Forthcoming articles


International Journal of Arts and Technology


These articles have been peer-reviewed and accepted for publication in IJART, but are pending final changes, are not yet published and may not appear here in their final order of publication until they are assigned to issues. Therefore, the content conforms to our standards but the presentation (e.g. typesetting and proof-reading) is not necessarily up to the Inderscience standard. Additionally, titles, authors, abstracts and keywords may change before publication. Articles will not be published until the final proofs are validated by their authors.


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International Journal of Arts and Technology (5 papers in press)


Regular Issues


  • Quantitative analysis of the puppet shapes in Ngayogyakarta Wayang Kulit   Order a copy of this article
    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.

  • Towards a Unique Artistic Constitution of Light: An Aesthetic Investigation of Laser Sciences.   Order a copy of this article
    by Diaa Ahmedien 
    Abstract: This article assumed a communicative model and an informative model as two interpretative approaches to classify laser artworks. Hence, it attempted to determine how some artists struggled to build a unique constitution of laser light usage in their own revolutionary artworks and how they managed to conceptualize the scientific aspects behind the laser light and, therefore, emphasized laser art as an independent artistic trend in sciences of visual arts and as a form of advanced light arts in contemporary visual arts. By classifying the use of laser light in the arts qualitatively and quantitatively, this study tried to elucidate how scientific developments in the physics of laser light have seriously affected the essence of the contemporary aesthetics, in which a non-traditional aspect of the relationship between art, sciences, and technology can be embodied. In addition, how can the physics of laser light contribute to a fundamentally change in the concept of light as an artistic material and medium in todays art?
    Keywords: Laser Art; Holographic Art; contemporary aesthetics; sciences of visual arts; technological art.

  • Live Streaming Performing Arts within a Social Virtual Environment   Order a copy of this article
    by Matthew Hudson 
    Abstract: This paper aims to explore the experience of live performing arts, why they are so enduringly popular, and yet why they have not become widespread as online live streaming video content. This paper explores this issue by first providing a literature review which compares the social experience of live performing arts to new forms of live online entertainment. The implementation of a proof-of-concept system for live streaming performing arts into a social virtual environment is then introduced. This paper concludes that social virtual environments have the potential to provide a greater degree of social awareness within a virtual audience. However these environments still struggle to transmit the full extent of a live experience due to current limitations in the technology. Finally the paper discusses directions for future research.
    Keywords: Audience; Live Streaming; Virtual Reality; Online Communities; Performing Arts; Live Events; Social Virtual Environments.

  • Measure Audiences Satisfaction through User Generated ContentSatisfaction Research in Motion Picture Industry   Order a copy of this article
    by Yan Wang, Jingjing Han, Songzhu Zheng 
    Abstract: This work mainly explores the possibility of the measure of film audiences satisfaction level, which based totally on the content generated by user with PLS-SEM. The result displays excellent reliability, validity and predictive relevance. Besides, factors that contribute to audiences satisfaction are scrutinized in this work. It can supply some meaningful implication to film distributors, exhibitors and future relative research. Conclusions of our research are as follow: External promotion shows significant positive direct effect on audience expectation and has a noticeable impact on connected endogenous variables predictive ability, which suggests that post-released advertising and online communication have positive impact on audiences expectation, i.e. ads can expand the scale of potential audiences. Besides, external promotion has significant positive direct effect on audiences satisfaction and medium effect on its predictive ability, which corroborates the hypothesis that ads and online communication can help audiences appreciate their experience. Finally audiences expectation shows significant positive direct effect on audiences satisfaction, which proves the hypothesis that audiences expectation has positive impact on audiences satisfaction.
    Keywords: PLS-SEM; consumer generated content; audience satisfaction; film industry: word-of-mouth.

  • [FIHSIHKAHLVRRCHUWAHL<>] - Prototyping Architectural User-Interfaces in Urban Public Space.   Order a copy of this article
    by Robert Cameron, Andrei Smolik 
    Abstract: This paper is based upon the [FIHSIHKAHLVRRCHUWAHL<>] project (heretofore FV) undertaken by the authors in 2016. FV was an early prototype for an architectural installation that experimented with design approaches to user interaction through a computer vision system that incorporated physical movements, geo-located social media data, and light and sound synthesis. This paper reviews the outcomes of this design research in relation to the performative, formal, and aesthetic potentials of embodied interaction with digital information as a component of architectural design. The research from which the project developed situates itself within existing discourse around the interrelations between Human Computer Interface (HCI) design and architectural design. This paper will identify opportunities for further research into the use of networked, context-aware computing devices as a design tool in the creation of Architectural User-Interfaces, and to provoke questions of the role of these technologies in urban public space. In this paper we report on the design process, breaking down the stages of the project to examine the relationship between conceptual experimentation, computer simulation, the design of an architectural form, and the design of an interactive programme. From this discussion we relate our findings to both existing design theory and precedents, and explain how the outcomes of this design research contribute to the creation of Architectural User-İnterface technologies in urban public space.
    Keywords: Architectural User-Interface; architectural design; HCI design; tangible computing; locative media; media architecture; urban prototyping.