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Using artificial intelligence in craft education: crafting with text-to-image generative models Digital Creativity Pub Date : 2023-02-23 Henriikka Vartiainen, Matti Tedre
ABSTRACT Artificial intelligence (AI) and the automation of creative work have received little attention in craft education. This study aimed to address this gap by exploring Finnish pre-service craft teachers’ and teacher educators’ (N = 15) insights into the potential benefits and challenges of AI, particularly text-to-image generative AI. This study implemented a hands-on workshop on creative making
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The role of virtual reality technology in conceptual design: positioning, applications, and value Digital Creativity Pub Date : 2023-01-25 Ning Zou, Qing Gong, Qing Chai, Chunlei Chai
ABSTRACT Virtual reality (VR) is a popular information technology in design and manufacturing. In the conceptual design stage, VR has been proved to be an auxiliary tool with great potential. However, the development of VR in the conceptual design has not been systematically investigated. This study conducted a review of the application of VR in the conceptual design stage on design activities and
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Uses and abuses of User-Centered Design: literature review and proposal of a tool for evaluating ethics in the design of mobile applications Digital Creativity Pub Date : 2023-01-23 Clara Palomar-Garcia, Ariadna Fernández-Planells, Carles Sora-Domenjó
ABSTRACT The aim of this paper is to study the implications and ethical variables of User-Centered Design (UCD) methods in the design of mobile applications. We carried out a review of the literature on ethics in User-Centered Design within the field of mobile applications. We studied three disciplines that are applied in the design of mobile applications and that include UCD in their definition: Human–Computer
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Digital prototyping, open design, and sustainability in industrial design education: a case study Digital Creativity Pub Date : 2022-12-26 Elif Kucuksayrac
ABSTRACT This study investigates digital prototyping in undergraduate industrial education through a case study of two pilot projects and a new elective and project-based course. It explores the literature on digital prototyping, open design, and sustainability, analyses student projects through the case study, and discusses the findings in relation to the literature review. In the study, two frameworks
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Experimenting with non-fiction VR storytelling: micronarrative, abstraction and interactive navigation. The case of In Pieces VR Digital Creativity Pub Date : 2022-12-08 Joan Soler-Adillon
ABSTRACT This article presents In Pieces VR, a VR-based artwork and experimental documentary on political prison, and discusses its main design challenges, goals, and creative approach. This project aims at creating a documentary and artistic experience that departs from conventional immersive journalism by presenting to its viewers a story made out of very small narrative units, and with subjects
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Methodological innovations and challenges of research on digitally connected homes: an introduction Digital Creativity Pub Date : 2022-11-30 Henry Mainsah, Emma Slade, Dag Slettemeås, Dale Southerton, Ardis Storm-Mathisen
ABSTRACT Digital automated and connected technologies are playing a central role shaping how home life is experienced and understood. This emerging digital ecology is also reconstituting the home as a site of research and the methods required to study it. This article introduces a collection of contributions that highlight methodological issues and avenues for researching life in technology-saturated
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Tweet for help: the role of social media in disaster events and the case of the 2015 Mina stampede Digital Creativity Pub Date : 2022-11-07 Ghada Amoudi, Amal Almansour, Carolyn Watters, Dimah Alahmadi, Fatimah Alruwaili, Sara Alzahrani
ABSTRACT Social networks are important communication channel where individuals and emergency agencies can exchange information during disasters. The ability to detect disaster information or ‘reporting’ tweets would provide many advantages in disaster management during crowded events. This study explores Twitter behaviour during the Mina stampede tragedy in the 2015 Hajj by processing tweets posted
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A psychological perspective on the sociotechnical enablers of knowledge worker digital creativity Digital Creativity Pub Date : 2022-11-03 Anna-Maija Nisula, Sanna Heinänen, Aino Kianto, Ilona Toth, Kirsimarja Blomqvist
ABSTRACT While the work realm moves toward digital environments, the antecedents of knowledge worker digital creativity remain poorly understood. This study investigated the digital work environment as a sociotechnical environment and contextual enhancer of knowledge worker digital creativity. We proposed a research model that links perceived organizational support, sense of virtual community and digital
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Artificial everyday creativity: creative leaps with AI through critical making Digital Creativity Pub Date : 2022-10-28 Anuradha Reddy
ABSTRACT The capabilities of humans and AI systems to be creative and perform alongside one another have given rise to new practices of ‘artificial creativity’. In this article, I argue that artificial creativity demonstrates the potential to empower individuals to interface and critically dialogue with computational systems. Reframed as artificial ‘everyday’ creativity, I focus on the curious, joyful
