Journal articles on the topic 'Multimedia (Art)'

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1

Srnic, Vesna. "Glocal multimedia art." Kultura, no. 133 (2011): 320–27. http://dx.doi.org/10.5937/kultura1133320s.

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Bojkov, Vanče. "Didactical principles in creating a multimedial message." Artefact 6, no. 1 (2020): 65–78. http://dx.doi.org/10.5937/artefact6-28597.

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The process of creating multimedia message is a very specific creative act, a kind of art with universal characteristics, but with its unique tendecieses. In its ideal form, art usually targets the indefinite, while the message follows predictable targets in the short period of time. The art of creating a successful message is in decoding the meaning of that message. The essence of concept of multimedia message is hidden in its formula because the whole physionomy of that message and the volume of expected effect depend on the formula. It is the base for building up tipological, graphic and music concepts. Global development of informational and comunicological technologies catalyzes diversificiation of platforms for distribution of audiovisual contents. multimedial message allows more supstantional contents, and its main goal is to convince a reciptient. modern technologies transfer the pedagogical knowledge and form contemporary visual culture within the recipients. The use of contemporary technologies asks for particular principles. This paper is focused on didactical principles used in the process of creation of multimedia messages.
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Bongers, A. J. "Interaction in multimedia art." Knowledge-Based Systems 13, no. 7-8 (December 2000): 479–85. http://dx.doi.org/10.1016/s0950-7051(00)00068-x.

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Xie, Zheng. "Symmetry for Multimedia-Aided Art Teaching Based on the Form of Animation Teaching Organization and Social Network." Symmetry 12, no. 4 (April 23, 2020): 671. http://dx.doi.org/10.3390/sym12040671.

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Symmetries play a vital role in multimedia-aided art teaching activities. The relevant teaching systems designed with a social network, including the optimized teaching methods, are on the basis of symmetry principles. In order to study art teaching, from the perspective of the teaching organization form, combined with the survey method, multimedia-aided art classroom teaching was explained in detail. Based on the symmetrical thinking in art teaching, the multimedia-aided teaching mode of art classroom was discussed. The reasons for the misunderstanding of multimedia-aided art teaching were analyzed, and the core factors affecting the use of multimedia art teaching were found. In art teaching, more real pictures were shown aided by multimedia; students could experience the beauty of symmetrical things in real life and were guided to find the artistic characteristics of these kinds of graphics, analyze them, and summarize them. The results showed that this method enriched the art multimedia teaching theory and improved the efficiency of art teaching. The blind use of multimedia technology by teachers in art classroom teaching was avoided. Therefore, the method can develop individualized teaching, develop students’ potential, and cultivate innovative consciousness and practical ability.
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Zhao, Xin. "Application and Analysis of Art Design Based on Computer 3D Technology." Tobacco Regulatory Science 7, no. 5 (September 30, 2021): 4485–92. http://dx.doi.org/10.18001/trs.7.5.2.14.

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Objectives: Multimedia art design has entered into our life and spread rapidly, and even almost all visual related areas have traces of digital art design. Methods: This paper takes multimedia design as the theme, the research of the multimedia art design environment, discusses the general elements of visual design, the original multimedia art design, as well as the factors of multimedia pattern design is the key problem; Results: At the same time the application of category of multimedia design are studied deeply; Conclusion: Finally pointed out facing multimedia pattern design challenges and need to address the issue, to explore the future of multimedia design.
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Srnic, Vesna. "New Education Model: Multimedia Art." International Journal of the Arts in Society: Annual Review 4, no. 1 (2009): 343–54. http://dx.doi.org/10.18848/1833-1866/cgp/v04i01/35506.

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Coutts, Glen. "Multimedia, Curriculum, & Public Art." Art Education 57, no. 4 (July 2004): 33–39. http://dx.doi.org/10.1080/00043125.2004.11653557.

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Фан, Мей. "МУЛЬТИМЕДІЙНІ ТЕХНОЛОГІЇ У ПРОФЕСІЙНІЙ ПІДГОТОВЦІ ФАХІВЦІВ МУЗИЧНОГО МИСТЕЦТВА." Spiritual-intellectual upbringing and teaching of youth in the 21st century, no. 3 (2021): 308–11. http://dx.doi.org/10.34142//2708-4809.siuty.2021.73.

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The article analyzes the content of the concept of «multimedia», the content of multimedia technologies in higher education. The types of multimedia courses in the training of specialists in musical art are shown: video lecture, multimedia lecture, analogue educational publications. It has been proven that the introduction of multimedia technologies in the educational process improves the quality of training specialists in musical art.
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Liu, Wenli. "Research on the Application of Multimedia Elements in Visual Communication Art under the Internet Background." Mobile Information Systems 2021 (April 7, 2021): 1–10. http://dx.doi.org/10.1155/2021/5525648.

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With the rapid development of Internet technology, the dissemination of information is undergoing rapid changes. The Internet has become an indispensable part of people’s study, work, and life. In the context of the Internet, this paper analyzes the application of multimedia elements in visual communication art design, elaborates the basic concepts, visual features, and design principles of the visual communication art design, and analyzes the multifaceted aspects of multimedia elements. This paper discusses the basic methods and general rules of the application of multimedia elements in visual communication art design under the background of the Internet, as well as the research on the emotional factors and interactions of multimedia elements on people. Brain-like computing is the meaning of imitation brain. First is the structure, then the function, then from the structure design and analysis of the brain, and finally use the brain's thinking ability to solve problems. It summarizes the text, graphic images, and colors in the Internet background. The innovative application of multimedia elements such as page layout and animation in visual communication art design explains the influence of multimedia elements on the overall visual effect in visual communication art design. It explores how visual information can be conveyed more reasonably and effectively. In the context of the Internet, the application of multimedia elements has brought a new possibility for developing visual communication art design, providing a new platform for the traditional visual communication art design.
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Nakatsu, Ryohei. "Multimedia, Art, and Human-Computer Communications." IFAC Proceedings Volumes 34, no. 16 (September 2001): 271–82. http://dx.doi.org/10.1016/s1474-6670(17)41537-0.

