustaining images are considerable. Understanding these historical motifs, and determining their direction, can become a rich and supportive resource in Iranian contemporary art - especially animation -. This research is a terms qualitative study with purpose theoretical .the method is comparative historical with using library resources for data collection and visual study.
Keywords: Pottery; animation; motion graphic; human motifs; animal motifs.
Audiovisual patterns in Wayang Kulit
by Gea Oswah Fatah Parikesit, Indraswari Kusumaningtyas
Abstract: Wayang Kulit is the UNESCO-listed art of shadow puppetry originated from Indonesia. In this paper we demonstrate that a Wayang Kulit performance can be characterized quantitatively and studied in details by using its audiovisual patterns. We use a video recording of the proof-of-concept performance of 3D Wayang Kulit. We analyse the audiovisual patterns in both the time and the frequency domains. Our results allow for a detailed computerized characterization of the performances, similar to the computer characterization of other artworks. On top of that, the characterization results can also be used to develop the performances into interactive artworks.
Keywords: Audio; visual; patterns; time; frequency; wayang kulit.
With Objects that Speak: The Force of Interaction in Historical Artifacts and Contemporary Art
by Tegan Bristow
Abstract: A discussion on the role and importance of interactive engagement and event in interactive digital art. The work in question, an exhibition of interactive digital art titled Meaning Motion by Nathaniel Stern and Tegan Bristow, shown at the Wits Art Museum in Johannesburg. These interactive digital artworks are addressed against a series of traditional African art objects that were shown in the Museum in an unplanned synergy of forms and interactive mechanisms. Theoretically referencing N. Stern and B. Massumi in framing a definition of the implicit or continuous body that frames this discussion.
Keywords: Interactive Art; Technology; Consciousness; Embodiment; Digital Art; South Africa.
TRIZ-Based S-Curve Analysis of Evolutionary Trend of LED Lights
by Xin Zhang
Abstract: With the evolution of technology systems, main parameters of value (MPV) show an s-curve development with time. This paper presents a general TRIZ-based s-curve analysis of the technology evolution of LED lights as well as the similarities and differences in the evolution of incandescent lamps, gas discharge lamps and LEDs. S-curve analysis is strategically meaningful in making technical development plans, and evolution laws will facilitate in predicting the future of LEDs. Understanding them will offer possibilities for tool-assisted problem solving.
Keywords: S-curve,LED lights,evolutionary trends.
Voyage around my screen, voyage around with my screen: Space perception from physical, through digital, to hybrid
by Georgios Papakonstantinou
Abstract: Navigating and communicating within urban space is a fundamental everyday life activity. Human spatial conception and experience could be categorized in three different states: a) presence in the physical environment, b) presence in a virtual environment, mediated by representation technologies, either analog or digital, c) mental presence in an imaginary environment. This text focuses on the emergence of a fourth state of spatial experience, that of the synthetic spatial context, afforded by mobile computing and location detection technologies. Contemporary urban environments offer a multiplicity of layers of information (social, historical, etc.) through material elements and display systems communication. Mediated spatial activity in digital environment is mapped onto the physical, urban environment. Thus, mediated digital content and physical spatial experience are projected onto the urban space.
Keywords: visual representation; urban representation; physical space; digital space; hybrid space; urban space; locative media; media archeology; screen space.
A hybrid way to navigate the city: Visual and aural cartography of the city of Athens
by Katerina Antonaki, Eleni GLINOU
Abstract: Our experience of the city is formed through a constant symbiosis with a vast amount of printed information. In this article we illustrate the aural aspects of those printed information in the urban space. We do that by referring to current discourses around visual and sound theories and by engaging contemporary open source technologies / software.The text is part of a wider design-research project which is in progress and which investigates the aural qualities of the printed information of urban space and tries to translate the so called visual noise of urban space into sound. The article is based in the conceptual end of designing an app which will translate the visual noise of urban space into sounds.
Keywords: Hybrid narrations; image and sound; urban soundscapes; urban informatics; visual noise; aural cartography; silent readers; visual identity; aural identity of the city; aural dimension of images; city soundtrack; visual and aural stimuli.
Preservation of an interactive computer-based art installation---a case study
by Borut Batagelj, Franc Solina
Abstract: In contemporary digital art computer technology plays an integral part not only in the creation of art pieces but also in their functioning as art works. Such digital art works have usually a performative or interactive character and therefore rely on an underlying working computer system. Since computer technology advances with such unrelenting pace, hardware and software modules eventually become obsolete. How to preserve digital art works in these circumstances from an art preservation standpoint is much debated. In this article we discuss issues in the preservation of digital art works using as a case study a fifteen years old interactive art installation ``15 seconds of fame''. The art installation could be maintained in a good working order first just by small changes, reacting mainly to new versions of operating systems. After more then ten years a complete rewrite of the code was necessary to move it to a new computing platform.
Keywords: digital art; born-digital; art installation; interaction; art preservation; software maintenance; case study; portraits; pop-art; work in progress.
Quantitative image analysis of Tintin comics
by Gea Oswah Fatah Parikesit
Abstract: Digital image analysis is a very useful tool to perform humanities studies on various art forms, not only because it allows us to precisely quantify various parameters relevant for humanities scholars, but also because it provides us with new insights and perspectives that are not readily available from traditional qualitative methods. In this paper we demonstrate the application of this method, where we use the mean greyvalues and the number of edge pixels to represent the level of brightness and the level of visual details in the images, respectively, to characterize and identify various interesting properties of the images found in Tintin comics. Our results also indicate that this method can be used to characterize and identify different comics artists based on the visual patterns in their works.
Keywords: Digital image analysis; comics; Tintin; greyvalues; edge pixels.
Quantitative analysis of the puppet shapes in Ngayogyakarta Wayang Kulit
by Gea Oswah Fatah Parikesit
Abstract: In order to better understand and safeguard Wayang Kulit, the UNESCO-listed art of shadow theatre originated from Indonesia, a comprehensive research is necessary. In this paper we demonstrate that quantitative digital image analysis is very useful to investigate the puppet shapes in Ngayogyakarta Wayang Kulit. We found that various pairs of physical variables can be used to analyze the puppet shapes: the puppet level of details, the puppet surface area, the puppet perimeter length, and the puppet height. Our results demonstrate that we can classify the different types of puppet characters using the puppet shapes. Moreover, we can also identify which ratio of variables is kept generally constant. Our method can be generally extended to other types of puppet theatres.
Keywords: Wayang Kulit; puppet shapes; quantitative image analysis.