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Unpacking the resource impacts of digitally-mediated domestic practices using resource trace interviewing Digital Creativity Pub Date : 2022-10-12 Adrian Friday, Mike Hazas, Oliver Bates, Janine Morley, Carolynne Lord, Kelly Widdicks, Alexandra Gormally-Sutton, Adrian Clear
ABSTRACT The home has been the subject of investigation in the social sciences and interaction design communities for decades. This has been driven not least by a wish to understand technology, energy demand, and how it might be understood in terms of social practices. In this paper, we reflect on several studies that have sought to capture this relationship. We introduce an evolving methodological
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A change of space: implications of digital fieldwork in connected homes during the COVID-19 pandemic Digital Creativity Pub Date : 2022-10-11 Cristina Paupini, Helene Fiane Teigen, Laurence Habib
ABSTRACT Drawing on research conducted in ten Norwegian households, this article describes the effects that the COVID-19 pandemic and social distancing regulations have had on the research design and, consequently, on research data. The article describes how the research design had to be adapted to a variety of containment measures that were imposed during the fieldwork, and how this has influenced
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Troubleshooting as a method in COVID-19 times: smart home ethnographies and remote aged care innovation Digital Creativity Pub Date : 2022-06-20 Melisa Duque, Sarah Pink, Michael Mortimer, Yolande Strengers, Rex Martin, Larissa Nicholls, Ben Horan, Alicia Eugene, Sue Thomson
ABSTRACT This article outlines and demonstrates the practice of troubleshooting as a method. We argue that as an interdisciplinary, collaborative, digital-hybridized and adaptable approach, troubleshooting provides an ethical opportunity to explore the experiences and outcomes of (older) people living with connected home technologies in ways that deliver novel and meaningful research insights. Our
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Work, care and creativity in a time of COVID-19: creatively mapping presence bleed in the home Digital Creativity Pub Date : 2022-06-13 Larissa Hjorth, Gretchen Coombs, Kelly Hussey-Smith, Julienne van Loon
ABSTRACT The pandemic restrictions and lockdowns have seen working from home (WFH) becoming a mundane practice. During the lockdowns, all movement were situated in the rhythms of the domestic and its infinite regresses of 'presence bleed' (Gregg [2011]. Work’s Intimacy. London: Polity.) – informal care of older parents and young children, the gendered nature of care work and its often invisible role
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Future home stories: participatory predicaments and methodological scaffolding in narrative speculation on alternative domestic lives Digital Creativity Pub Date : 2022-06-08 Alexa Becker, Benedikt Haupt, Arne Berger, Christian Pentzold
ABSTRACT Not infrequently, smart home imaginaries and installations are envisaged for nuclear families dwelling in detached houses fitted with the latest Internet of Things (IoT) solutions. In our article, we follow one approach to escape this powerful but inadequate projection that entails inviting people to imagine alternative forms of domestic IoT use. Surveying the setup of these nascent endeavours
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Synchronizing multi-perspectival data of children’s digital play at home Digital Creativity Pub Date : 2022-06-02 Jane Mavoa, Bjørn Nansen, Marcus Carter, Martin Gibbs
ABSTRACT Studying digitally mediated play presents challenges in terms of how to view and record both the on-screen action and player’s bodies in physical space. Carrying out this research in a socially and technologically diverse range of family households poses further challenges, common to ethnographic media research in general. In this paper, we describe a method for generating richly detailed
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Effects of continuous and discontinuous non-relevant stimulus on creativity Digital Creativity Pub Date : 2022-06-02 Charles Mille, Olivier Christmann, Sylvain Fleury, Simon Richir
ABSTRACT Innovation is made of different tasks from strategic positioning to the first phases of production. One of the main activities is the generation of ideas through different creativity phases. These creativity activities are carried out in numerous conditions and with different tools having more or less context and interactions. This study focuses on the influence of different non-relevant stimuli
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Random walks through poetry Digital Creativity Pub Date : 2022-05-22 Jeanne Devautour Choi, Samuel Boury
ABSTRACT The contact zone between algorithms and creative writing has become an increasingly fertile ground for literary experimentation in the last decades, with more accessible digital technologies broadening the scope of potential artistic productions and allowing the exploration of new forms of creativity. Inspired by the playful collaboration between arts and sciences embodied by the experimental
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The possibilities of illness narratives in virtual reality for bodies at the margins Digital Creativity Pub Date : 2022-05-22 Megan Perram, Astrid Ensslin
ABSTRACT Through decades of scholarly analysis and application, the practice of illness narratives has been established as an effective therapeutic intervention for dealing with illness-related emotional well-being (Couser; Frank; Irvine and Charon). Scholars of illness narratives argue that the medium works to bring agency back to the body following the neoliberal relinquishing of one’s life story
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Call for papers Digital Creativity Pub Date : 2022-04-21 Yana Boeva, Vernelle A. A. Noel
(2022). Call for papers. Digital Creativity: Vol. 33, No. 1, pp. 77-78.