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k, k. "Contemporary Media Art Performance under the Visual Threshold of Interpretation." Northeast Asian Business and Economics Association 4, no. 2 (November 30, 2023): 65–72. http://dx.doi.org/10.51156/jnabe.2023.4.2.65.

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Purpose - Introduce contemporary media art, study the virtual representation forms of contemporary media art, and deeply explore the artistic meanings expressed by their forms of expression. Design/Methodology/Approach - Based on the characteristics of artistic expression such as innovation and interactivity, this article applies the three elements of understanding, interpretation, and application in hermeneutics theory to interpret multimedia art works. Findings - This article analyzes contemporary media art works from three dimensions of hermeneutics: understanding, interpretation, and application. The conclusion is that artists express their desire for balance and wisdom, their perception of the world's spiritual state through multimedia forms, and also enable readers to associate and make independent judgments about the works, thereby exploring their own spiritual world and perceptual experience. At the same time, participants themselves are also creating meaning, interpreting value, completing perception, determining intention, and jointly explaining the humanistic value and responsibility of the work with the artist. Research Implications - The study of cultural communication at the visual level plays an important role in the development of social information. Multimedia image visual art has been integrated into daily aesthetic life in the form of popular culture, becoming the most important carrier for exploring artistic life. This article combines theory and practice, using typical art cases for specific analysis, in order to better apply contemporary multimedia art theory to artistic creation, and provide fresh materials and beneficial attempts for the research of digital media art application theory.
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Wang, Yunsong, Aili Qi, and Fangfang Cui. "Application of the Multimedia Teaching System Based on Real-time Shooting and Production in Martial Art Course." International Journal of Emerging Technologies in Learning (iJET) 11, no. 03 (March 30, 2016): 37. http://dx.doi.org/10.3991/ijet.v11i03.5347.

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as higher education goes deep continuously, teaching method has become an important research topic of teaching theory in recent years. Multimedia teaching is one of methods in teaching system. On this basis, this paper develops and designs a multimedia teaching system which can achieve shooting and production at any time, and applies it to teach Martial Art course. Besides, computer technology is applied to design an operable system and construct multimedia teaching system for Martial Art course. Then, by example verification of students in Martial Art class of a college and statistical analysis of data, preliminary trial of multimedia teaching is achieved in practical application. Thus, this paper verifies that multimedia teaching system which can achieve shooting and production at any time can improve teaching quality, and further expounds the function and significance of multimedia teaching method from learning attitude and learning effect.
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Srnic, Vesna, Emina Berbic Kolar, and Igor Ilic. "Memory in Linguistic Narrative vs. Postmodern Multitasked Multimedia Art Memory." Communication, Society and Media 1, no. 2 (September 20, 2018): 101. http://dx.doi.org/10.22158/csm.v1n2p101.

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<p><em>In addition to the well-known classification of long-term and short-term memory, we are also interested in distinguishing episodic, semantic and procedural memory in the areas of linguistic narrative and multimedial semantic deconstruction in postmodernism. We compare the liveliness of memorization in literary tradition and literature art with postmodernist divisions and reverberations of traditional memorizations through human multitasking and performative multimedia art, as well as formulate the existence of creative, intuitive and superhuman paradigms.</em></p><em>Since the memory can be physical, psychological or spiritual, according to neurobiologist Dr. J. Bauer (Das Gedächtnis des Körpers, 2004), the greatest importance for memorizing has the social role of collaboration, and consequently the personal transformation and remodelling of genomic architecture, yet the media theorist Mark Hansen thinks technology brings different solutions of framing function (Hansen, 2000). We believe that postmodern deconstruction does not necessarily damage memory, especially in the field of human multitasking that utilizes multimedia performative art by means of anthropologization of technology, thereby enhancing artistic and affective pre&amp;post-linguistic experience while unifying technology and humans through intuitive empathy in society.</em>
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Ivanna, Voronkova. "MULTIMEDIA ART AS A MEANS OF EXPRESSION FOR ARCHITECTURAL AND STAGE DESIGN IDEAS BY YEVHEN LYSYK." Vìsnik Nacìonalʹnogo unìversitetu "Lʹvìvsʹka polìtehnìka". Serìâ Arhìtektura 3, no. 1 (June 15, 2021): 17–23. http://dx.doi.org/10.23939/sa2021.01.017.

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The paper features the multimedia means employed to arrange an interactive space in public buildings. The advancement of computer technologies contributed to the development of the multimedia kind of art, with its versatility, multiplicity, and distinctness. Multimedia art can be integrated into the design of an objective-spatial environment in two ways: mechanical (implemented through the use of kinetic art objects, or kinetic deep spatial art) and multimedia (achieved through the use of sensory technologies and the creation of interactive projections onto surfaces). The author explored the approaches to the development of objective-spatial environment through multimedia objects: an imaginative approach based on the formation of the objective-spatial environment focusing on the generation of imagery and artistic expressiveness of the interior; functional utilitarian approach contributing to the arrangement of an objective-spatial environment dominated by the functionality of objects filling the interior. The paper reasons the possibility to integrate Yevhen Lysyk’s stage design ideas with the multimedia technical means to produce an interactive dynamic design as an artistic performance within the public building. It would contribute to the preservation of artworks by the brilliant scenographer still used in contemporary repertoire, and also add to the diversity of space, make bright imagery of the interior, and underlie its functionality. Moreover, with the help of modern digital technologies, we can increase the range of supporters of Yevhen Lysyk’s art to cultivate the feeling of the beautiful and the love for genuine art.
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Huang, Ya Qi. "The Application of Information Technology in the Fine Arts Teaching and Implementation." Applied Mechanics and Materials 599-601 (August 2014): 2022–25. http://dx.doi.org/10.4028/www.scientific.net/amm.599-601.2022.

