Loading...
151 results
Search Results
Now showing 1 - 10 of 151
- @rtec: art and technology in the cultural industriesPublication . Lima, Ana; Castro, Rui; Silva, Henrique; Dias, Paulo; Marcos, AdéritoThe @rtec project – Art and Technology in the Cultural Industries – is co-financed by InterReg IIIA and its partners are the Bienal de Vila Nova de Cerveira (Biennial of Vila Nova de Cerveira), the Centro Cultural de Deputación de Ourense (Cultural Centre of the Municipal Council of Ourense), the Universities of Minho and Vigo, the Câmara Municipal de Vila Nova de Cerveira (Municipal Council of Vila Nova de Cerveira), and the Centro de Computação Gráfica (Centre of Computer Graphics). The aim of the project is to strengthen and accomplish their objective of cultural cooperation and development, both technological and formative, in order to reduce the disparity between the border regions and the big urban centres.
- The computer artefact: the central element in the practice-based research and creative cycle approach in the digital media artPublication . Marcos, AdéritoIn recent years we have assisted to the emergence of digital media art or simple digital or computer art that merges arts, design, science, technology and digital media communication (among other areas). This form of artistic and cultural expression is being affirmed in a contemporaneity characterised by the digital technological revolution. In this talk we propose to analyse the nature of the creation and enjoyment of digital media art and culture, related artistic and research practices and how in these, the computer artefact plays a pivotal role. Examples of artefacts are presented in context, promoting their recension in the light of contemporary digital art and culture, while discussing a concrete practice-based research and creative cycle for the multidisciplinary field of digital media art.
- Ao som dos fluxos da informação: processos de sonificação nas artes sonorasPublication . Paquete, Hugo; Bastos, Paulo Bernardino; Marcos, AdéritoThis essay tries to analyse the impact of the sonification processes in the sound arts, analysing their first and second order modes proposed by Scot Lancaster. This is achieved exploring the definition of their new production methodologies, philosophical implications and conceptual significance taking as examples artistic practical artworks analysed as speculative critical systems I, II, and III. It also explores the artistic trends that have been observed since 1990 in the post-digital aesthetics outside the aesthetics of failure. These artistic practices consist of generating art works based in the data-flows from geology, electromagnetism, nature, economics or other disciplines and practices to convert them into sound events originated outside the physic of sound as non-vibration forces. That is associated in my argument as data-event-sound with a new ontology. This allows a secondary ontology outside the forces that animate the understanding of sound as vibration. The sound is presented as translation of the data-information-flows establishing a relationship with the concept of appearance and form explored by Susanne Langer, opening the understanding of the work of art as a system of interdependent relations in the meta-medium of the digital-art. It generates new ways of understanding sound as mutation in which digital, biology, culture and spiritual establish interconnections between the computer as a digital domain in a landscape of code, promoting complex regimes of laminar-perception. These connections of meaning must be discussed in sound studies because they represent asymptomatic effects of the digital in life, art and the post-digital aesthetic momentum.
- Employing personality-rich virtual persons: new tools requiredPublication . Iurgel, Ido A.; Marcos, AdéritoDigital personalities are virtual characters that possess situation dependent, personality revealing behaviors. This paper introduces concepts, current and prospective usages of personality-rich virtual characters, and focus on authoring issues for artists that want to create digital portrays of digital persons. Different categories of digital personalities are introduced, in particular virtual actors for CG-movies are explained in more detail because of the importance of understanding the functioning of virtual actors—other types of virtual personalities will often be build upon the faculties of virtual actors. It is proposed that an essential feature of the prospective authoring process of digital personalities is the support of generalization. This would allow for a “concrete authoring”, that modifies and defines concrete cases. Thus, the author would be able to employ concrete cases as basis for generalizations. In this context, possible technologies that would support a concrete authoring process are presented, in particular Case-Based Reasoning.
- Effective algorithm for building and solving linear systemsPublication . Serna, Sebastian Pena; Silva, João; Stork, André; Marcos, AdéritoSeveral mesh-based techniques in computer graphics such as shape deformation, mesh editing, animation and simulation, build and solve linear systems. The most common method to build a linear system consists in traversing the topology (connectivity) of the mesh, producing in general a representation of the set of equations in form of a sparse matrix. Similarly, the solution of the system is achieved, by means of iterating over the set of equations in the default sequence of the vertices (unknowns). This paper presents a new algorithm, which optimizes the build of the linear system and its storage, and which allows the iteration over the set of equations in any arbitrary order. Additionally, our algorithm enables rapid modifications to the linear system, avoiding a complete rebuild.
- WAVE : a virtual audio environment: an immersive musical instrument using a low cost technological systemPublication . Valbom, Leonel; Forni, Christophe; Marcos, AdéritoThe WAVE project proposes a multidisciplinary investigation in order to create a model-prototype of a virtual immersive instrument using audio, visual technologies, and virtual reality. This model will open up new horizons for the processes involved in music making by dealing not only with relevant technological issues, but especially with meaningful research in theareas of human-machine interaction and sound.
- Tele-media-art: feasibility tests of web-based dance education for the blind using kinect and sound synthesis of motionPublication . Dias, José Rodrigues; Penha, Rui; Morgado, Leonel; Veiga, Pedro Alves da; Carvalho, Elizabeth; Marcos, AdéritoTele-media-art is a web-based asynchronous e-learning platform, enabling blind students to have dance and theatre classes remotely, using low-cost motion tracking technology feasible for home use. Teachers and students submit dance recordings augmented with sound synthesis of their motions. Sound synthesis is generated by processing Kinect motion capture data, enabling blind students to compare the audio feedback of their motions with the audio generated by the teacher’s motions. To study the feasibility of this approach, the authors present data on early testing of the prototype, performed with blindfolded users.
- Actas do 1º Encontro do Mel das Arribas do Douro - ArribasMel 2004Publication . Marcos, AdéritoLivro de resumos do 1º Encontro do Mel das Arribas do Douro - ArribasMel 2004, realizado no Solar dos Marcos, Bemposta, Mogadouro, 27 de Março 2004.
- Arte e média digital: investigação no cruzamento entre artefactos, práticas de ação-contemplação e a intervenção cultural na rede globalPublication . Marcos, AdéritoNa última década e meia temos vindo a assistir à emergência de uma estética instanciada através dos media digital como uma forma de expressão da contemporaneidade artística e cultural, suportada e parte integrante da atual revolução tecnológica digital global. A aula abordou a natureza destas novas formas de arte e media digital (média-arte digital), conceitos e fundamentos, práticas artísticas, processos de criação e de intervenção cultural, dando-se um especial ênfase à metodologia de investigação científica que lhe está subjacente que adota estratégias baseadas na criação de artefactos tecnológicos, em ciclos de ação-contemplação, tendo em vista cenários de intervenção cultural na rede global.
- Editorial PrefacePublication . Marcos, Adérito; Caires, Carlos Sena; Estadieu, Gerald; Mendes, Daniel; Rodrigues, NunoThis annual issue embraces articles from three sets of sources: the first covers the topic Virtual Environments and Interaction Design Research at the University of Saint Joseph, Macao SAR, China works selected and guest edited by Carlos Sena Caires and Gerald Estadieu; the second set are three extended articles from the International Conference on Graphics and Interaction (ICGI’2021), selected and guest edited by Daniel Mendes and Nuno Rodrigues; and, finally, two articles from the regular pipeline.