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A systematic review of virtual brainstorming from the perspective of creativity: affordances, framework, and outlook Digital Creativity Pub Date : 2022-04-21 Zhengya Gong, Lik-Hang Lee, Sohail Ahmed Soomro, Vijayakumar Nanjappan, Georgi V. Georgiev
ABSTRACT This study explores virtual reality (VR) as an emerging tool integrated into brainstorming activities to enhance creativity, and systematically reviews existing studies to provide an advanced literature review on this subject. Moreover, we propose a framework for enhancing creativity in virtual brainstorming (VB) based on the 4Ps (person, process, product, and press) of creativity, which provides
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A proposal of virtual museum metaverse content for the MZ generation Digital Creativity Pub Date : 2022-04-19 Hyun-Kyung Lee, Soobin Park, Yeonji Lee
ABSTRACT This paper presents a marketing study of the metaverse's potential audience, particularly focusing on museums' use of cyberspace and how some of their physical functions can be replicated online. Among digital transformations, the metaverse has become one of the most significant alternatives to offline events, with museum exhibitions highly representative of it. However, existing virtual museums
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SurfaceLens: near-surface spatial interaction with science museum exhibits Digital Creativity Pub Date : 2022-03-04 HyeonBeom Yi, Seung Hyeon Han, Min Kyoung Park, Woohun Lee
ABSTRACT Smartphone applications have become an essential tool for museums because of their positive impact on visitor experience. However, smartphones can potentially distract visitors from the exhibit, crippling the hands-on experience. In this study, we present SurfaceLens which is a smartphone-based peripheral device enabling near-surface spatial interaction with exhibits. SurfaceLens detects proximity
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Sketching in-vehicle ambient lighting in virtual reality with the Wizard-of-Oz method Digital Creativity Pub Date : 2022-02-22 Taesu Kim, Aigerim Shunayeva, Gyunpyo Lee, Hyeon-Jeong Suk
ABSTRACT Designers desire to sketch their concepts and produce prototypes in a real-time setting. This study developed a virtual reality (VR) supported lighting sketch tool for vehicle interior designers. The tool incorporated lighting design with drag-and-drop functionality and high-definition vehicle rendering. The tool also used the Wizard-of-Oz method to help design participants easily immerse
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Musical creativity support tools for bereavement support Digital Creativity Pub Date : 2022-02-16 Lee Cheatley, Margareta Ackerman, Alison Pease, Wendy Moncur
ABSTRACT Self-expression is central to mental well-being and mental health therapy. Art therapy offers a wide range of expressive mechanisms, allowing individuals to process their emotions when traditional therapies prove unsuccessful. However, a lack of expertise or comfort with artistic expression, along with cost and waiting times, may hinder one's ability to receive needed mental health support
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Role of engagement in online gaming: a study of generation Z customers Digital Creativity Pub Date : 2022-02-08 Sahil Singh Jasrotia, Manoj Kumar Kamila, Shagun Chib, Hari Govind Mishra
ABSTRACT Online gaming has become a recent leisure time activity in India, especially among the younger generation. Hence, more and more youngsters, specifically Generation Z are engaged in this virtual gaming world. In response to this scenario, our paper analyzes the role of generation Z customers’ engagement in increasing online game sales. We found that satisfaction from the game, game personalization
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Augmenting television narratives using interactive home appliances Digital Creativity Pub Date : 2021-12-19 Jiwoo Hong, Woohun Lee
ABSTRACT This study focuses on the use of everyday objects as new media for enriching digital storytelling experiences, especially as they pertain to viewing television narratives in living room environments. Through a design ideation workshop, we develop a strategy for augmenting television narratives using interactive home appliances. The ideas obtained through the workshop revealed that interactive
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A framework for interactive artwork based on cultural heritage: focused on the evaluation of artistic value in the artwork ‘deBallution’ prototypes Digital Creativity Pub Date : 2021-11-16 Je-ho Oh, Chung-kon Shi