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multimedia, networking has greatly opened up new forms of classroom teaching in the art disciplines leverage the Internet and a variety of multimedia resources, integration of information technology to improve the quality of teaching curricular interactive, online education opens up the art of teaching art The new field, computer-aided instruction to solve the difficult art teaching dynamic presentation, process long, cumbersome operation and other issues.
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Chen, Xiaozhong. "Multimedia teaching system based on art interaction technology." Computer Science and Information Systems, no. 00 (2022): 26. http://dx.doi.org/10.2298/csis220405026c.

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With the development of the times, traditional classroom education has gradually failed to meet the needs of teaching. Now, with the application of computers in modern education, hybrid learning has developed rapidly in the field of education. How to promote the better development of hybrid learning has become a new research hot spot. Therefore, this paper aims at improving the MOOC platform, which is the largest application of hybrid learning. It integrates animation technology and multimedia technology, and designs a multimedia-teaching platform based on art interaction technology, which effectively improves the attraction of MOOC platform to learners. Firstly, this paper introduces multimedia technology, animation technology and interactive animation technology in detail, and applies them to MOOC platform. Secondly, according to the analysis of the research results of teaching platform requirements, the design principles and system framework of this paper are given. Finally, the information processing system of B/S architecture mode is built to make the improved platform have high response speed and data processing ability. In addition, this paper constructs a small-scale multimedia hybrid learning platform for testing, and finds that the multimedia teaching platform based on art interactive technology designed in this paper can well promote students' autonomous learning and improve the effect of students' learning.
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Lazarev, Pavel Sergeevich. "Ways and means of reflecting the figurative and emotional level through multimedia: Creating an on-screen character (based on the productions of the Saratov Youth Theater)." Manuscript 17, no. 3 (July 22, 2024): 221–28. http://dx.doi.org/10.30853/mns20240030.

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The aim of the study is to identify the artistic features of multimedia techniques used when creating a virtual character at the figurative and emotional level of compositional construction. The paper attempts to analytically characterize the use of multimedia in theatrical and dramatic art and the tools that contribute to this. The overall picture of trends in modern stage creativity has shown that the productions of the Saratov Youth Theater have a rich multimedia content. Their consideration made it possible to identify some of the numerous artistic features regarding the art of acting. The concept of the compositional construction of a musical work by E. V. Nazaikinsky was used as a research method, which proved to be effective with respect to multimedia in theatrical and dramatic art. The figurative and emotional level of multimedia was considered, which is aimed at immersing the viewer in the consciousness of the character. The scientific novelty lies in defining a part of the general system of multimedia techniques in the structure of a stage work. As a result, the analysis revealed the principles of introducing multimedia techniques into a stage work, as well as some of their types and varieties.
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Xiong, Meini. "Research on Design of the Network Multimedia Courseware based on Wireless Sensor Networks for Art Design Teaching." E3S Web of Conferences 115 (2019): 01008. http://dx.doi.org/10.1051/e3sconf/201911501008.

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Network teaching plays an important role in modern teaching with development of multimedia information technology. Therefore, how to design the network multimedia courseware for art design teaching in order to improve the teaching quality is a key problem in the network teaching environment, which can meet requirements of art design innovation and provide an important approach to the art design teaching.
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Shchetinina, Svetlana Ju. "WORKS OF ART MODERN MULTIMEDIA PRESENTATION TECHNOLOGIES." Vestnik Tomskogo gosudarstvennogo universiteta. Kul'turologiya i iskusstvovedenie, no. 24(4) (December 1, 2016): 185–93. http://dx.doi.org/10.17223/22220836/24/20.

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Long, Steve. "Multimedia in the Art Curriculum: Crossing Boundaries." International Journal of Art Design Education 20, no. 3 (January 2001): 255–63. http://dx.doi.org/10.1111/1468-5949.00274.

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Napieralska, Joanna Krystyna, Wladyslaw Kazimierz Skarbek, and Jozef Wieslaw Modelski. "Design for Multimedia Art and Engineering Education." International Journal of Technology Diffusion 7, no. 4 (October 2016): 14–35. http://dx.doi.org/10.4018/ijtd.2016100102.

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By developing a syllabus of The International Master's Degree in multiMEDIA – technology, design, and management we have found that the problem-oriented approach for syllabus definition appears to be an efficient tool to ensure the expected by the industry requirements for multimedia art and engineering curriculum. The idea of multidisciplinary team training run by the Warsaw institutions, namely, the University of Technology, Fryderyk Chopin University of Music and Academy of Fine Arts is to ensure cross-field education at the technologically and artistically competitive level and to form up the teams ready to function at the commercial market. The software tools used by designing the syllabus (Word -&gt; mRST -&gt; LaTex -&gt; PDF) made the transition from the project descriptions (in Word) to the final syllabus document (in PDF), semiautomatic. Based on the themes extracted from the projects by a Python application the electronic textbooks have been written for TiddlyWiki5 web platform.
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Mai, Xin. "Multimedia Technology Aids College Art Teaching Research." Journal of Physics: Conference Series 1213 (June 2019): 042010. http://dx.doi.org/10.1088/1742-6596/1213/4/042010.

