Results for ' politicization of art, aura, virtual environments'

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  1.  31
    Politicizzazione dell’arte.Roberto Diodato - 2016 - Rivista di Estetica 63:29-35.
    L’articolo indaga l’opera di Paolo Rosa e di Studio Azzurro a partire dal suo rilievo politico. L’articolo rielabora il concetto, formulato originariamente da Walter Benjamin ne L’opera d’arte nell’epoca della sua riproducibilità tecnica, di “politicizzazione dell’arte”. Mentre per Benjamin la politicizzazione dell’arte riguarda il movimento di emancipazione delle masse da opporre alla “estetizzazione della politica”, il concetto si presta qui a una nuova interpretazione. Riprendendo il titolo di un saggio scritto da Rosa insieme ad Andrea Balzola, l’articolo mostra come l’arte (...)
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  2.  29
    Making Art Therapy Virtual: Integrating Virtual Reality Into Art Therapy With Adolescents.Liat Shamri Zeevi - 2021 - Frontiers in Psychology 12.
    In recent years, the field of art therapy has sought to adapt traditional treatment approaches to today’s innovative technological environments when working with adolescent “digital natives.” In their clinic, art therapists often struggle with lack of cooperation when treating adolescents during sessions. This article presents two case studies that explore how Virtual Reality technology can be combined with traditional art therapy to treat adolescents suffering from anxiety and social difficulties. It is suggested that this type of technology may (...)
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  3. Aesthetics and environment: Variations on a theme.Arnold Berleant - 2005 - Burlington, VT: Ashgate.
    I: Environmental aesthetics -- A phenomenological aesthetics of environment -- Aesthetic dimensions of environmental design -- Down the garden path -- The wilderness city : a study of metaphorical experience -- Aesthetics of the coastal environment -- The world from the water -- Is there life in virtual space? -- Is greasy lake a place? -- Embodied music -- II: Social aesthetics -- The idea of a cultural aesthetic -- The social evaluation of art -- Subsidization of art as (...)
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  4.  17
    Supporting Collaborative Grammar Learning via a Virtual Learning Environment.Marina Orsini-Jones & David Jones - 2007 - Arts and Humanities in Higher Education 6 (1):90-106.
    This article reports the results of an investigation into the issues encountered by undergraduate language students while engaging in ‘the Grammar Project’ - a collaborative assessment task for the module Academic and Professional Skills for Language Learning - and shows how encouraging students to take ownership of their learning process with the support of a Virtual Learning Environment can increase their motivation and their understanding of the subject matter. It shows that students’ beliefs may hinder their learning experience, while (...)
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  5.  17
    Virtual Environments.Woodrow Barfield & Thomas A. Furness (eds.) - 1995 - Oxford University Press USA.
    This sweeping introduction to the science of virtual environment technology masterfully integrates research and practical applications culled from a range of disciplines, including psychology, engineering, and computer science.
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  6.  54
    Indexicals in Virtual Environments.Bernardo Alonso - 2014 - Open Journal of Philosophy 4 (2):134-140.
    In this paper I explored three well-known cases that seem to cast doubt on the notion that a speaker is always at the place of the utterance when the utterance occurs. I gave a few examples produced in Second Life environment, which cannot be handled correctly by evaluating the expression at issue with respect to the traditional view, i.e., the kaplanian framework—where the agent and the utterer will always be identical, and the referent of “I” will always be the utterer. (...)
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  7.  28
    Gender-Specific Covariations between Competencies, Interest and Effort during Science Learning in Virtual Environments.Eva Christophel & Wolfgang Schnotz - 2017 - Frontiers in Psychology 8:238195.
    Women are still underrepresented in engineering courses although some German universities offer separate women’s engineering courses which include virtual STEM learning environments. To outline information about fundamental aspects relevant for virtual STEM learning, one has to reveal which similarities both genders in virtual learning show. Moreover, the question arises as to whether there are in fact differences in the virtual science learning of female and male learners. Working with virtual STEM learning environments requires (...)
