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Analyzing Art, Culture, and Design in the Digital Age

Book Description

Technological advancements have influenced many fields of study, and the visual arts are no exception. With the development of new creative software and computer programs, artists and designers are free to create in a digital context, equipped with precision and efficiency. Analyzing Art, Culture, and Design in the Digital Age brings together a collection of chapters on the digital tools and processes impacting the fields of art and design, as well as related cultural experiences in the digital sphere. Including the latest scholarly research on the application of technology to the study, implementation, and culture of creative practice, this publication is an essential reference source for researchers, academicians, and professionals interested in the influence of technology on art, design, and culture. This publication features timely, research-based chapters discussing the connections between art and technology including, but not limited to, virtual art and design, the metaverse, 3D creative design environments, cultural communication, and creative social processes.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
    1. Mission
    2. Coverage
  5. Preface
    1. VIRTUAL ART AND DESIGN
    2. VIRTUAL HERITAGE
    3. NEW MEDIA CREATIVE SOCIAL PROCESSES
    4. INNOVATIVE TECHNOLOGY FOR LEARNING AND TEACHING
    5. INTERACTIVE DESIGN THEORIES AND PRACTICES
  6. Section 1: Virtual Art and Design
    1. Chapter 1: The MetaPlastic Technè
      1. ABSTRACT
      2. INTRODUCTION
      3. METAPLASTIC ARS THEORY
      4. THE METAPLASTIC MANIFESTO
      5. THE METAPLASTIC FRAMEWORK
      6. THE CYBERSPACE
      7. THE METAPLASTIC CYBERCOSMOS
      8. VISUAL INFERENCE
      9. THE RB SEMEME CODE SEQUENCES
      10. THE METAPLASTIC CODING MATERIALS
      11. THE HOMEOSTATIC DIALOG SYSTEM
      12. SYSTEM PROCESS DESCRIPTION
      13. SELF-REGULATING METAPLASTIC NETWORK
      14. CHANGE OF THE METAPLASTIC SYSTEM STATES
      15. RESULTS
      16. METAPLASTIC CYBERCOSMO EXAMPLE
      17. THE METAPLASTIC OPEN PLATFORM SYSTEM
      18. OUTCOMES OF THE METAPLASTIC THEORY
      19. CONCLUSION
      20. REFERENCES
    2. Chapter 2: Liquid Views and the Unconscious Perception
      1. ABSTRACT
      2. INTRODUCTION
      3. PICTORIAL MECHANISM FOR INTUITIVE PERFORMANCE
      4. CULTURAL RECEPTION
      5. INTERPRETATIONS AND DISCOURSE
      6. CONCLUSION
      7. REFERENCES
    3. Chapter 3: “Smooth Space” for Avatars
      1. ABSTRACT
      2. INTRODUCTION: SUPREMATISM AND EL LISSITZKY
      3. THE PROUNS
      4. A PROUN FOR AVATARS
      5. CONCLUSION/FUTURE WORK
      6. REFERENCES
      7. ENDNOTES
    4. Chapter 4: On Virtual Fluxus
      1. ABSTRACT
      2. INTRODUCTION
      3. VIRTUAL FLUXUS’ PROTO-CULTURE
      4. BIBBE HANSEN: THE WALL CRUMBLES
      5. VIRTUAL FLUXUS GOES WITH THE FLOW
      6. SOME VIRTUAL FLUXUS
      7. CONCLUSION
      8. REFERENCES
    5. Chapter 5: Exploring the Liminal between the Virtual and the Real
      1. ABSTRACT
      2. INTRODUCTION
      3. 7 SYNOPSES
      4. CONCLUSION
      5. REFERENCES
    6. Chapter 6: Abstraction in Motion
      1. ABSTRACT
      2. INTRODUCTION
      3. NEW ABSTRACTIONS
      4. THE PROJECT AND ITS EVOLUTION
      5. FOLDING SPACES…SHARING NEW TECHNOLOGIES IN ART