ABSTRACT This study aimed to propose a framework that promotes immersion, artistic experience, and artistic value in the production of cultural heritage-based interactive artwork. Previous cultural heritage-based artworks failed to adopt symbolic narratives. This study adopts a framework based on a narrative structure to apply symbolism to interactive artwork effectively. It proposed the following
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Cruxes for visual domain sonification in digital arts Digital Creativity Pub Date : 2021-11-22 Denis Trček
ABSTRACT Two main types of human perception are seeing and hearing. They play a central role in everyday life, scientific research, and also fine arts. Especially in the visual arts, linking the auditory and the visual realms is not uncommon. However, when it comes to linking the visual domain with the audio domain, the possibilities there are less addressed. Therefore, in this paper, we conceptualize
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A bibliometric analysis of cultural and creative industries in the field of arts and humanities Digital Creativity Pub Date : 2021-10-30 Son Bui Hoai, Binh Hoang Thi, Phuong Nguyen Lan, Trung Tran
ABSTRACT The development and main characteristics of global research related to cultural and creative industries from 1995 to 2020 have been investigated using bibliographic data derived from the Scopus database. We identified 746 single-authored documents among a total of 1099 documents indexed in the Scopus database during this period, with an annual growth rate of 18%. English-speaking countries
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A digital distraction? The role of digital tools and distributed intelligence in woodblock printmaking practice Digital Creativity Pub Date : 2021-08-13
ABSTRACT Artists’ adoption of CNC devices and related technologies is making possible novel printmaking processes and variations on techniques. Such changes suggest a need to broaden our understanding of what constitutes a print under contemporary technological conditions. This article looks at the human-machine relationship and the state of creative cognition in the act of woodblock printmaking. Connections
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Creativity and opportunity: how COVID-19 fosters digital dance education Digital Creativity Pub Date : 2021-08-23
ABSTRACT The COVID-19 pandemic has caused major disruptions to every sector, including education. Virtual space during the pandemic has enabled a range of creative events, such as streaming performances, cyber tours, and online activities. Within confined spaces, performing artists have quickly become digital experts in pushing boundaries. This paper examines how tertiary dance teachers and students
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Renegade Monkeys Digital Creativity Pub Date : 2021-08-13
ABSTRACT This article focuses on a series of selfies taken by a Celebes Crested Macaque monkey who seized a camera from a human photographer and absconded with it. The monkey's smiling self-portraits appeared in the international press, sparking legal and public controversy around issues of copyright, royalties and fair use of the images. Arguably, the very fact of the debate is indicative of the breakdown
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Engaging locals in rural areas: value correspondence in placemaking through mobile augmented reality Digital Creativity Pub Date : 2021-07-31
ABSTRACT This research proposes value correspondence, which posits that the value shared in correspondence between stakeholders is essential for the development of placemaking in rural areas. By investigating location-based media; particularly mobile augmented reality (MAR) apps aimed at both reviving local tourism in rural townships and soliciting opinions from major stakeholders, the author has determined
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Mythical narratives in digital games and the digital apocalypse Digital Creativity Pub Date : 2021-08-13
ABSTRACT Digital games propagate mythical stories and revitalize medieval legends. Amplification of gothic elements in contemporary media and in digital games reflects an ideological and aesthetic transformation of cultural products in contemporary society. This essay discusses distinctiveness in game narratives by citing diverse theories, including semiotics and theories of psychoanalysis, as well
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Special Issue: Methodological innovations and challenges of research on digitally connected homes Digital Creativity Pub Date : 2021-09-02
(2021). Special Issue: Methodological innovations and challenges of research on digitally connected homes. Digital Creativity: Vol. 32, No. 3, pp. 250-251.