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Emmett, Mathew. "Neo‐Fluxus: Multimedia Performance Art and Architecture." Architectural Design 93, no. 5 (August 30, 2023): 120–27. http://dx.doi.org/10.1002/ad.2982.

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AbstractSpace Interface is a collaboration between artist‐architect Mathew Emmett and the legendary Eberhard Kranemann, a German neo‐Fluxus artist and founding member of electronic music pioneers Kraftwerk. Here, Emmett describes how, through mixed‐reality performance and audiovisual installation, their work transforms architectural settings by using video and electronic improvisation to evoke extended levels of architectural reality. They consider buildings as psychological prostheses, and their experiments attempt to invert and extend what might constitute architecture.
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Xiao, Hong. "Innovation of Digital Multimedia VR Technology in Music Education Curriculum in Colleges and Universities." Scientific Programming 2022 (July 14, 2022): 1–9. http://dx.doi.org/10.1155/2022/6566144.

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The art of music is the art of hearing, helping humans to establish good aesthetic interests. Music education is not only an important means of quality education for students, but also an important way to cultivate musical talents in colleges and universities. It inspires students’ lofty ideals, cultivates their sentiments, and improves their aesthetic ability and cultural quality. The emergence of digital multimedia VR technology has made the traditional music education in colleges and universities seem a bit high and low. In the new era, the exploration of VR technology in music education is very challenging. It is especially important to explore the innovation of music education mode in colleges and universities in the era of digital multimedia VR technology. The goal of this paper is to explore the innovation of music curriculum in colleges and universities in the era of digital multimedia VR technology. According to the relevant research materials at home and abroad, drawing on and absorbing the new education and teaching ideas and new teaching achievements, adopting the methods of questionnaire, interview, and classroom observation, and taking the implementation of digital multimedia VR art course as a sample, the experimental results show that up to 72.2% of the classmates say that the implementation of digital multimedia VR art course is effective, and their music teachers occasionally use digital multimedia VR teaching facilities. Equipment is closed to teach digital multimedia VR courses in music class, and the data is on the rise. Through the survey on the current situation of the implementation of the digital multimedia VR teaching in colleges, it provides a more detailed basis for the reform of the music curriculum in colleges and makes the digital multimedia VR teaching tend to improve in the implementation of music in colleges.
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Tompkins-Baldwin, Linda. "ART 20: THE THAMES AND HUDSON MULTIMEDIA DICTIONARY OF MODERN ART." Art Documentation: Journal of the Art Libraries Society of North America 18, no. 2 (October 1999): 48–49. http://dx.doi.org/10.1086/adx.18.2.27949031.

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Liu, Quan, Haiyan Chen, and M. James C. Crabbe. "Interactive Study of Multimedia and Virtual Technology in Art Education." International Journal of Emerging Technologies in Learning (iJET) 16, no. 01 (January 12, 2021): 80. http://dx.doi.org/10.3991/ijet.v16i01.18227.

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Art education an important part of aesthetic education. It is indispensable for the comprehensive and healthy development of human beings. The basic task is to cultivate creative ability, human aesthetics, and apprec iation. Art education is conducive to improving the humanistic cultivation of young students, enhancing the spiritual realm of human beings, and cultivating the creative ability of young people. It has irreplaceable social, cultural, and an-thropological significance for promoting the comprehensive and healthy de-velopment of people. The development of multimedia information technolo-gy provides a new teaching method for art education and teaching in a con-temporary setting. This teaching method can guide students to optimize or change the methods and concepts of traditional art creation and aesthetic value. However, traditional art education multimedia technology has poor teaching effects due to limited teaching conditions. This requires the use of multimedia technology and other technologies for interactive fusion. There-fore, this paper proposes an interactive fusion model of multimedia and vir-tual technology, which is verified by the model. It was found that this inte-grated education method could not only simulate the real environment and expand the cognitive scope of students, but also could promote students' learning motivation as well as situational and authentic learning experiences.
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Lian, Wenli. "Computer Multimedia Art Pattern Creation Based on P-Filling Algorithm." Advances in Multimedia 2021 (December 7, 2021): 1–9. http://dx.doi.org/10.1155/2021/8143000.

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Art education is an important part of quality education in China. It undertakes the important responsibility of cultivating students' aesthetic ability, art appreciation ability, art perception ability, and expression ability. In junior middle school art teaching, the skill of pattern creation is an ability that needs to be focused on cultivating students. The computer multimedia art patterns are currently created mainly relying on manual drawing. A computer multimedia art pattern production model is proposed based on the P-filling algorithm in this paper. After using the P-filling algorithm to quickly generate a large number of fake images and retrieve the code of the most recent damaged image, the code estimates the missing content by generating a model. On this basis, the semantic P-filling algorithm and the perceptual P-filling algorithm are combined, and the unsaturated region is enlarged by improving the activation function sigmoid function, which solves the problem that the gradient is easy to disappear. Experimental results show that, through this production model, users can produce a large number of computer multimedia art patterns with hand-drawn style features through very little interaction and parameter control.
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Koryakin, Olexiy. "ТHE METHODOLOGICAL SUPPORT OF SOUND ENGINEERING TRAINING OF FUTURE MASTERS OF MUSICAL ART." OPEN EDUCATIONAL E-ENVIRONMENT OF MODERN UNIVERSITY, no. 8 (2020): 26–33. http://dx.doi.org/10.28925/2414-0325.2020.8.4.

