scholarly journals The Use of Digital Media Art Using UI and Visual Sensing Image Technology

2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Tong Mao ◽  
Xunxun Jiang

Visual sensing image technology has narrowed the distance between people and art with the rapid development of digital media, but new art forms continue to appear. Therefore, this exploration is aimed at studying the application of visual image technology based on user interface (UI) and virtual reality (VR) technology in art. This exploration is to explore the development path of digital media art. The concept of UI is briefly discussed. Based on the current means of visual sensing technology, UI, visual sensing image technology, and digital media art are successfully combined after the close relationship between digital media and art is realized. The results show that VR technology, which combines UI and visual sensing technology, has good compatibility with digital media art and can further shorten the distance between digital media art and the public. Moreover, the promotion of this application can greatly increase users’ experience of VR. In addition, most people hold a more positive attitude towards this combination. It reveals that it is essential to apply UI and visual sensing image technology to digital media art.

2020 ◽  
Vol 3 (4) ◽  
Author(s):  
Bingjie Zhang

Salt culture is the main component of traditional culture in Zigong, Sichuan.With centuries of history, it has accumulated rich cultural connotations. At present, Zigong salt culture, as a precious traditional cultural wealth, has taken cultural and creative industries as a new carrier of communication in the rapid development of digital new media technology, giving full play to the resource advantages of its traditional culture. This article focuses on the study of the development path of Zigong salt cultural and creative industry in the new digital media era. Combining digital new media technology with cultural and creative industries, Zigong salt culture actively uses virtual technology to realize the innovative development of cultural and creative industries, promote the cultivation of cultural and creative brands based on digital new media technology. This article aims to give relevant strategies with reference value, so as to make corresponding contributions to the development path of Zigong salt culture in the future.


2019 ◽  
Vol 13 (1-2) ◽  
pp. 196-222 ◽  
Author(s):  
Arijus Pleska ◽  
Andrew Hoskins ◽  
Karen Renaud

The visual image has long been central to how war is seen, contested and legitimised, remembered and forgotten. Archives are pivotal to these ends as is their ownership and access, from state and other official repositories through to the countless photographs scattered and hidden from a collective understanding of what war looks like in individual collections and dusty attics. With the advent and rapid development of social media, however, the amateur and the professional, the illicit and the sanctioned, the personal and the official, and the past and the present, all seem to inhabit the same connected and chaotic space. However, to even begin to render intelligible the complexity, scale and volume of what war looks like in social media archives is a considerable task, given the limitations of any traditional human-based method of collection and analysis. We thus propose the production of a series of ‘snapshots’, using computer-aided extraction and identification techniques to try to offer an experimental way in to conceiving a new imaginary of war. We were particularly interested in testing to see if twentieth century wars, obviously initially captured via pre-digital means, had become more ‘settled’ over time in terms of their remediated presence today through their visual representations and connections on social media, compared with wars fought in digital media ecologies (i.e. those fought and initially represented amidst the volume and pervasiveness of social media images). To this end, we developed a framework for automatically extracting and analysing war images that appear in social media, using both the features of the images themselves, and the text and metadata associated with each image. The framework utilises a workflow comprising four core stages: (1) information retrieval, (2) data pre-processing, (3) feature extraction, and (4) machine learning. Our corpus was drawn from the social media platforms Facebook and Flickr.


2019 ◽  
Vol 3 (2) ◽  
pp. 137
Author(s):  
Wenping Wang

<p>At present, with the rapid development of science and technology, especially computer technology, China's digital media art has a huge space for development and creation prospects. Digital media art has changed the cultural value of human beings to some extent and influenced the traditional artistic creation of human beings.Since the birth of digital media art, it has triggered various discussions in the society. Digital media art integrates human rational thinking and perceptual thinking into one body and becomes a new art form. The development of digital media art has attracted worldwide attention. This paper focuses on the current situation of the development of digital media art in China and discusses its future development direction</p>