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Beyond costume tradition and physical computing: characterizing the profile of interactive costume creators Digital Creativity Pub Date : 2021-05-07 Michaela Honauer
ABSTRACT Interactive costumes enrich performance concepts and means of artistic expression. However, their creation challenges costume designers and technicians because they demand expertise in interaction design and electronic engineering. This article aims at empowering performance professionals to exploit the full potential of interactive costumes by discussing the creation process from the creators’
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CRUX: a creativity and user experience model Digital Creativity Pub Date : 2021-04-26 Sylvain Fleury, Rishi Vanukuru, Charles Mille, Killian Poinsot, Aurélien Agnès, Simon Richir
ABSTRACT The field of Virtual Reality has been developing at a steady pace, and VR is finding new uses as a support for creative tasks. The objective of this study is to propose a theoretical model describing the links between user experience and creativity. Pre-existing theoretical links have been identified in relevant scientific literature. Two experiments were then conducted in order to identify
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The dépaysement art of the new media era incorporating the microscopic world Digital Creativity Pub Date : 2021-05-11 Ho-Jun Ji, Jin-Wan Park
ABSTRACT This article observes two objects of natural form through an electron microscope. The first object is an old paper; its beautiful texture is hardly visible on its surface and it resembles the nature that we commonly see. The second object is nanoflowers. Although it is a natural form, it is also an artificial chemical that is invisible to the human eye. This paper aims to present a new perspective
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Advancing interactivity: graphic designers’ practice-based contribution to developing the Web Digital Creativity Pub Date : 2021-03-19 Nicole Wragg, Carolyn Barnes
ABSTRACT This article examines how graphic designers’ innovations in web design revealed the potential and capabilities of interactivity as a communication experience tool. During the early World Wide Web (1995–2008), graphic designers’ practice-based contribution to interactivity enhanced how people experienced this new technological domain. Few designers contributed to the scholarly discussion of
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Crafting animated parables: an embodied approach to representing lifestyle behaviours for reflection Digital Creativity Pub Date : 2020-12-29 Kenny K. N. Chow
ABSTRACT Latest work regarding personal informatics, gamification, and feedback has suggested that visualizing behavioural data for daily reflection should consider dynamic representations in metaphors and narratives with positively and negatively valued outcomes. Grounded in behavioural models from social psychology and embodied cognition theories, this article proposes a framework guiding the generation
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Audio-augmented arboreality: wildflowers and language Digital Creativity Pub Date : 2021-01-06 Hafizur Rahaman, Michelle Johnston, Erik Champion
ABSTRACT Before colonization, there were over 250 languages spoken in Australia. Today only thirteen Indigenous languages are still being taught to children). Language has an important part to play in cultural maintenance and ‘closing the gap’ in terms of First Peoples’ cultural heritage, identity, and sense of belonging. In this work, we aim to develop an engaging and easy way to teach and learn the
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Augmented reality sandboxes: children’s play and storytelling with mirror worlds Digital Creativity Pub Date : 2021-01-08 Teemu Leinonen, Jaana Brinck, Henriikka Vartiainen, Nitin Sawhney
ABSTRACT Augmented Reality (AR) technology has provided a new technological platform for ‘mirror worlds’, where layers of information, meaning, and functions are integrated with a digital twin of the real world. To explore mirror worlds, we designed and developed +Andscape, an interactive AR sandbox. In this conceptual and empirical case study, we observed children’s (5–6-year-old, N = 16) collaborative
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Remediating tradition with technology: a case study of From Tangible to Intangible: A Media Showcase of Kisa chin p’yori chinch’an uigwe Digital Creativity Pub Date : 2021-01-26 Boa Rhee, Federico Pianzola, Nayea Oh, Gangta Choi, Jungho Kim
ABSTRACT This paper presents the remediation of a nineteenth century Korean manuscript (the 1809 Uigwe) as an interactive digital experience using creative algorithms and gesture recognition developed by LG Electronics. The interactive media project we created using sound visualization invites visitors to jointly experience Joseon’s royal music and the manuscript’s pictorial illustrations. We present