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The article is devoted to specifying the basics of methodological support of sound processing training of future masters of musical art of performing specializations in the specialty «Musical Art». The article analyzes the general direction of professional training in the specialty «Musical Art» and defines the main content of sound processing training of future masters of musical art of performing specializations; outlines the conditions for incorporating computer information technology into the content of professional training of future masters of musical art of performing specializations. This article provides few examples of the use of multimedia computer technology and software for content of sound processing training for future masters of musical art in the specialty «Musical Art». The article contains general characteristics of the educational discipline of the cycle of professional training of the future masters of musical art «Sound processing and musical acoustics», as well as few examples of its use in the teaching of various multimedia technologies and computer programs. The article also defines the main stages of the technique of preparation of training session with the future masters of musical arts of performing specializations with the use of information multimedia computer technologies and software, as well as the basic conditions for the inclusion in the content of professional training of masters of musical arts of performing specializations of computer technology. The emphasis is placed on the use in the process of sound processing training of future masters of musical arts of performing specializations in the specialty «Musical Art» of multimedia technologies and software, which is an important component of ensuring the competitiveness of graduates in today's labor market
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Díaz-Noci, Javier. "Multimedia and Reading Ways: a State of the Art." Comunicar 17, no. 33 (October 1, 2009): 213–19. http://dx.doi.org/10.3916/c33-2009-03-013.

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Multimedia is one of the less studied characteristics, probably because of the less-developed level of the digital language. Along with hypertext and interactivity, it is one of the characteristics that defines the digital edition. Those characteristics have been always studied from the point of view of production, although not so much from the point of view of reception. How do users read a digital text? The reader’s participation, reading depth, different trailblazing, the relation user-interface and the conception of multimedia text as a module of a database introduce major changes in the reception of the text, which can and must be studied.La multimedialidad es una de las características menos estudiadas, tal vez por menos desarrolladas, del nuevo lenguaje digital. Junto con el hipertexto y la interactividad, constituye una de las características que definen el discurso digital. Estas características siempre se han estudiado desde el punto de vista de la producción, no tanto desde el punto de vista de la recepción. ¿Cómo leen los usuarios un texto digital? La participación del lector, la profundidad de la lectura, los distintos recorridos y propósitos por la superficie y los niveles más profundos del texto, la relación del usuario con la interfaz y la concepción del texto multimedia como módulo en una base de datos introducen cambios sustanciales en la recepción del texto que pueden y deben ser estudiados.
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Lim, Min Young. "Art in the Age of Multimedia: Focusing on the immersive experience of participants in multimedia art based on digital media." Korean Arts Association of Arts Management 63 (September 30, 2022): 35–65. http://dx.doi.org/10.52564/jamp.2022.63.35.

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Recently, technology media based on digital media, which artists are paying attention to, not only changes in the formal and content of art works, but also changes the environment surrounding art, such as the way works are produced, exhibition, writer-work-viewer relationships, artist roles, and social functions. Digital media is multimedia with interconnectivity and interactivity. These characteristics stimulate the viewer's sense of versatility and provide an environment in which participants can experience immersion. This induces viewers to focus physically and mentally on the work, encouraging viewers to participate in the work. In the process of actively interacting with the work by the viewer, the artist puts down his authority as an absolute work creator and emphasizes the role of content creator. In addition, there is a phenomenon of collaborating with experts or seeking various exhibition methods for professional expression of content. This study is meaningful in examining the change caused by the acceptance of new media in art according to technological development by paying attention to the phenomenon of digital media-based multimedia being applied to art and examining the effect of viewers' viewing methods. Analyzing the phenomenon of new technology being used as a medium in art and the internal and external changes in art will be an opportunity for artists and others to understand the current new media art and discuss how it will change in the future.
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Li, Hong. "Design of Multimedia Teaching Platform for Chinese Folk Art Performance Based on Virtual Reality Technology." International Journal of Emerging Technologies in Learning (iJET) 12, no. 09 (September 27, 2017): 28. http://dx.doi.org/10.3991/ijet.v12i09.7487.

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Virtual reality (VR) technology can bring us immersive, so it can be widely applied in all professions and trades. The application of multimedia in Chinese folk art performance teaching has many problems and defects, and VR technology can help overcome such problems and defects. This paper aims to develop and design multimedia teaching with VR technology from the aspects of system structure, system function, system multimedia, and system implementation based on the defects in the course of Chinese Folk Art Performance, to combine virtual situations created with VR technology with the teaching of Chinese folk art performance, and decompose classic teaching cases. Contrast experiment shows that the VR-based multiple teaching systems is helpful for students to improve their theoretical knowledge reserve and enhance students’ self-regulation of learning, arouse students’ learning interest, and improve classroom atmosphere. These findings indicate this teaching design can help students comprehend the teaching contents of Chinese folk art performance, and improve students’ learning ability and efficiency.
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Smart, Jennifer. "Object-Oriented Sociality: Marina Rosenfeld’s Sound Installation Art." AMP: American Music Perspectives 2, no. 2 (December 2021): 171–83. http://dx.doi.org/10.5325/ampamermusipers.2.2.0171.