Author(s):  
Selma Eduarda Pereira

The chapter title comes from the fusion of concepts “echo” and “equations.” “Ecoações” contains, from the traditions, the Algarve handmade textiles, the regional pottery, and the characteristic sounds of the customs associated with these activities; from the theater, scenography and costumes; from the fine arts, the sculpture (of the human figure) and the murals in low relief; from digital media art, soundscape, digital interaction, and video projection. In Ecoações, the scenic space invites spectators to immerse themselves in the theme and to visit another dimension of heritage traditions, presented here under a contemporary aesthetic. The installation as scenography space implies all the theatricality of the visual narrative, hearing and tactile, giving the public the opportunity to explore tradition through the various senses. This article discusses the characteristics of the installation “echoes” that bring it closer to post-digital aesthetics and heritage expression, and the challenges of combining the scenic space, the traditions, and the digital media art.


2014 ◽  
Vol 926-930 ◽  
pp. 2550-2553
Author(s):  
Yan Zhao ◽  
Xu Guang Yang

Digital Media Art and Design is based on a visual art, design, computer graphics and media technology intersect science disciplines of digital media. Meanwhile it is also the product of the combination of the rapid development of information technology and the arts. Through the application of Digital Media Art and Design, it not only brings innovations for modern visual communication art and design but also provides a rich form of expression and communication carriers for the folk art design, which makes it rise from the traditional to the digital level, process level. This kind of design innovates an innovative style. The elements of art and culture with national spirit got the better show in digital media technology, which makes the folk art entered its post-modern stage enter its post-modern stage, and no longer presents the main characteristics of a single.


Author(s):  
Ying Liu

The rapid development of new media technology has a significant impact on the traditional graphic design art. It not only promotes the rapid development of graphic design field, but also accelerates the transformation and upgrading of the whole visual communication design education concept. The traditional teaching concept of graphic design cannot meet the needs of students, but the education of graphic design under digital information can improve the satisfaction of students with gorgeous visual effects. Therefore, it is of great significance to study the reform of modern graphic design education mode in the digital media environment. This paper first analyzes the development of digital media art and graphic design education, then studies the relationship between graphic design teaching and mobile digital media, and finally discusses the value of digital media art in graphic design teaching and the significance of reform.


2020 ◽  
Author(s):  
Aixa Hafsha

In recent years, with the rapid development of the information age and the wide dissemination of information technology knowledge, the “Internet + micro era” has been created, and the diversified development of the art field has also been promoted at the same time. The difference between professional and traditional education in digital art design education is a great challenge and change that modern innovative education will face. In this context, digital media art design education is facing a phase of adjustment. Based on the current situation of digital media art design education, this paper analyzes the influence and existing problems of digital media art in contemporary art design education, including the confusion of teaching mode, the deficiency of knowledge construction system and the aging of course content. Finally, some countermeasures and suggestions are put forward from the perspective of innovative thinking education.


2021 ◽  
Vol 236 ◽  
pp. 05065
Author(s):  
Lianghui Jin

Shadow Play is an ancient traditional folk art, which has been included in the Representative List of the Intangible Cultural Heritage of Humanity at present. Different forms of entertainment sources have appeared one after another with the rapid development of society. Because of its lack of competitiveness, Shadow Play has disappeared from the public's eye increasingly. In the meanwhile, different digital media technologies are used in a wide range of all aspects of life and entertainment. It’s also a particular fine opportunity for Shadow Play to develop itself again. This article attempts to discuss the application of digital media art in the content and stage of Shadow Play and combine digital media art with the stage presentation of Shadow Play. There is some advice that is come up for the development of Shadow Play in the contemporary society, which also provides a better conservation for traditional art and hands it down.