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  8.  9
    Multi-User Virtual Environments (MUVEs) as Alternative Lifeworlds: Transformative Learning in Cyberspace.Shantanu Tilak, Michael Glassman, Irina Kuznetcova, Joshua Peri, Wang Qiannan, Ziye Wen & Amanda Walling - 2020 - Journal of Transformative Education 18 (4):310-337.
    Direct instruction (PowerPoint presentations, lectures) often imposes hierarchical classroom structures where the teachers are considered experts, imparting knowledge to passive learners. However, the emergence of tools like Multi-User Virtual Environments (MUVEs) encourages the creation of democratic learning environments. We hypothesize that these tools lead to higher degrees of civil discourse within the classroom and create transformative learning trajectories for students, allowing them to create shared purpose to incite social change. By comparing reflectivity displayed in weekly students’ blogging (...)
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  9.  13
    Art, Community and Environment: Educational Perspectives.Glen Coutts & Timo Jokela (eds.) - 2008 - Intellect.
    _Art, Community and Environment_ investigates wide-ranging issues raised by the interaction between art practice, community participation, and the environment, both natural and urban. This volume brings together a distinguished group of contributors from the United States, Australia, and Europe to examine topics such as urban art, community participation, local empowerment, and the problem of ownership. Featuring rich illustrations and informative case studies from around the world, _Art, Community and Environment _addresses the growing interest in this fascinating discipline.
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  10.  55
    Real and virtual environments, real and virtual memory.Gary W. Strong - 1997 - Behavioral and Brain Sciences 20 (4):756-757.
    What is encoded in working memory may be a content-addressable pointer, but a critical portion of the information that is addressed includes the motor information to achieve deictic reference in the environment. Additionally, the same strategy that is used to access environment information just in time for its use may also be used to access long-term memory via the pre-frontal cortex.
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  11.  23
    Vocational Training in Virtual Environments for People With Neurodevelopmental Disorders: A Systematic Review.Stefan C. Michalski, Caroline Ellison, Ancret Szpak & Tobias Loetscher - 2021 - Frontiers in Psychology 12.
    People with neurodevelopmental disorders are often considered unsuitable or incapable of working in open employment. When employment is available, tasks are often limited, and opportunities for career development are restricted. Policy and funding constraints leave people with disabilities without an opportunity to develop skills due to the additional time and costs for employers. To overcome these barriers, virtual environments have been proposed as a safe and reliable solution for training. An important prerequisite for a wider uptake of training (...)
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  12.  54
    Touching light: A new framework for immersion in artistic environments.Jinsil Seo & Diane Gromala - 2007 - Technoetic Arts 5 (1):3-14.
    The idea of immersion research has been explored in various disciplines: Virtual Reality, Interactive Storytelling, Art, etc. However, most researchers focus on constraints of the hardware and software, and are less focused on the conceptual and philosophical implications of immersion and presence. This paper aims to define a certain quality of immersion that has emerged from artisticresearch experiences. Overall, immersion is an integrated conscious state where mind, body and environment are well interrelated and interweaved. Within the concept of immersion, (...)
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  13.  34
    Technoetic syncretic environments.Tania Fraga - 2015 - Technoetic Arts 13 (1-2):169-185.
    This article presents and reflects upon artistic artworks at the intersection of virtual and physical computer systems with wet (biological) systems, in reference to Roy Ascott’s ‘moist theory’. It is divided into two sections. The first section offers contextualization by pointing to Darcy Ribeiro’s considerations of differentiations among Brazilians, thus leading to an expectation of miscegenation that assimilates and incorporates races and beliefs in a syncretic way. To this background is added a theoretical framework based on semiotics entwined with (...)
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  14. LEVERAGING LANDSCAPE ARCHITECTURE AND ENVIRONMENTAL STORYTELLING FOR NEXT-GENERATION GAMING EXPERIENCES: A Holistic Approach to Virtual World Design.Sepehr Vaez Afshar, Sarvin Eshaghi, Sana Vaez Afshar & Ikhwan Kim - 2023 - In Sepehr Vaez Afshar, Sarvin Eshaghi, Sana Vaez Afshar & Ikhwan Kim, The 11th International Conference of the Arab Society for Computation in Architecture, Art and Design. USA: Arab Society for Computation in Architecture, Art and Design. 5000 THAYER CTR STE C, OAKLAND MD 21550-1139, USA. pp. 639-651.