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ABSTRACT Marina Rosenfeld’s artistic practice is guided by the questions of what (and where) music can or should be. Over the last three decades, the artist and composer has explored these questions through both large-scale performances and intimate multimedia gallery installations, which, as she describes it, are invested in “acoustic architectures and experimental forms of sociality.” This article focuses on Rosenfeld’s gallery installations to consider the ways in which her multimedia work transforms the art gallery into a performative space. By closely attending to the materiality of Rosenfeld’s visual and sonic objects in a recent exhibition, this article explores the manner in which sound-based installation art affords an opportunity to grasp music’s dispersed object-hood as it circulates through and across materials, feelings, and spaces. The author argues that Rosenfeld’s installation practice reveals both music and sonic experience more broadly to be a multimedia, collaborative activity, and affords an opportunity to, in the words of Will Straw, trace the inescapable manner in which sound’s “technologies and assemblages” contribute to its shared social “meaning, affect, and memory.”
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Xin, Xu. "On the application of multimedia in art teaching." Fine Art Version 1, no. 2 (2019): 44–48. http://dx.doi.org/10.35534/fav.0102008c.

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34

Simonson, Michael, and Charles Schlosser. "The DaVinci project: Multimedia in art and chemistry." TechTrends 43, no. 3 (April 1998): 19–22. http://dx.doi.org/10.1007/bf02824050.

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35

Minor Ross, J., and G. Price. "Dante's Divine Comedy: multimedia in an art gallery." IEEE Multimedia 4, no. 2 (1997): 88–92. http://dx.doi.org/10.1109/93.591143.

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36

Li, Shuo, and Jianjun Li. "Construction of Interactive Virtual Reality Simulation Digital Media System Based on Cross-Media Resources." Computational Intelligence and Neuroscience 2022 (August 5, 2022): 1–12. http://dx.doi.org/10.1155/2022/6419128.

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The combination of video and music is the most typical combination form in interactive multimedia works, which focuses on the audio-visual presentation characteristics of interactive art. Since both creative practice and theoretical research are still in the development stage, we focus on the creation of audio-visual integration in interactive multimedia works. Theoretical achievements are still very rare, and the guidance of creation theory plays an important role in the improvement of the aesthetic level of works. Therefore, for the development of interactive multimedia works creation, creating a new audio-visual relationship research path has important theoretical value and application value. It also has a certain historical significance for promoting the maturity of this art form. Through interactive virtual reality technology, this paper conducts an in-depth discussion on the simulation of digital media system across media resources. It is more suitable for the user’s preference than the PC machine side. From technical means to artistic aesthetic characteristics and practical application, the application field and industry influence of digital media art carried by virtual reality are expounded, and the problems and solutions faced at this stage are proposed. By analyzing the application of virtual reality aesthetics in interaction design, the relationship between the visual level and the experience level of virtual reality aesthetics is discussed. Starting from the basic concepts of virtual reality aesthetics and interaction design, this paper analyzes the virtual reality space architecture and aesthetic dimension of interaction design in the era of artificial intelligence, and the value of virtual reality aesthetics in interaction design. Most interactive multimedia works rely on the open programming environment and have highly open creation tools to realize cross-media creation. The interactive integration of multimedia art and visual communication is the trend in design development. It follows the law of formal beauty and uses visual language to guide the content. Visual communication adapts to the needs of multiplatform media communication, adds multimedia art elements, and promotes the integration of scientific and technological progress and artistic development.
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Gong, Ying-ying. "Application of Multimedia Data Feature Extraction Technology in Folk Art Creation." International Journal of Intelligent Information Technologies 20, no. 1 (March 27, 2024): 1–14. http://dx.doi.org/10.4018/ijiit.340939.

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In the intelligent background, in order to carry out the folk art creation more conveniently, this article integrates the new technology of multimedia data features into the folk art creation to achieve the sustainable development of folk art. Specifically, based on the method of wavelet transform, this article decomposes folk art images into images of different scales and different resolutions to obtain clearer works, which is beneficial to the creation and dissemination of folk art. With the peak signal to noise ratio (PSNR) as the evaluation criterion, five classical folk art images are used to test the effect of image enhancement. The experimental results show that the PSNR of the folk art works after data feature extraction is higher than 30, which meets the requirements of data feature extraction. It further shows that multimedia digital feature technology has a good application effect on folk art works, which is conducive to the inheritance and creation of folk art.
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Grillone, Gregory A., and George Charpied. "Voice Evaluation: State of the Art." Otolaryngology–Head and Neck Surgery 112, no. 5 (May 1995): P147. http://dx.doi.org/10.1016/s0194-5998(05)80387-0.

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Educational objectives: To perform a collection of patient information, videolaryngoscopy, videolaryngostroboscopy, and acoustic data using a rigorous data collection scheme and to use a computerized interface for digitizing acoustic, video and patient data into a multimedia database for archiving and retrieval.
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Sun, Linran, and Nojun Kwak. "Visual Communication Design Method in Folk Art Based on Multimedia Data Transmission Technology." International Journal of Information Systems and Supply Chain Management 17, no. 1 (March 6, 2024): 1–19. http://dx.doi.org/10.4018/ijisscm.338383.

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With the rapid development of science and technology and China's economy, the internet, big data, computers, and multimedia technology are widely used in all walks of life to promote the application and improvement of visual communication design concepts, the gradual implementation of multimedia technology, and the continuous improvement of innovation. In this paper, from the multimedia transmission technology based on network coding, some key technologies in the network communication of data and video streams are studied in depth and, based on the transmission-quality assessment model, the working effect of the jitter-buffering algorithm and WebRTC jitter-buffering algorithm is compared in different network environments. The experimental results show that the jitter-buffering algorithm proposed in this paper has better working effect. This research is of great significance for the realization of multimedia transmission technology in next-generation networks.
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ABADI, ANIS SUSILA, and PIPIT FEBRIANA DEWI. "Multimedia Mobile Application of National Heroes History Learning for Children's Character Education." Telematika 18, no. 3 (October 31, 2021): 308. http://dx.doi.org/10.31315/telematika.v18i3.5542.