      6. RE-DEFINING THE SENSE OF CULTURE AND SHARING
      7. CONCLUSION
      8. REFERENCES
    7. Chapter 7: Wanderlost
      1. ABSTRACT
      2. WORLDS ARE AS MADE AS FOUND
      3. SPACE CAPTURE
      4. WALKING IS LIKE WRITING
      5. A PLANNED WALK THROUGH TRAORA
      6. THE WONDERLOST KIT
      7. CONCLUSION
      8. FUTURE WORK
      9. REFERENCES
    8. Chapter 8: Augmented Reality Game in the Hybrid Urban Environment
      1. ABSTRACT
      2. INTRODUCTION
      3. AUGMENTED REALITY GAMESPACE
      4. AUGMENTED REALITY GAME AESTHETICS
      5. GAMIFICATION
      6. AUGMENTED REALITY MOBILE GAME DEVELOPMENT CHALLENGES
      7. CONCLUSION
      8. REFERENCES
  7. Section 2: Virtual Heritage
    1. Chapter 9: Exploring the Use of a 3D Virtual Environment in Cultural Transmission to Show Chinese Cultural Project “Confucius' Journey” as an Example
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. CONFUCIUS’ JOURNEY
      5. THE SUPPORTING INTERACTIVE TECHNOLOGY
      6. THE 3D MODELS
      7. CONCLUSION
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
    2. Chapter 10: New Ways of Seeing
      1. ABSTRACT
      2. INTRODUCTION
      3. INTERACTION METAPHORS
      4. EXPERIMENTAL DESIGN
      5. RESULTS
      6. DISCUSSION
      7. CONCLUSION
      8. REFERENCES
  8. Section 3: New Media Creative Social Processes
    1. Chapter 11: Power to Share
      1. ABSTRACT
      2. INTRODUCTION
      3. CREATIVE COLLABORATION 2.0
      4. THE POTENTIAL OF ONLINE SOCIAL MEDIA FOR COLLABORATIVE CREATIVE PRACTICE
      5. THE FEEDBACK PROJECT
      6. THE FACEBOOK GROUP AS A VIRTUAL STUDIO ENVIRONMENT
      7. SUPPORTING COLLABORATION BETWEEN ARTISTS IN DIFFERENT GEOGRAPHICAL LOCATIONS AND WORKING IN DIFFERENT ARTS DISCIPLINES
      8. CREATING AND DEVELOPING COLLABORATIVE ARTISTIC CONTENT
      9. CONCLUSION
      10. REFERENCES
    2. Chapter 12: Subjectivity and Inadvertence in Computational Art
      1. ABSTRACT
      2. INTRODUCTION
      3. SERENDIPITY AND SPONTANEITY IN THE CONTEXT OF DISCOVERY
      4. VARIOUS APPROACHES TOWARDS CREATION IN SCIENCE AND ART
      5. MUTUALLY INFLUENTIAL RELATIONS BETWEEN SCIENCE AND ART
      6. CONSEQUENCES OF UNPREDICTABILITY AND CHANCE
      7. THE BIRTH OF THE SERIES CALLED MUTA-MORPHOSIS
      8. HISTORICAL BACKGROUND ON OTTOMAN MINIATURES
      9. PARALLELISM BETWEEN PHOTOGRAPHY AND OTTOMAN MINIATURES
      10. CONCLUSION
      11. REFERENCES
    3. Chapter 13: A Model for a Collective Aesthetic Consciousness
      1. ABSTRACT
      2. INTRODUCTION
      3. THE CONSCIOUSNESS INDUSTRY REFRAMED FOR A POST-INDUSTRIAL SOCIETY
      4. EVERYONE IS A MANIPULATOR
      5. POST-MEDIA AND ITS DISCONTENTS
      6. EMERGENCE OF AN AESTHETIC CONSCIOUSNESS
      7. A BEAD THEORY MODEL OF COLLECTIVE CONSCIOUSNESS
      8. CONCLUSION
      9. REFERENCES
    4. Chapter 14: Revealing Passwords
      1. ABSTRACT
      2. INTRODUCTION
      3. SOCIAL ENGINEERING: SKILLFUL MANIPULATION OF USERS
      4. ACCESS GRANTED: WARNING VICTIMS
      5. MORAL ISSUES
      6. THE ARTWORK ‘PASSWORD: ******’
      7. THE ARTWORK ‘MONITORING HARRY BROOKS’
      8. CONCLUSION
      9. REFERENCES
      10. ADDITIONAL READING
      11. KEY TERMS AND DEFINITIONS
      12. ENDNOTES
  9. Section 4: Innovative Technology for Learning and Teaching
    1. Chapter 15: Preparing Students to Engage the Arts in the 21st Century