    Designing a virtual environment within a digital game occupies a large part of the design procedure, requiring holistic attention and a broad arrangement of the game constituents. Considering other design disciplines, they occupy a unified design methodology; however, a comprehensive literature review reveals the lack of the intended design methodology in the digital game domain's virtual environment development, despite a currently proposed theoretical methodology trying to dissolve the issue. Hence, this research aims to determine the industry's requirements and (...)
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  15.  50
    Exploiting Listener Gaze to Improve Situated Communication in Dynamic Virtual Environments.Konstantina Garoufi, Maria Staudte, Alexander Koller & Matthew W. Crocker - 2016 - Cognitive Science 40 (7):1671-1703.
    Beyond the observation that both speakers and listeners rapidly inspect the visual targets of referring expressions, it has been argued that such gaze may constitute part of the communicative signal. In this study, we investigate whether a speaker may, in principle, exploit listener gaze to improve communicative success. In the context of a virtual environment where listeners follow computer-generated instructions, we provide two kinds of support for this claim. First, we show that listener gaze provides a reliable real-time index (...)
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  16.  38
    Encouraging 5-year olds to attend to landmarks: a way to improve children's wayfinding strategies in a virtual environment.Jamie Lingwood, Mark Blades, Emily K. Farran, Yannick Courbois & Danielle Matthews - 2015 - Frontiers in Psychology 6:125566.
    Wayfinding is defined as the ability to learn and remember a route through an environment. Previous researchers have shown that young children have difficulties remembering routes. However, very few researchers have considered how to improve young children's wayfinding abilities. Therefore, we investigated ways to help children increase their wayfinding skills. In two studies, a total of 72 5-year olds were shown a route in a six turn maze in a virtual environment and were then asked to retrace this route (...)
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  17.  19
    Art, Culture, and Environment: A Catalyst for Teaching. [REVIEW]Gordon S. Plummer - 1978 - Journal of Aesthetic Education 12 (3):122.
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  18.  10
    Expressive space: embodying meaning in video game environments.Gregory Whistance-Smith - 2022 - Boston: De Gruyter Oldenbourg.
    Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the (...)
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  19.  27
    Neurological perception and sound-based creativity in post-biological realities: Recontextualizing reflective practice for technoetic environments.Tiernan Cross - 2018 - Technoetic Arts 16 (1):23-31.
    We currently exist in a post-biological age. Mixed-realities shape the way in which we live modern life; half in physical form, half in a hyper-mediated virtual environment of network protocols. This article discusses network-based impacts on neurological navigation and the ways in which the human auditory cortex is developing through conjuncture with post-biological combinations of sound. In doing so, it examines the capacity of the human brain in decoding and understanding the abundance of sound in confluent, variegated realms of (...)
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  20.  79
    Breathing Biofeedback for Police Officers in a Stressful Virtual Environment: Challenges and Opportunities.Jan C. Brammer, Jacobien M. van Peer, Abele Michela, Marieke M. J. W. van Rooij, Robert Oostenveld, Floris Klumpers, Wendy Dorrestijn, Isabela Granic & Karin Roelofs - 2021 - Frontiers in Psychology 12.
    As part of the Dutch national science program “Professional Games for Professional Skills” we developed a stress-exposure biofeedback training in virtual reality for the Dutch police. We aim to reduce the acute negative impact of stress on performance, as well as long-term consequences for mental health by facilitating physiological stress regulation during a demanding decision task. Conventional biofeedback applications mainly train physiological regulation at rest. This might limit the transfer of the regulation skills to stressful situations. In contrast, we (...)
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  21.  50
    Virtual sites performance and materialization.Linda Matthews - 2010 - Technoetic Arts 8 (1):55-65.
    The imagistic promotion of the iconic city form is increasingly achieved by the deployment of the CCTV webcam system. This not only presents new material to mediate people's engagement with this space, but also offers new ways to materialize its actual three-dimensional form. Recent design-based research conducted at the University of Technology, Sydney, shows that the function of the CCTV Internet cameras can be extended and adapted to provide a type of engagement with urban environments that subverts its more (...)
