FEATURES OF FUNCTIONING AND PERCEPTION OF TRADITIONAL ART IN VIRTUAL AND DIGITAL ENVIRONMENT

2020 ◽  
Vol 1 (2) ◽  
pp. 62-68
Author(s):  
L. N. Turlyun ◽  
◽  
A. G. Stepanskaya ◽  

The article considers the problem of traditional art functioning in a virtual environment. The most important problem consists in dematerialization of an object, or rather its copy, reproduction, during their conversion into a virtual, electronic-digital dimension. A distinctive feature of the functioning of traditional art in a virtual environment is identified. Emphasis is accorded to the material specifics of works of fine art. The article defines the features of the perception of traditional visual arts in a virtual environment. Multimedia representation resources of the artistic heritage, such as computer graphics and animation, are determined. The diversity of the virtual environment expands the context of traditional art functioning. Meanwhile there are certain negative consequences of digitization of cultural heritage: an electronic copy is not able to substitute the direct communication with a true masterpiece, a flat screen image of an architectural structure does not allow to display it in three-dimensional volume. The possibilities of interactive interplay of participants in artistic process in a virtual environment are considered. As a result, it is concluded that the introduction of digital technologies in the traditional art sphere has an impact both on the structure and the functioning conditions of the artistic image and on its visual perception.

2005 ◽  
Author(s):  
Julio C. Mateo ◽  
Joseph T. Manning ◽  
Jeffrey L. Cowgill ◽  
Thomas J. Moore ◽  
Robert H. Gilkey ◽  
...  

Perception ◽  
10.1068/p5190 ◽  
2004 ◽  
Vol 33 (3) ◽  
pp. 259-276 ◽  
Author(s):  
Clifford F Lewis ◽  
Michael K McBeath

2016 ◽  
Vol 13 (122) ◽  
pp. 20160414 ◽  
Author(s):  
Mehdi Moussaïd ◽  
Mubbasir Kapadia ◽  
Tyler Thrash ◽  
Robert W. Sumner ◽  
Markus Gross ◽  
...  

Understanding the collective dynamics of crowd movements during stressful emergency situations is central to reducing the risk of deadly crowd disasters. Yet, their systematic experimental study remains a challenging open problem due to ethical and methodological constraints. In this paper, we demonstrate the viability of shared three-dimensional virtual environments as an experimental platform for conducting crowd experiments with real people. In particular, we show that crowds of real human subjects moving and interacting in an immersive three-dimensional virtual environment exhibit typical patterns of real crowds as observed in real-life crowded situations. These include the manifestation of social conventions and the emergence of self-organized patterns during egress scenarios. High-stress evacuation experiments conducted in this virtual environment reveal movements characterized by mass herding and dangerous overcrowding as they occur in crowd disasters. We describe the behavioural mechanisms at play under such extreme conditions and identify critical zones where overcrowding may occur. Furthermore, we show that herding spontaneously emerges from a density effect without the need to assume an increase of the individual tendency to imitate peers. Our experiments reveal the promise of immersive virtual environments as an ethical, cost-efficient, yet accurate platform for exploring crowd behaviour in high-risk situations with real human subjects.


Author(s):  
Tushar H. Dani ◽  
Rajit Gadh

Abstract Despite advances in Computer-Aided Design (CAD) and the evolution of the graphical user interfaces, rapid creation, editing and visualization of three-dimensional (3D) shapes remains a tedious task. Though the availability of Virtual Reality (VR)-based systems allows enhanced three-dimensional interaction and visualization, the use of VR for ab initio shape design, as opposed to ‘importing’ models from existing CAD systems, is a relatively new area of research. Of interest are computer-human interaction issues and the design and geometric tools for shape modeling in a Virtual Environment (VE). The focus of this paper is on the latter i.e. in defining the geometric tools required for a VR-CAD system and in describing a framework that meets those requirements. This framework, the Virtual Design Software Framework (VDSF) consists of the interaction and design tools, and an underlying geometric engine that provides the representation and algorithms required by these tools. The geometric engine called the Virtual Modeler uses a graph-based representation (Shape-Graph) for modeling the shapes created by the user. The Shape-Graph facilitates interactive editing by localizing the effect of editing operations and in addition provides constraint-based design and editing mechanisms that are useful in a 3D interactive virtual environment. The paper concludes with a description of the prototype system, called the Virtual Design Studio (VDS), that is currently being implemented.1.


Author(s):  
S.S. Kobylkin ◽  
◽  
V.M. Khubieva ◽  

Safety of mining operations is the basis for the efficient functioning of the mines. During mining operations, due to changing conditions in the mine workings, the natural draft began to appear more frequent. Moreover, its influence can be limited to a separate section without affecting the entire ventilation network. In this paper, the new concept is introduced and explained — local natural ventilation. The classification signs and the negative consequences of its manifestation are presented. Main difference between the local natural ventilation as a subspecies of natural ventilation as a whole lies in the limited action both in the spaces of mine workings or individual sections, and in time. Particularly its occurrence depends on the season or the technological processes performed. In this case, the local natural ventilation is not an emergency and is not subject to registration as an incident or accident. However, its manifestations can lead to both incidents and accidents. Taking this factor into account will allow to increase the level of aerological safety at the mining enterprises. A method of three-dimensional computer modeling is proposed for predicting the manifestation of local natural ventilation and making decisions to prevent it. An example of the use of this approach at the Norilsk mine during the construction of shafts with verification of field measurements is given. It confirms the possibility of practical application of the proposed calculation method. The algorithm for registering the local natural ventilation considered in the article makes it possible to develop activities for improving the level of industrial safety at the mining enterprises as a whole.


