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1,077
result(s) for
"Computer art Exhibitions."
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Art must be artificial : perspectives of AI in the visual arts
by
Saudi Arabia. Wizārat al-Thaqāfah wa-al-Iʻlām, publisher, editor
,
Skira (Firm), publisher, editor
,
Diriyah Art Futures, host institution
in
Computer art Exhibitions.
,
AI art Exhibitions.
,
Art and technology Exhibitions.
2023
'Art Must Be Artificial' presents the historical and current art practices of leading international and Saudi artists using computer technology, spanning from the 1960s until today. This exhibition questions the nature and aspects of the most accomplished computational and robotic artworks through the historic perspective of the pioneers of computer art. With a majority of artworks from the Guy & Myriam Ullens Foundation's comprehensive computing art collection, the exhibition includes more than thirty artists from fifteen countries, representing four generations of this innovative, creative practice.
Digital art exhibitions and psychological well-being in Chinese Generation Z: An analysis based on the S-O-R framework
2024
In the post-pandemic era, there has been a heightened global focus on the mental health challenges facing individuals, with a particular emphasis on innovative and effective therapeutic approaches. Despite the extensive body of research within the realm of art therapy addressing individual psychological healing, the potential of digital mediums in this field has been largely overlooked. This gap is especially pronounced in studies targeting the unique demographic of Generation Z, known as ‘digital natives.’ This study aims to investigate the role of engagement in online digital exhibitions as a potential restorative intervention for enhancing the mental well-being of Generation Z users. Grounded in the Stimulus-Organism-Response (S-O-R) framework and the theory of restorative environments, this research examines the psychological responses of Generation Z participants to online digital art exhibitions, particularly from the perspective of website aesthetics. The impact of these responses on users’ place attachment and loyalty behaviors is also explored. Utilizing a structural equation modeling approach, an online digital art exhibition was deployed on the ZEPETO app, a platform popular among Chinese Generation Z users. Participants were subsequently invited to partake in an online survey post-exhibition, yielding a dataset of 332 valid responses. The findings reveal that: (1) the four design elements of website aesthetics (coherence, novelty, interactivity, immersion) significantly influence the perceived restoration among Generation Z users, with immersion being the most influential factor; (2) perceived restoration and place attachment are crucial predictors of loyalty behavior; (3) perceived restoration has a positive impact on the place attachment of Generation Z users towards online digital art exhibitions. This study demonstrates that online digital art exhibitions can facilitate an emotional healing journey for Generation Z, contributing to the alleviation of psychological stress and the promotion of psychological well-being. Moreover, digital technology exhibitions have the potential to transcend human creativity and imagination, offering a unique and promising pathway for future research and practices in design related to emotional healing.
Journal Article
Diversity of experience: action, sensation, and immersion in audio descriptions of (visual) art
2024
This article offers a description and discussion of minority features in visual art audio description (AD). For this purpose, a qualitative analysis of a multilingual corpus of visual art ADs and their context of creation and implementation was carried out, drawing on Langacker’s (Cognitive grammar: a basic introduction, Oxford University Press, Oxford, 2008) and its further development by Croft and Cruse (Cognitive linguistics, Cambridge University Press, Cambridge, 2004). The results show that some ADs in the corpus conceptualize the artwork as a process, moving from a static to a dynamic description, utilize an internal and subjective viewpoint that places the describer and users in the space of the work, or shift the focus of attention to the subjective sensations elicited by the work. These minority features could facilitate users' multisensory experience of the work and enhance their understanding of contextual information. This could benefit blind and partially blind people, as well as other visitors to art museums and exhibitions.
Journal Article
How deep is your art: An experimental study on the limits of artistic understanding in a single-task, single-modality neural network
2024
Computational modeling of artwork meaning is complex and difficult. This is because art interpretation is multidimensional and highly subjective. This paper experimentally investigated the degree to which a state-of-the-art Deep Convolutional Neural Network (DCNN), a popular Machine Learning approach, can correctly distinguish modern conceptual art work into the galleries devised by art curators. Two hypotheses were proposed to state that the DCNN model uses Exhibited Properties for classification, like shape and color, but not Non-Exhibited Properties, such as historical context and artist intention. The two hypotheses were experimentally validated using a methodology designed for this purpose. VGG-11 DCNN pre-trained on ImageNet dataset and discriminatively fine-tuned was trained on handcrafted datasets designed from real-world conceptual photography galleries. Experimental results supported the two hypotheses showing that the DCNN model ignores Non-Exhibited Properties and uses only Exhibited Properties for artwork classification. This work points to current DCNN limitations, which should be addressed by future DNN models.