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  22. Worldlets, 3D Thumbnails for Wayfinding in Virtual Environments.David Kirsh, T. Elvins & D. Nadeau - 1997 - UIST 97 ACM Press:21-30.
    Virtual environment landmarks are essential in wayfinding: they anchor routes through a region and provide memorable destinations to return to later. Current virtual environment browsers provide user interface menus that characterize available travel destinations via landmark textual descriptions or thumbnail images. Such characterizations lack the depth cues and context needed to reliably recognize 3D landmarks. This paper introduces a new user interface affordance that captures a 3D representation of a virtual environment landmark into a 3D thumbnail, called (...)
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  23.  21
    Teacher Training Effectiveness in Self-Regulation in Virtual Environments.María Consuelo Sáiz-Manzanares, Leandro S. Almeida, Luis J. Martín-Antón, Miguel A. Carbonero & Juan A. Valdivieso-Burón - 2022 - Frontiers in Psychology 13.
    Higher education in the 21st century faces the challenge of changing the way in which knowledge is conveyed and how teachers and students interact in the teaching-learning process. The current pandemic caused by SARS-CoV-2 has hastened the need to face up to this challenge and has furthered the need to approach the issue from the perspective of digitalisation. To achieve this, it is necessary to design training programmes geared towards teaching staff and which address both the use of technology and (...)
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  24.  20
    Looking for Image Statistics: Active Vision With Avatars in a Naturalistic Virtual Environment.Dominik Straub & Constantin A. Rothkopf - 2021 - Frontiers in Psychology 12.
    The efficient coding hypothesis posits that sensory systems are tuned to the regularities of their natural input. The statistics of natural image databases have been the topic of many studies, which have revealed biases in the distribution of orientations that are related to neural representations as well as behavior in psychophysical tasks. However, commonly used natural image databases contain images taken with a camera with a planar image sensor and limited field of view. Thus, these images do not incorporate the (...)
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  25.  20
    Nostalgia enhances route learning in a virtual environment.Edward S. Redhead, Tim Wildschut, Alice Oliver, Matthew O. Parker, Antony P. Wood & Constantine Sedikides - 2023 - Cognition and Emotion 37 (4):617-632.
    Salient landmarks enhance route learning. We hypothesised that semantically salient nostalgic landmarks would improve route learning compared to non-nostalgic landmarks. In two experiments, participants learned a route through a computer-generated maze using directional arrows and wall-mounted pictures. On the test trial, the arrows were removed, and participants completed the maze using only the pictures. In the nostalgia condition, pictures were of popular music artists and TV characters from 5 to 10 years ago. In the control condition, they were recent pictures (...)
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  26. Chapter 10: Preserving Authenticity in Virtual Heritage, Virtual Heritage: A Guide.Erik M. Champion - 2021 - In Erik Malcolm Champion, Virtual Heritage: A Guide. London:
    Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. -/- Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed (...)
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  27. Height and damage.Virtual Reality - 2022 - In Jonah Siegel, Overlooking damage: art, display, and loss in a time of crisis. Stanford, California: Stanford University Press.
     
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  28.  43
    Virtual Fictional Actions.Karim Nader - 2024 - Journal of Aesthetics and Art Criticism 82 (4):418-429.
    Virtual fictionalism is the view that virtual reality is a kind of fiction. We imagine that what we see and hear in virtual reality is real, although it is not. The problem with this view is that there are real moral concerns with our use of virtual reality, from violent video games to cases of virtual groping on social platforms. If what we do in virtual reality is just make-believe, the fictionalist cannot explain the (...)
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  29.  48
    Lost in communication: The relationship between hikikomori and virtual reality in Japanese anime.Mariapaola Della Chiara - 2023 - Aisthesis: Pratiche, Linguaggi E Saperi Dell’Estetico 16 (1):85-93.