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Purpose: develope a multimedia application about the history of national heroes from Indonesia.Design/methodology/approach: the method used is the UCD (User Centered Design) method.Findings/result: this multimedia mobile application of national heroes history learning for children's character education has succeeded in meeting user needs.Originality/value/state of the art: a multimedia application about the history of national heroes from Indonesia.
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Razali, Siti Soleha, Affero Ismail, Muhammad Fazrulhelmi Ahmad, Wan Azrul Shafuan Wan Hassan, Shuhaizal Hashim, and Nur sa'adah md salleh. "Validation of Multimedia Elements Based on Art Context Toward Technical and Vocational Education in the 21st-Century." Journal of Engineering Education Transformations 37, no. 1 (April 1, 2023): 171–80. http://dx.doi.org/10.16920/jeet/2023/v37i1/23142.

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Abstract : This research investigates the validity of art-based multimedia components in teaching and learning (T&L) in Technical and Vocational Education Training (TVET) in 21st-century education. Therefore, this research identifies issues that must be resolved, particularly regarding T&L learning in the 21st century. The researcher discovered no learning standards based on the multimedia elements based on art context in this study. Consequently, educators need to be more innovative in implementing T&L for students. This study was conducted at Universiti Tun Hussein Onn Malaysia (UTHM) and the University of Technology MARA (UiTM). For data analysis in this research, the Fuzzy Delphi Technique was used. This research included (5) experts in the interview study and (9) experts with at least ten years of expertise in instrument validation using the Fuzzy Delphi methThe the Fuzzy Delphi appr determined each, the average value of Threshold 'd' and a consensus percentage of at least 75% in expert group validated. The approval of specialists is required in four areas: execution, idea, presentation, and environment. Developing multimedia aspects based on the context of art in T&L for TVET must be broadened to produce T&L guidelines for future educators, particularly in 21st-century education. Keywords : Multimedia Element, Art context, Teaching and learning, Technical and vocational education, and training, 21st-century education
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د. عبدالله بن خليفة العديل, د. عبدالله بن خليفة العديل. "The Effectiveness of Using Electronic Mind Maps to Develop Students’ Knowledge of Multimedia Concepts at Al Baha University." journal of King Abdulaziz University Arts And Humanities 28, no. 14 (May 19, 2020): 281–98. http://dx.doi.org/10.4197/art.28-14.9.

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the emergence of web 2.0 technologies has created new opportunities in the field of multimedia concepts. Electronic mind maps are used to present information in an interesting and fast format, save time and keep learners from becoming bored. Electronic mind maps are a valuable platform for learning multimedia concepts in class activities and as out-of-class assignments to increase learners' achievements. Therefore, this research focuses on designing electronic mind maps (using XMind) to teach multimedia concepts among undergraduate students at the College of Education at Al-Baha University. The study aimed to detect the effect of e-mind maps on increasing students' achievements. The study used a quasi-experimental approach to prepare the literature framework and a measurement tool including an achievement test. The study sample consisted of 40 learners. The researcher used a t-test to measure the differences between the experimental group, which was taught using e-mind maps (text and image), and the control group, which was taught using a traditional method. The results revealed that there was a significant difference in the level of ??0.05 in relation to the experimental group taught by e-mind maps, with an arithmetic average of 28.25 in the post achievement test. Therefore, the study recommended working with e-mind maps, which contain photos and texts when teaching instructional design at the university, and measuring its effect on acquiring some concepts of multimedia.
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Buribekov, Onlasyn, Serik Nurmuratov, Dauletkhan Bolysbaev, and Olzhas Karibaev. "FEATURES OF SOCIO-CULTURAL ANALYSIS OF THE PHENOMENON OF MULTIMEDIA IN THE MODERN INFORMATION SPACE." Al-Farabi 82, no. 2 (June 30, 2023): 87–96. http://dx.doi.org/10.48010/2023.2/1999-5911.08.

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The article examines the socio-cultural aspects of multimedia development, gives a general idea of various information products and means of their development, the use of multimedia technologies in many fields of activity, reveals their essence and internal content. They are considered as a complex, open and flexible system with its own specific aspects that determine the specifics of the multimedia phenomenon in culture, and internal and external system-forming factors that determine its self-regulation, isolation and development, attempts are made to pay attention to its applied significance. Consideration of the specifics of multimedia culture is carried out through the interaction of complex systems with the fruits of complex, human creative possibilities, such as culture, art, in which there is a special product of society and spiritual being. The paper reflects the necessity and possibility of optimizing the multimedia system, which is beginning to take its special place in cultural and social life. According to the results of the study, it is concluded that multimedia is not just a product of the technological revolution, but a new form of artistic creativity that acts as a digital expression of ideas that have existed in countless forms of art and activity for thousands of years.
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Celentano, Augusto, Renzo Orsini, Fabio Pittarello, and Giuseppe Barbieri. "Design and Evaluation of a Mobile Art Guide on iPod Touch." Interaction Design and Architecture(s), no. 5_6 (March 20, 2009): 77–80. http://dx.doi.org/10.55612/s-5002-005_6-012.

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This paper describes the design principles and the main technical solutions of an interactive multimedia guide for an art exhibition about Ethiopian Christian art at Ca’ Fos- cari in Venice, Italy. The guide has been implemented on an iPod touch, aiming at coupling rich multimedia content with a natural interaction style. The design is based on the Apple version of the Webkit development environment, interfaced with an application layer that intercepts the vis- itor gestures, offering a natural interaction style on top of standard web-oriented gestures.
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45

Tewari, Tribhuwan Kumar. "Audio Watermarking Art of Hiding Copyright Information for Piracy Control." International Journal of Sensors, Wireless Communications and Control 10, no. 2 (September 15, 2020): 276–89. http://dx.doi.org/10.2174/2210327909666190409124959.