2020 ◽  
Vol 6 (1) ◽  
pp. 53-72 ◽  
Author(s):  
Caitlin Cheek

Artists working in the field of animation, games and films are expected to have in-depth knowledge of three-dimensional (3D) software as well as traditional art principles. However, when it comes to creating conventional paintings, many artists have yet to use 3D computer imaging. 3D software expands beyond what is possible in other computer programmes such as Photoshop, InDesign or Illustrator by giving the creator access to unlimited potential in three dimensions. My work embraces these modern technologies, crossing the boundaries between new and old media, to inform the paintings I create with oil on canvas. I utilize 3D software to push the surreal yet realistic quality of a setting. In this article, I explore my work in the context of historical precedents and contemporary examples that combine conventional media and 3D computer imaging. Keeping up and creatively employing these technologies within conventional modes of painting presents an opportunity to push the boundaries of my art.


Author(s):  
Elif Ayiter

This text will attempt to delineate the underlying theoretical premises and the definition of the output of an immersive learning approach pertaining to the visual arts to be implemented in online, three dimensional synthetic worlds. Deviating from the prevalent practice of the replication of physical art studio teaching strategies within a virtual environment, the author proposes instead to apply the fundamental tenets of Roy Ascott’s “Groundcourse”, in combination with recent educational approaches such as “Transformative Learning” and “Constructionism”. In an amalgamation of these educational approaches with findings drawn from the fields of Metanomics, Ludology, Cyberpsychology and Presence Studies, as well as an examination of creative practices manifest in the metaverse today, the formulation of a learning strategy for creative enablement unique to online, three dimensional synthetic worlds; one which will focus upon “Play” as well as Role Play, virtual Assemblage and the visual identity of the avatar within the pursuits, is being proposed in this chapter.


2010 ◽  
pp. 180-193 ◽  
Author(s):  
F. Steinicke ◽  
G. Bruder ◽  
J. Jerald ◽  
H. Frenz

In recent years virtual environments (VEs) have become more and more popular and widespread due to the requirements of numerous application areas in particular in the 3D city visualization domain. Virtual reality (VR) systems, which make use of tracking technologies and stereoscopic projections of three-dimensional synthetic worlds, support better exploration of complex datasets. However, due to the limited interaction space usually provided by the range of the tracking sensors, users can explore only a portion of the virtual environment (VE). Redirected walking allows users to walk through large-scale immersive virtual environments (IVEs) such as virtual city models, while physically remaining in a reasonably small workspace by intentionally injecting scene motion into the IVE. With redirected walking users are guided on physical paths that may differ from the paths they perceive in the virtual world. The authors have conducted experiments in order to quantify how much humans can unknowingly be redirected. In this chapter they present the results of this study and the implications for virtual locomotion user interfaces that allow users to view arbitrary real world locations, before the users actually travel there in a natural environment.


2016 ◽  
pp. 48-73
Author(s):  
Rodrigo Valença Cavalcante Frade ◽  
Francisco Milton Mendes Neto ◽  
Rafael Castro de Souza

The advancement of technological resources has provided new possibilities in teaching and learning processes. This progress resulted in an improvement to the Distance Education (DE). However, this type of education still faces the serious problem of circumvention having as a major cause, lack of motivation among students. Thus, the use of new technological trends has been increasingly common with the purpose to provide greater attractiveness for student participation in distance learning courses. Thus, this study aims to propose a multiagent virtual environment in three dimensions to support the recommendation of learning objects in order to improve the teaching and learning processes in DE.


Sensors ◽  
2020 ◽  
Vol 20 (16) ◽  
pp. 4605
Author(s):  
Chien-Hsiung Chen ◽  
Meng-Xi Chen

This study examined how users acquire spatial knowledge in an onscreen three-dimensional virtual environment when using overview maps. This experiment adopted a three (the size of overview maps) x two (the transparency of overview maps) between-subjects design. Three levels of the size of overview maps were evaluated, i.e., 1/2, 1/8, and 1/16 screen size. Comparisons between 20% transparent and 80% transparent were made. We asked 108 participants to complete spatial perception tasks and fill out questionnaires regarding their feelings. The results indicate the following: (1) The effects of the transparency of overview maps on users’ spatial perception vary with the size of overview maps. The 80% transparent overview map is significantly more efficient than the 20% transparent overview map in the condition of 1/2 screen size. However, the result is opposite in the condition of 1/8 screen size. (2) Users like the 80% transparent overview map significantly better than the 20% transparent overview map in the condition of 1/2 screen size. (3) Concerning subjective evaluations of satisfaction, preference, and system usability, overview maps in the condition of 1/8 screen size are significantly better than those in the condition of 1/2 screen size.


Sign in / Sign up

Export Citation Format

Share Document