Journal Article
Evaluating Uses of XR in Fostering Art Students’ Learning
by
Fidas, Christos
,
Stylianidis, Efstratios
,
Dafiotis, Panagiotis
in
Art education
,
Art exhibits
,
Art students
2025
This paper addresses the potential of extended reality (XR) to foster art students’ learning and creativity with specially developed applications for the creation of art exhibitions. This study is based on the EU-funded research project ‘Scaffolding Creativity of Arts Students: Framework, Toolchain, and Educational Material on how to Create their Own Virtual Exhibitions’ (CREAMS). CREAMS develops interconnected virtual reality (VR), augmented reality (AR), and mixed reality (MR) indoor and outdoor exhibition creation applications. The article puts emphasis on the issue of what evaluation methodology is more adequate to assess the efficacy of such applications, and pertinent challenges, as well as related research, are discussed. In this context, ways in which Fine Art School undergraduates can benefit from the creation of XR/VR exhibitions are explored. Such uses of XR are primarily examined in terms of their potential to enhance learning, and foster students’ skills. The potential of adding multimodal resources that contextualize exhibited artworks is examined to foster viewers’ meaningful engagement. Art students’ ability to communicate the underlying concepts/ideas of their art through XR apps is also addressed. Moreover, this paper investigates how XR technologies can foster the collaboration of tutors and students in Fine Art Schools through specially developed platforms embedded in the XR applications. The ability of the CREAMS VR application to foster such cooperation between students and their tutors is also evaluated. The scientific contribution of this paper relates to the evaluation methodology of XR art exhibition applications that have an educational role.
Journal Article
Multisensory Technologies for Inclusive Exhibition Spaces: Disability Access Meets Artistic and Curatorial Research
2024
This article discusses applications of technology for sensory-disabled audiences in modern and contemporary art exhibitions. One case study of experimental artistic and curatorial research by The OtherAbilities art collective is discussed: a series of prototype tools for sensory translation from audible sound to vibration were developed to be embeddable in the architecture of spaces where art is presented. In the article, the case study is approached from a curatorial perspective. Based on bibliographical sources, the article starts with a brief historical reference to disability art activism and a presentation of contemporary accessibility solutions for sensory-disabled audiences in museums. The research for the case study was conducted during testing and feedback sessions on the prototypes using open-ended oral interviews, open-ended written comments, and ethnographic observation of visitors’ behavior during exhibitions. The testers were d/Deaf, hard of hearing and hearing. The results focus on the reception of the sensory translation of audible sound to vibration by test users of diverse hearing abilities and on the reception of the prototypes in the context of art and design exhibitions. The article closes with a reflection on how disability scholarship meets art curatorial theory in the example of the article’s case study.
Journal Article
Evaluation of virtual tour in an online museum: Exhibition of Architecture of the Forbidden City
by
Ye, Jing
,
Nie, Jin-Wei
,
Li, Jia
in
Architecture
,
Architecture - standards
,
Art galleries & museums
2022
Online virtual museum tours combine museum authority and an academic approach with the diversity and interactivity of online resources; such tours have become an essential resource for online scientific research and education. Many important museums around the world are developing this type of online service. Comprehensive evaluation of such tours is, however, urgently needed to ensure effectiveness. This paper establishes a heuristic evaluation scale based on the literature. Taking the online virtual tour of the Exhibition of Architecture of the Forbidden City as a case study, confirmatory factor analysis was then carried out to improve the scale. Interviews were conducted to discuss and analyze the research results. The developed evaluation scale has four dimensions: authenticity , interaction , navigation , and learning . The results from the case study showed, first, that the exhibition had visual authenticity, but the behavioral authenticity was insufficient; second, the exhibition was generally interactive, but this aspect could be improved by enriching the links; third, the lack of effective navigation design for the exhibit was the main factor affecting experience quality. Fourth, the exhibition was informative and supported learning, but needs further improvement to the quantity and quality of information provided. Finally, the interviews revealed that the online exhibition did not entirely support people of different ages and abilities, so it needs further improvement to be wholly inclusive.
Journal Article
Exploring the Role of Virtual Reality in Transforming the Environmental Art Experience
2025
The rapid development of virtual reality (VR) technology has revolutionized the field of environmental art by offering immersive, interactive experiences that transcend the limitations of traditional art exhibitions. This study evaluates the role of VR in enhancing the environmental art experience, focusing on immersion, interaction, and spatial perception. Through case studies and data analysis, the research identifies how VR improves sensory engagement and audience participation in art. The findings highlight that VR not only boosts immersion and interactivity but also breaks the physical constraints of space, enabling new forms of artistic expression. In particular, VR facilitates deeper audience engagement in art exhibitions and installations compared to traditional methods. The study concludes by exploring VR's potential in future art creation, exhibition design, and audience interaction, providing practical insights for the integration of VR into the environmental art domain.
Journal Article