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Background & Objective: Revolution in digital multimedia is a boon to music industries, music creators for decades as digital music can be created, stored replicated and transferred easily and efficiently. But digitalization of multimedia becomes a curse when the multimedia content is illegally and freely distributed, shared across the network online or offline. Countering the illegal copying and distribution of digital media is the driving force behind the evolution of copyright protection and digital watermarking techniques. Methods: This paper presents the problem of piracy and the overview of the evolution of different digital audio watermarking techniques in time, transformed and compression domains to counter the problem of music piracy. The limitations of the audio watermarking techniques and the future scope for improvement are also presented. Results & Conclusion: This paper summarizes the evolution of audio watermarking techniques and reviews the existing watermarking techniques applied on audios. The limitations of the audio watermarking techniques and the future scope for improvement are also proposed. Additionally, the preliminaries for audio and brief of the properties which are exploited for watermarking of audio are presented.
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Tang, Congcong, and Lei Zhao. "Smart City Public Art Planning and Design in a Multimedia Internet of Things Environment Integrating Scene Elements." Scientific Programming 2022 (January 10, 2022): 1–13. http://dx.doi.org/10.1155/2022/7289661.

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Public art planning and design in the context of smart cities need to keep pace with the times, but the integrity of the original scene needs to be maintained in the process of public art design. Therefore, this paper combines the elements of the scene and integrates the Internet of Things smart city to conduct public art planning and design research. Moreover, based on the multimedia Internet of Things environment, this paper analyzes the effects of virtual reality technology in urban public art planning and design and gives the overall optimization ideas for the organization and rendering of VR scene data. Then, this paper studies the organization and rendering optimization methods of the terrain scene model and the scene model, respectively. The experimental research results show that the smart city public art planning and design system under the multimedia Internet of Things environment designed in this paper has a good smart city public art planning and design effect.
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Tang, Zhenjun, Shaopeng Zhang, Zhenhai Chen, and Xianquan Zhang. "Robust Video Hashing Based on Multidimensional Scaling and Ordinal Measures." Security and Communication Networks 2021 (April 30, 2021): 1–11. http://dx.doi.org/10.1155/2021/9930673.

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Multimedia hashing is a useful technology of multimedia management, e.g., multimedia search and multimedia security. This paper proposes a robust multimedia hashing for processing videos. The proposed video hashing constructs a high-dimensional matrix via gradient features in the discrete wavelet transform (DWT) domain of preprocessed video, learns low-dimensional features from high-dimensional matrix via multidimensional scaling, and calculates video hash by ordinal measures of the learned low-dimensional features. Extensive experiments on 8300 videos are performed to examine the proposed video hashing. Performance comparisons reveal that the proposed scheme is better than several state-of-the-art schemes in balancing the performances of robustness and discrimination.
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Schwan, Stephan, Silke Dutz, and Felix Dreger. "Multimedia in the wild: Testing the validity of multimedia learning principles in an art exhibition." Learning and Instruction 55 (June 2018): 148–57. http://dx.doi.org/10.1016/j.learninstruc.2017.10.004.

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Aiqing, Wang, Wang Xitong, and Hou Fengwu. "Research on the Digital Multimedia Technology and Urban Landscape Design based on Multimedia Art Perspective." International Journal of Multimedia and Ubiquitous Engineering 11, no. 10 (October 31, 2016): 371–80. http://dx.doi.org/10.14257/ijmue.2016.11.10.35.

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Xiaoxu Zhao, Hongying Song,. "Immersive Multimedia Art Design Based on Deep Learning Intelligent Vr Technology." Journal of Electrical Systems 20, no. 3s (April 4, 2024): 1624–35. http://dx.doi.org/10.52783/jes.1703.

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Virtual Reality (VR) based art design offers a revolutionary platform for artists to explore new dimensions of creativity and expression. By immersing users in virtual environments, VR art transcends traditional limitations, enabling the creation of immersive and interactive experiences that defy conventional boundaries. Artists harness VR technology to sculpt three-dimensional forms, paint in volumetric space, and manipulate light and sound in ways previously unimaginable. Moreover, VR facilitates collaboration and audience engagement, allowing viewers to interact with and even become part of the artwork. From virtual exhibitions to immersive installations, VR art opens up endless possibilities for artistic innovation and audience participation. This paper introduces an innovative approach to immersive multimedia art design, leveraging deep learning intelligent Virtual Reality (VR) technology alongside Centralized Data Transmission Classification (CDTC) with the integration of IoT multimedia sensor data. By combining these advanced technologies, artists can create captivating and dynamic multimedia experiences that engage multiple senses and transcend traditional artistic boundaries. Deep learning algorithms analyze and interpret vast amounts of sensory data collected from IoT multimedia sensors, enabling the generation of immersive VR environments that respond intelligently to user interactions. CDTC facilitates efficient data transmission and classification, optimizing the integration of real-time sensor data into the VR experience. Through a series of experiments and simulations, the efficacy of the proposed framework is demonstrated, showcasing its ability to create immersive art installations that dynamically adapt to user input and environmental stimuli. in a simulated VR environment, deep learning algorithms processed IoT sensor data in real-time, resulting in an average classification accuracy of 92% for environmental stimuli recognition. Additionally, CDTC facilitated efficient data transmission, reducing latency by 30% compared to traditional methods.
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