      1. ABSTRACT
      2. INTRODUCTION
      3. ABOUT PERFTECH
      4. FACILITIES ENABLE ADVANCED EXPLORATIONS
      5. CURRICULUM TRAINS VALUES FOR BUILDING CAREERS
      6. WEBLOGS BUILD PORTFOLIOS AND COMMUNITIES
      7. HIGH IMPACT EXPERIENCES
      8. CONCLUSION
      9. REFERENCES
    2. Chapter 16: Smart Textile as a Creative Environment to Engage Girls in Technology
      1. ABSTRACT
      2. INTRODUCTION
      3. RESEARCH INITIATIVES
      4. AIMS AND OBJECTIVES
      5. RESEARCH QUESTIONS
      6. COURSE DESIGN AND LEARNING CONTENTS
      7. SOFTWARE TOOLS, INTERACTIVE MEDIA AND MATERIALS
      8. SMART TEXTILE AS A CONTEXT FOR TRANSDISCIPLINARY PROJECT BASED LEARNING
      9. CONCLUSION
      10. ACKNOWLEDGMENT
      11. REFERENCES
  10. Section 5: Interactive Design Theories and Practices
    1. Chapter 17: Formatization Unleashed
      1. ABSTRACT
      2. INTRODUCTION
      3. CRITICAL PATTERNS OF DEVELOPMENT
      4. EVOLUTIONARY HISTORY
      5. THE FREEDOM OF THE FORMAT
      6. FORMATS AND MANAGEMENT VALUES
      7. CONCLUSION
      8. REFERENCES
    2. Chapter 18: Making Design Review Interactive
      1. ABSTRACT
      2. INTRODUCTION
      3. SCOPE OF THE STUDY
      4. BACKGROUND
      5. STUDY METHODOLOGICAL PROCESS
      6. PERSONA
      7. MOCK-UP
      8. SCENARIO
      9. STORYBOARDS
      10. MINIMALISM AND DESIGN SPECIFICATIONS
      11. THE SKETCH
      12. DATA COLLECTION AND ANALYSIS
      13. FINDINGS
      14. SUMMARY OF THE STUDY
      15. REFERENCES
    3. Chapter 19: Physicality in Technological Interface Design
      1. ABSTRACT
      2. INTRODUCTION
      3. EMOTIONAL RESPONSE
      4. APPLICATION TO INTERACTION DESIGN
      5. DEVELOPING A GESTURAL VOCABULARY
      6. METHOD
      7. RECORDING USER RESPONSE
      8. EXPERIMENTAL SETUP
      9. USERS
      10. RESULTS
      11. SELECT (AIR GRAB)
      12. BACK/FORWARD (MOVING CLOCK HANDS)
      13. SCROLL (FLICK)
      14. ZOOM (PINCH)
      15. REFRESH (WHOLE ARM SWIPE)
      16. NEW TAB (GRAB AND DRAG, TOP CORNER TO MIDDLE)
      17. CLOSE TAB (GRAB AND DRAG, MIDDLE TO BOTTOM CORNER)
      18. STOP (HAND UP FLAT)
      19. CLOSE BROWSER(TWO-HANDED GRAB AND DRAG, MIDDLE TO BOTTOM)
      20. CONTEXT MENU(AIR GRAB, TWIST, WAVE AND AIR GRAB)
      21. DISCUSSION
      22. IMPLICATIONS FOR HCI
      23. CONCLUSION
      24. REFERENCES
    4. Chapter 20: Design for Consciousness in the Wild
      1. ABSTRACT
      2. INTRODUCTION
      3. INFO-SPHERE
      4. TOOLS FOR THE INFO-SPHERE
      5. DESIGN PATTERNS FOR CONSCIOUSNESS IN THE WILD
      6. SENSE MAKING SPACE
      7. MEMORY SPACE
      8. EMOTIONAL SPACE
      9. COLLABORATIVE SPACE
      10. REFLEXIVE SPACE
      11. SOCIAL SPACE
      12. WANDERING SPACE
      13. CONCLUSION
      14. REFERENCES
    5. Chapter 21: Computer Graphics Reflection in African Digital Age Visual Designs
      1. ABSTRACT
      2. INTRODUCTION
      3. REFLECTIONS IN AFRICAN DIGTAL VISUAL DESIGNS
      4. CLASSIFICATIONS OF AFRICAN VISUAL DESIGN
      5. AFRICAN TRADITIONALISTIC DESIGNS
      6. CONCEPTUALIZATION OF DIGITAL DESIGNS IN 21 CENTURY
      7. COMPUTER GRAPHICS AND DIGITAL DESIGN AN ALTERNATIVE TO PAINT BOX OR HAND MADE CREATIVE DESIGN IN 21 CENTURY.
      8. CONCLUSION
      9. RECOMMENDATION
      10. REFERENCES
  11. Compilation of References
  12. About the Editor