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The tamarind forest: an augmented virtuality experience Digital Creativity Pub Date : 2021-02-09 Doros Polydorou
ABSTRACT The tamarind forest is a virtual reality (VR) installation that explores shifts of perception through a somatic experience in a virtual space. As part of a larger show (kimosphere no.4) that explored immersion and an entwinement of real and virtual spaces, The Tamarind forest experiments with augmented virtuality and invites the audience to pay attention to their physical body while taking
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The design and evaluation of a multimodal ubiquitous learning application for EFL writers Digital Creativity Pub Date : 2021-02-22 Vivien Lin, Yu-Hsuan Lin, Min-Chai Hsieh, Gi-Zen Liu, Hao-Chiang Koong
ABSTRACT This study presents the design of a multimodal ubiquitous learning application (MULA) with different augmenting effects for enhancing English as a Foreign Language (EFL) academic writing instruction. In a pilot project, 17 undergraduates engaged in ubiquitous learning and writing at a green building and provided survey responses and interview feedback about their ubiquitous writing experience
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Designing for intersubjectivity and dialogicality in museum interactive installations about migration Digital Creativity Pub Date : 2020-11-26 Areti Galani, Abigail Durrant, David Chating, Rebecca Farley
ABSTRACT How do we design for intersubjective, digitally-mediated encounters in the museum? We report on the process of designing a digital interactive installation called Sit with Me for a permanent museum exhibition on migration in Newcastle upon Tyne, UK. Focussing on this case-study, the article aims to unpick the tensions, challenges and opportunities arising from designing for intersubjectivity
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Human–robot collaboration: a fabrication framework for the sequential design and construction of unplanned spatial structures Digital Creativity Pub Date : 2020-11-25 Edvard P. G. Bruun, Ian Ting, Sigrid Adriaenssens, Stefana Parascho
ABSTRACT Robots in traditional fabrication applications act as passive participants in the process of creation—simply performing a set of predetermined actions to materialize a completed design. We propose a novel bottom-up design framework in which robots are instead given the opportunity to participate centrally within a creative design process. This paper describes how two 6-axis industrial robotic
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Getting into someone else's soul: communicating embodied experience Digital Creativity Pub Date : 2020-10-27 Claudia Núñez-Pacheco, Lian Loke
ABSTRACT The idea of connecting with the sensory realities of others can help us to build empathic ties and to think outside the boundaries of our preconceived ideas. Envisioning these opportunities, this paper introduces a framework with a set of embodied modalities derived from communicating embodied experiences through a prototype for storytelling called SOUL. This prototype was built to transmit
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Generative comics: a character evolution approach for creating fictional comics Digital Creativity Pub Date : 2020-09-15 Malik Nairat, Mats Nordahl, Palle Dahlstedt
ABSTRACT Comics can be a suitable form of representation for generative narrative. This paper provides an argument for this based on an analysis of properties of the comics medium, and describes a tool for character design and comic strip creation that applies interactive evolution methods to characters in a virtual environment. The system is used to interactively create artificial characters with
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The anthropophagic studio: towards a critical pedagogy for interaction design Digital Creativity Pub Date : 2020-08-10 Frederick M.C. van Amstel, Rodrigo Freese Gonzatto
ABSTRACT The design studio is the standard approach for interaction design education in the Global North. Nevertheless, in the Global South, this approach is not directly applicable due to authoritarian educational systems founded on colonialist ideologies. This research reports on an attempt to appropriate the design studio and fundamental interaction design concepts in Brazil. Following the anthropophagy
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Shifting Boundaries: Practices and Theories, Arts and Technologies Digital Creativity Pub Date : 2020-07-02 Anthony Lewis Brooks
The theme for this special issue of Digital Creativity, ‘Shifting Boundaries: Practices and Theories, Arts and Technologies’, originated from the annual International Conference ArtsIT (Arts and Te...