    Nowadays virtual reality has gained extreme popularity among adolescents around the world, thanks to the possibility they offer to create a new life for their users. Especially for teenagers affected by the hikikomori syndrome, who experience struggles in establishing communication with others, virtual reality has become a tool to forsake their “adverse” reality, shaping fictitious safe environments and creating relationships with similar-minded users. This issue of virtual reality has been depicted in recent Japanese animation, whose country (...)
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  30. The Virtual Campus Prolog Learning Environment.Helmar Gust, Christoph Peylo, Claus Rollinger & Wilfried Teiken - 1999 - Proceeding s of the International Conference of the Ai-Ed Society on Artificial Intelligence and Education in le Mans France July 19.
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  31.  10
    Arts, religion, and the environment: exploring nature's texture.Sigurd Bergmann & Forrest Clingerman (eds.) - 2018 - Boston: Brill, Rodopi.
    Exploring Nature's Texture brings together a collection of internationally-known group of artists, theologians, anthropologists and philosophers to look at the imaginative possibilities of using the visual arts to address the breakdown of the human relationship with the environment.
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  32. Teacher as public art.Sheila Wright - 2006 - Journal of Aesthetic Education 40 (2):83-104.
    In lieu of an abstract, here is a brief excerpt of the content:Teacher as Public ArtSheila Wright (bio)I entered the public art arena as an idealist optimist. Now, two decades later, I am a pragmatist realist. How did my dream of a populist marketplace turn into a nightmare?—Richard Posner, Artist vs. PublicLike Posner, many faculty members enter the academy as idealists, optimistic that their goals for and the promise of higher education will be fulfilled and their quest for knowledge inspired, (...)
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  33. Anti-Realist City Symphony vs. Virtual Realist Walking Tour: Everyday Human and Visual Privacy.Doga Col - 2024 - In Asena Temelli Coşgun & İhsan Eken, Medya, İletişim ve Toplum. İstanbul: Çizgi. pp. 217-243.
    The aim in this chapter is to explore the similarities and differences between the city symphony film genre of the 1920s and 1930s and the contemporary virtual city walking tours that are popular on YouTube these days, eventually discussing the change in representation of the individual in daily life over a century. The city symphony was born with modernism in the early 20th century initially to present an interpretation of the city with daily activities, human beings, their interaction with (...)
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  34.  22
    Personalized Virtual Reality Human-Computer Interaction for Psychiatric and Neurological Illnesses: A Dynamically Adaptive Virtual Reality Environment That Changes According to Real-Time Feedback From Electrophysiological Signal Responses.Jacob Kritikos, Georgios Alevizopoulos & Dimitris Koutsouris - 2021 - Frontiers in Human Neuroscience 15.
    Virtual reality constitutes an alternative, effective, and increasingly utilized treatment option for people suffering from psychiatric and neurological illnesses. However, the currently available VR simulations provide a predetermined simulative framework that does not take into account the unique personality traits of each individual; this could result in inaccurate, extreme, or unpredictable responses driven by patients who may be overly exposed and in an abrupt manner to the predetermined stimuli, or result in indifferent, almost non-existing, reactions when the stimuli do (...)
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  35.  18
    Art‐Horror Environments and the Alien Series.Martin Glick - 2017 - In Jeffrey A. Ewing & Kevin S. Decker, Alien and Philosophy. Wiley. pp. 132–139.
    In all the Alien films, the environments are gloomy settings originally inspired by Gothic architecture, but it's the creature design, which leaves the most profound mark on us. The interaction between these art‐horror monsters and the sterileturned‐ grotesque environments of the Alien films can produce disgust or revulsion in the viewer. In Alien a fair amount of time is spent on the relationships between the crew members. One of the most horrific moments of the series is the cry (...)
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  36.  15
    Editorial: Environment, Art, and Museums: The Aesthetic Experience in Different Contexts.Stefano Mastandrea, Pablo P. L. Tinio & Jeffrey K. Smith - 2021 - Frontiers in Psychology 12.
