Forthcoming articles

International Journal of Arts and Technology

International Journal of Arts and Technology (IJART)

These articles have been peer-reviewed and accepted for publication 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 Articles will not be published until the final proofs are validated by their authors.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 (6 papers in press)

Regular Issues

  • Investigating the Relationship between Form and Content in Interactive Graphic with a Semiotic Approach   Order a copy of this article
    by Sara Jahangiri, Seyyed Nezamodin Emamifar 
    Abstract: In this research, the relationship between form and content in interactive graphic arts is examined from the semiotics point of view. This research has studied the importance of the relationship between form and content in the formation of interactive graphic in semiotics and it has also dealt with the work of the relationship between form and content in the formation of virtual reality and the position of audience in interactive graphics and the recognition of the passwords and the interpretation of the signs by which the content is determined. The research methodology is based on the descriptive-analytical nature and data collection which is done through combined method (library and field) and the number of samples are 6 images. The data analysis method has also been qualitative approach. In this article, after mentioning the fundamental and substantive topics of semiotics, the author has focused on these topics by reading six interactive graphic works and has attempted to analyze semiotics together with answering the research questions and hypotheses. The results of examining the samples show that in most of them, the relationship between form and content in interactive graphics from the semiotics point of view is to create visual shock to the audience. And for inducing the concept, the dominant mode is also the use of indexing elements.
    Keywords: Form; Content; Environmental Graphics; Semantics; Interactive Graphics.

  • Simulation study of the vibration of a gunungan   Order a copy of this article
    by Gandha Satria Adi, Indraswari Kusumaningtyas, Gea Oswah Fatah Parikesit 
    Abstract: One of the characters in Wayang Kulit art that has an important role almost in all performances is the gunungan. It has a nearly triangular shape with a pair of gapit that clamps on the middle. During the performance, the gunungan is always vibrated by the master puppeteer to create a more lively shadow. This vibration can be analysed deeper if we study the characteristics of a gunungan model, namely its natural frequencies and mode shapes. The gunungan simulation in this study is the first simulation in the world that tried to make as real as possible the gunungan shape based on actual condition. The gunungan model is built using Abaqus/CAE 6.11-1. In order to make the model properly, we used a validated model (i.e. a cantilever and a rectangular model) as a reference. The results showed that the holes (or the percentage of close area) and the rings have direct impact to the natural frequencies and mode shapes of the model.
    Keywords: gunungan; natural frequency; mode shapes; simulation; rectangular plate.

  • FIS-MPT: Fuzzy Inference System-Based Melody Production Tools   Order a copy of this article
    by Negar Rezaei, Mohammad Rahmanimanesh 
    Abstract: One of the main concerns of artificial intelligence is to produce melody for helping new composers. This article aims to produce melody automatically by using a Fuzzy Inference System-based Melody Production Tools (FIS-MPT). FIS-MPT contains three principal modules, a module for definition of fuzzy rules, a module for choosing the type of cadence in order to end the musical sentences, and a module for determination of the sentence pattern. By using FIS-MPT, a number of infinite melodies can be produced in different classes tailored to the users tastes by changing the fuzzy inference engine, the type of cadence, and the pattern of sentences. In this regard, a software with graphical user interface is developed to produce different melodies by using Java programming environment contains JFuzzy and JFugue libraries. Users can determine two initial notes and a tempo number. After that, the melody is automatically produced based on a default setting by using 36 fuzzy rules and authentic cadence.
    Keywords: Music; Melody Production; Fuzzy; MIDI; JFuzzy; JFugue.

  • Modeling and Generating Abstract Images of Paul Klee Style   Order a copy of this article
    by Hanqing Zhao, Kang Zhang 
    Abstract: This paper presents our recent work on automatically generating Paul Klee style of abstract paintings. Based on Klees pedagogical sketchbook and our own understanding and observation, we analyze Klees paintings made in his final few years. The generation process is described in details and sample generated images styled on two of Paul Klees paintings are also demonstrated. Having analyzed the color and composition of Klees paintings, we can randomly adjust the parameters to present results with unique compositions and palettes. We also propose a workflow of generating abstract paintings. This framework helps build up a paradigm for abstract image generation process. Our approach is also highly scalable.
    Keywords: Abstract painting; Generative art; New media art.

  • Suitability Study of Certain Features and Classifiers for Bharatanatyam Double-Hand Mudra Images   Order a copy of this article
    by Basavaraj Anami, Venkatesh Bhandage 
    Abstract: Bharatanatyam is a traditional Indian classical dance, which is a combination of different body postures and hand gestures, which has to be studied under the supervision of experts. In present days, there is a scarcity of Bharatanatyam dance experts, especially in villages, semi-urban areas and foreign countries. There is a scope to take leverage of technology to promote, popularize and make it self-pursuable, which has led to automation of the task of identification and classification of mudras through image processing techniques. This paper presents a 3-stage methodology for classification of double hand mudra images of Bharatanatyam dance. In the first stage, acquired images of Bharatanatyam mudras are preprocessed to obtain contours of mudras using canny edge detector. In the second stage, cell features are extracted that include number of vertical and horizontal intersections of grid lines with the contours of the mudras, mudra type and Hu-moments. In the third stage, three classifiers, namely, rule based, artificial neural network and k-nearest neighbor classifiers are used for classification of mudras. The classification accuracies of classifiers are studied for their suitability. The proposed method finds many applications such as e-learning of mudras and proper postures leading to self-learning of Bharatanatyam dance, online commentary during concerts, and adoption to many other forms of dances prevailing in India and outside.
    Keywords: Bharatanatyam; contour of mudras; cell features; intersections; Hu-moments; rule based classifier; artificial neural network; k-nearest neighbor.

  • On Digitizing the Greek Music Tradition: Simulation of the Cretan Lyre for Mobile Devices   Order a copy of this article
    by Dimitrios Margounakis, Georgios Tsotakos, Andreas Floros 
    Abstract: In this paper, an application, which simulates the Greek traditional musical instrument "Cretan Lyre" in mobile devices and is the first of its kind, is presented. This instrument was selected on the grounds that it is quite interesting in terms of its playing technique and there has never been a similar attempt to do so to date. Moreover, music in Cretan tradition has been in the spotlight and intrigued a lot of people, not only those originating from Crete. The constitutes a recreational and educational application that features a presentation of the Cretan lyre and offers the user the capability of simulated playing, using the same gestures as an actual musician would. The user is instructed by the application so that they will familiarize themselves with playing some well-known melodies of the Cretan tradition. In addition, they can combine the lute sound with playing the lyre.
    Keywords: Computer Music; Mobile Musical Instruments; Musical Instrument Simulation; Android Apps; Mobile Devices.