Author(s):  
Natalia Kostenko

The subject matter of research interest here is the movement of sociological reflection concerning the interplay of public and private realms in social, political and individual life. The focus is on the boundary constructs embodying publicity, which are, first of all, classical models of the space of appearance for free citizens of the polis (H. Arendt) and the public sphere organised by communicative rationality (Ju. Habermas). Alternative patterns are present in modern ideas pertaining to the significance of biological component in public space in the context of biopolitics (M. Foucault), “inclusive exclusion of bare life” (G. Agamben), as well as performativity of corporeal and linguistic experience related to the right to participate in civil acts such as popular assembly (J. Butler), where the established distinctions between the public and the private are levelled, and the interrelationship of these two realms becomes reconfigured. Once the new media have come into play, both the structure and nature of the public sphere becomes modified. What assumes a decisive role is people’s physical interaction with online communication gadgets, which instantly connect information networks along various trajectories. However, the rapid development of information technology produces particular risks related to the control of communications industry, leaving both public and private realms unprotected and deforming them. This also urges us to rethink the issue of congruence of the two ideas such as transparency of societies and security.


2013 ◽  
Vol 4 (2) ◽  
Author(s):  
Rudolf Maresch

Durch den digitalen Medienwandel ist der Begriff der Öffentlichkeit problematisch geworden. Die Debatte fokussiert sich zumeist auf die Frage, ob die sogenannte bürgerliche Öffentlichkeit durch das Internet im Niedergang begriffen ist oder eine Intensivierung und Pluralisierung erfährt. Rudolf Maresch zeichnet die berühmte Untersuchung der Kategorie durch Jürgen Habermas nach und zieht den von ihm konstatierten Strukturwandel der Öffentlichkeit in Zweifel. Dagegen verweist er auf die gouvernementalen und medialen Prozesse, die jede Form von Kommunikation immer schon gesteuert haben. Öffentlichkeit sei daher ein Epiphänomen nicht allein des Zeitungswesens, sondern der bereits vorgängig ergangenen postalischen Herstellung einer allgemeinen Adressierbarkeit von Subjekten. Heute sei Öffentlichkeit innerhalb der auf Novitäts- und Erregungskriterien abstellenden Massenmedien ein mit anderen Angeboten konkurrierendes Konzept. Mercedes Bunz konstatiert ebenfalls eine Ausweitung und Pluralisierung von Öffentlichkeit durch den digitalen Medienwandel, sieht aber die entscheidenden Fragen in der Konzeption und Verteilung von Evaluationswissen und Evaluationsmacht. Nicht mehr die sogenannten Menschen, sondern Algorithmen entscheiden über die Verbreitung und Bewertung von Nachrichten. Diese sind in der Öffentlichkeit – die sie allererst erzeugen – weitgehend verborgen. Einig sind sich die Autoren darin, dass es zu einer Pluralisierung von Öffentlichkeiten gekommen ist, während der Öffentlichkeitsbegriff von Habermas auf eine singuläre Öffentlichkeit abstellt. </br></br>Due to the transformation of digital media, the notion of “publicity” has become problematic. In most cases, the debate is focused on the question whether the internet causes a decline of so-called civic publicity or rather intensifies and pluralizes it. Rudolf Maresch outlines Jürgen Habermas's famous study of this category and challenges his claim concerning its “structural transformation,” referring to the governmental and medial processes which have always already controlled every form of communication. Publicity, he claims, is an epiphenomenon not only of print media, but of a general addressability of subjects, that has been produced previously by postal services. Today, he concludes, publicity is a concept that competes with other offers of mass media, which are all based on criteria of novelty and excitement. Mercedes Bunz also notes the expansion and pluralization of the public sphere due to the change of digital media, but sees the crucial issues in the design and distribution of knowledge and power by evaluation. So-called human beings no longer decide on the dissemination and evaluation of information, but algorithms, which are for the most part concealed from the public sphere that they produce in the first place. Both authors agree that a pluralization of public sphere(s) has taken place, while Habermas's notion of publicity refers to a single public sphere.


Sign in / Sign up

Export Citation Format

Share Document