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From immersion to collaborative embodiment: extending collective interactivity in built environments through human-scale audiovisual immersive technologies Digital Creativity Pub Date : 2020-06-30 Mincong Huang, Samuel Chabot, Ted Krueger, Carla Leitão, Jonas Braasch
ABSTRACT This paper discusses the use of human-scale immersive virtual environments as a platform for developing technologies for embodied digital interaction. We propose a three-body framework of spatial typologies in the realm of collaborative room-centered immersive systems that governs the relationship between the immersants, the hardware system of the environment, and the presented virtual environment
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The art of the thinking space—a space filled with data Digital Creativity Pub Date : 2020-06-25 Wolfgang Strauss, Monika Fleischmann
ABSTRACT Interactive media art is an art form that ‘transforms digital information and translates it into aesthetics of participative processes.’ In their artistic investigations, the artists and architects Fleischmann and Strauss focus on the concept of the ‘thinking space’ [Denkraum]. Following Aby Warburg's ‘space of thought’ (1929), they define the thinking space of interactive media art as a ‘space
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How to design for exploration through emergent narratives Digital Creativity Pub Date : 2020-06-25 Kristina Maria Madsen, Mette Skov, Peter Vistisen
ABSTRACT This paper presents emergent narratives from theory on game design as a model for designing cultural heritage exhibitions and discusses how criteria of emergent narratives can support exploratory user behaviour. We propose that emergent narratives can be transferred to the design of interactive digital exhibitions, thereby removing constraints and allow for more personalized and potentially
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A journey from abstract film to concrete interaction Digital Creativity Pub Date : 2020-06-23 Ernest A. Edmonds
ABSTRACT The paper reviews abstract films and the notions of time that occur in them, contrasting them with the use of time in digital art. Developments by the author in making various generative digital abstract, or concrete, works are described and compared to film. The generation of the time element of the works described is integral with the generation of images. It is shown how different approaches
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Moving in rhythms: what dancers and drummers can teach us about designing digital interactions Digital Creativity Pub Date : 2020-06-22 Brigid Mary Costello
ABSTRACT Interviews with three dancers and three percussionists about performing, perceiving and composing rhythms are used to develop insights into ways that interaction designers might understand and shape the rhythmic experiences of their users. These insights coalesce around three themes: feeling your way into a rhythm, performing rhythms and the dance of synchrony. The article argues that a user’s
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Literary writing as a technological function: from Ada Byron’s calculation as writing to writing in programming languages Digital Creativity Pub Date : 2020-06-19 Saulius Keturakis
ABSTRACT The paper focuses on the concept of technical word or technical text having similar meaning to the concept of technical image defined by the Czech media theorist Vilém Flusser, who described the change in visual media from traditional to mechanical, digital or technology dependent. To justify the possibility of a similar term in linguistic arts, the ideas about the involvement of various technical
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Programming the beautiful Digital Creativity Pub Date : 2020-06-19 Yanai Toister
ABSTRACT The term generative art is mostly reserved for practices in which artists construct systems containing various degrees of autonomy. This is designed to generate results that would otherwise be unlikely. In contrast, photography is understood as a situation wherein an agent, the photographer, uses a pre-existing system constructed by other agents with the sole purpose of yielding results that
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Curating the Everywhere Museum of Everything Digital Creativity Pub Date : 2020-06-18 Pedro Alves da Veiga
ABSTRACT The Everywhere Museum of Everything is a research and action proposal founded on the array of aestheticised online content, which can be purposefully and critically curated in order to create a meaningful territory of contemporary online culture, art and knowledge creation. This abundance of content is rooted in a culture of consumerism, blackboxed mobile applications and social networks.
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Transitioning into states of immersion: transition design of mixed reality performances and cinematic virtual reality Digital Creativity Pub Date : 2020-06-18 Camilla Jaller, Stefania Serafin
ABSTRACT Cinematic virtual reality (CVR) experiences are increasingly expanding their use of additional media outside the VR headset, including scenography, spatial sound, and live performance, to successfully transition their audience into the experience. As such, they promote a heightened interest in transition design to secure experience continuity. In this paper, the authors argue that returning