    The aesthetic experience may be defined as people's interactions with, and reactions to, objects, places, but also to the environment. Most psychological perspectives on the aesthetic experience argue that it results from the coordination of different mental processes such as perception, attention, memory, imagination, thought, and emotion. Physiological and neurological responses are also involved. Aesthetic experiences can take place while we observe works of art in museums and galleries as well as in other contexts such as natural and built (...). Looking at a landscape, walking in a park, meeting people in a square, and walking into a building that is architecturally appealing are examples of natural and built environments where we can experience beauty, pleasure, attraction, and interest, among other aesthetic reactions.Research on aesthetic experiences has a long history, and in recent decades, the field has experienced tremendous growth in the number of empirical studies conducted. One of the areas that researchers have yet to fully address is the influence of the context (natural and built environments) on aesthetic experiences. We refer to context according to three broad categories: Context as natural environments, context as built environments, and environments for aesthetic experiences.Context as natural environments: People show a basic tendency to associate the natural environment with positive evaluations. According to an evolutionary explanation know... (shrink)
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  37.  51
    William Sims Bainbridge. The Warcraft Civilization: Social Science in a Virtual World.Bruce J. Petrie - 2010 - Spontaneous Generations 4 (1):270-272.
    New branches of social science primarily engaging the “internet revolution” are appearing alongside mainstream research and journals such as Cyberpsychology, Behavior, and Social Networking are providing social scientists with an outlet of peer-reviewed research. HPS scholars will find new methodologies and the relation of technology to social science of particularly interest. Social scientists are becoming increasingly interested in virtual realities (see Milburn (Spontaneous Generations 2008, 63)) and are declaring time spent “in-game” ethnographic research. William Sims Bainbridge boasts 2300+ hours (...)
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  38.  29
    The Environment and the Arts.Arnold Berleant (ed.) - 2002 - Ashgate Press.
    The environment raises basic questions about many of the fundamental concepts and doctrines in aesthetics and the arts. Including new work by the leading international contributors to environmental aesthetics, this is the first book to deal with the relations between the arts and environment, directed towards a non-philosophical audience of practitioners and critics, as well as theorists. Introducing many for the basic ideas and issues in the theory of the arts, particularly as they bear on environment, this book addresses the (...)
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  39.  76
    Philosophy, culture, image: Rancière's 'constructivism'.John Roberts - 2010 - Philosophy of Photography 1 (1):69-79.
    Jacques Rancire's theory of the sensible is an attempt to frame and secure the relationship between politics and aesthetics, art and design on the same surface. Accordingly, the reconstruction of the sensible appearances of the world of the built environment, of the dcor of the sensible, as Rancire describes it is more than the negation of bourgeois appearances in the name of either a radical aesthetics or a radical politics; it is, rather, the common invention of sensible forms and material (...)
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  40.  47
    Aesthetic Disillusionment: Environment, Ethics, Art.Cheryl Foster - 1992 - Environmental Values 1 (3):205 - 215.
    What happens when an object you take to be beautiful or aesthetically pleasing, no longer appears beautiful or pleasing when you learn something new about it? I am assuming a situation in which there is no direct change in the perceptual features of the object, and that what you learn is not the location of some new surface property but rather a bit of non-perceptual information. I classify episodes of dampened appreciation under the heading 'aesthetic disillusionment', and in this paper (...)
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  41.  19
    Updated Nasreddin Hodja Jokes on Virtual Cultural Environment.Ferhat Aslan - 2011 - Journal of Turkish Studies 6:39-60.
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  42.  61
    Integrative art education in a metaverse: ground.Elif Ayiter - 2008 - Technoetic Arts 6 (1):41-53.
    Virtual learning environments (VLEs) present us with unprecedented opportunities in bringing together students and educators from widely disparate geographical locations, as well as diverse cultures and backgrounds to participate in a learning experience that should take into cognizance the affordances of these novel arenas in the design of both content and the environment(s) in which this content is to be implemented/enacted. While VLEs do seem to address the requirements of well-structured learning endeavours, the boundaries of which are clearly (...)
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  43.  3
    Social Cooperation Within Virtual Worlds. Old Social Phenomena Emerging in New Environments.Diana Richards & Andrei Decu - 2017 - Studia Universitatis Babeş-Bolyai Philosophia:23-48.
    The world we live in is expanding its borders by letting the virtual become part of our lives. Digitisation equally pervades the public and the private sectors and transforms interactions between individuals, and between individuals and the state. For instance, the UK government is now in the process of digitising a whole range of processes and interactions with its citizens, through the Governmental Digital Service (GDS). In this article we aim to prove that virtual worlds provide a playground (...)
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  44.  12
    Ink Art Three-Dimensional Big Data Three-Dimensional Display Index Prediction Model.Xiaonan Cao - 2021 - Complexity 2021:1-10.
    This paper starts with the study of realistic three-dimensional models, from the two aspects of ink art style simulation model and three-dimensional display technology, explores the three-dimensional display model of three-dimensional model ink style, and conducts experiments through the software development platform and auxiliary software. The feasibility of the model is verified. Aiming at the problem of real-time rendering of large-scale 3D scenes in the model, efficient visibility rejection method and a multiresolution fast rendering method were designed to realize the (...)
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  45.  17
    (1 other version)Emotional intelligence and the second language acquisition in virtual learning environment.Н. В Бхатти - 2023 - Philosophical Problems of IT and Cyberspace (PhilITandC) 2:4-17.
    Gardner’s theory of multiple intelligences has been further developed to focus on the research of human cognitive activities. Thus, the concept of emotional intelligence, which is the topic of the current paper, was introduced by John D. Mayer, Peter Salovey and ‎Daniel Goleman. General intelligence can be defined as the capacity to carry out abstract reasoning to understand meanings, to recognize the similarities and differences between two concepts and to make generalizations. Emotional intelligence is not a part of general intelligence. (...)
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  46. Environment and the arts: Perspectives on environmental aesthetics.Ian Ground - 2004 - British Journal of Aesthetics 44 (3):311-313.
    Environment and the Arts: Perspectives on Environ- mental Aesthetics. Edited by ARNOLD BERLEANT . Ashgate. 2002. pp. 192. C ONSISTING of twelve chapters, and an extended introduction, this volume provides a leading-edge anthology of reflections on environmental aesthetics.
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  47.  27
    Creativity and Cognition in Extreme Environments: The Space Arts as a Case Study.Kathryn Hays, Cris Kubli & Roger Malina - 2020 - Frontiers in Psychology 11.
    Humans, like all organisms, have evolved to survive in specific environments, while some elect or are forced to live and work in extreme environments. Understanding cognition as it relates to environmental conditions, we use 4E cognition as a framework to explore creativity in extreme environments. Our paper examines space arts as a case study through the history, present practices, and future possible arts in the context of humans beyond the Kármán boundary of the Earth’s atmosphere. We develop (...)
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  48.  30
    Late-marxist, post-poststructuralist critical nebulosity.Wendell V. Harris - 1995 - Philosophy and Literature 19 (1):127-135.
    In lieu of an abstract, here is a brief excerpt of the content:Late-Marxist, Post-Poststructuralist Critical NebulosityWendell V. HarrisIllustration, by J. Hillis Miller; 168 pp. Cambridge: Harvard University Press, 1992, $35.00.The title of J. Hillis Miller’s Illustration is apt in a way other than the author anticipated: it is a composite illustration of most of what makes so much of contemporary literary and aesthetic criticism unsatisfying if not nugatory. Initial evidence of the lack of cogent conceptualization is the disparateness of the (...)
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  49.  23
    Reframing Beauty: Body, Environment, Art – An Introduction.Andrej Démuth & Lukáš Makky - 2023 - Espes. The Slovak Journal of Aesthetics 13 (2):5-12.
    Introduction for Reframing Beauty: Body, Environment, Art, the thematic issue of ESPES. The Slovak Journal of Aesthetics.
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  50.  53
    Aura o Non aura: l’opera d’arte tra choc ed emozioni.Carla Subrizi - 2013 - Rivista di Estetica 52:193-203.
    If the aura has been interpreted as a result of the artwork or its enactment, it is possible to think the aura as the work that the artwork produces: the artwork acts, interacts with the Other or identifies it. Can the aura be identified in this relationship between moods and emotions, between the artwork and the viewer? Where to place the path that opens a gap to establish a connection between Self and Other? The aura of the artwork is this (...)
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