Category: Arts – Media Arts Practices: Television, Multimedia, Digital, Online and Other New Media

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The Implementation of VR Technology in the Recoloring of the Historical Pharaonic Sites: Case Study on Khuwy’s Tomb

Egypt has a rich Pharaonic heritage. Most of them are tombs or temples as the Egyptians believed in eternity. The ancient Egyptian artist decorated tombs and temples with colored hieroglyphic texts that serve their eternity believes. By developing his own color identity a remarkable color scheme was distinguishing most of the pharoanic arts. He used

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AI in the City: Speculating on Potential Futures Through Media Art

This paper analyses the increasing influence of artificial intelligence (AI) in the social and spatial experience of contemporary urban living, and how media art projects can enable us to speculate on its future implications. AI technologies are being combined with sensors, surveillance cameras and databases to improve the efficiency of key urban infrastructures and make

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Modified Customer Approach for Publishers Under the Influence of the Internet of Things

The Internet of Things (IoT) establishes a link between the virtual and the physical world by adding the “material” dimension to access to information via the internet – through intelligent everyday objects. Recently, the IoT has gained enormously in importance in various industries – whether warehouse transport robots, agricultural vehicles with extensive sensor technology and

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The Humanity and Feminism of Roberts in Sci-fi Movies —Take Alita: Battle Angel as an Example

The birth of the film began with the development of science and technology. As a new technology, a new medium, it began to be used for human creation and recorded human traces. As one of the types of movies, science fiction movies record the development of science and technology in the course of human history.

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The Use of English on Social Media: Deviation or Variation?

This study examined the use of English on social media with a view to assessing the extent to which the language of social media conforms to the standard English usage. The theoretical framework adopted for this study is constructed homophony. The data for the study were drawn from selected messages and posts on Facebook, Whatsapp

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Creating Meanings on Ice by Photos and Textiles

Northern residents experience the ice as an element which shapes an everyday environment. The ice can be identified also as a physical and multisensory element. These kinds of relationships can also unexpectedly determine experiences which shapes the aesthetic environment. The environment becomes part of the landscape of the soul which has individually and culturally shared

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Influences of Knowledge and Attitude on Using Social Media towards Adolescence’s Behavior in Using Social Media for Learning in Bangkok Area

This research aims 1) to investigate a relationship among adolescence’s knowledge, attitude, and behavior in using social media for learning and 2) to examine influence of knowledge and attitude on using social media toward adolescence’s behavior in using social media for learning and power of predictor variable. Samples were 901 of those who are 15-

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An Analysis on the Differences in Visitor Behaviors between Traditional and Digital Exhibitions Taking Kaohsiung Museum of Shadow

In recent years, the evolution of new technologies has affected the relationship between visitors and exhibitions. Therefore, this study attempts to investigate the differences in visitor behaviors and experience behaviors under different exhibition patterns in Kaohsiung Museum of Shadow Puppet. Firstly, this study investigated and analyzed the existing exhibition planning and patterns, further used non-participant

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Introducing Cinemagraphs as a New Format for Fashion Online Advertising in Korea

Fashion marketing has used different ways to promote fashion goods, including advertisement. Print or digital media were exploited, however, both format have its strengths and weaknesses whereas the industry needs something more creative and attractive. This study is about introducing and creating cinemagraphs as a new format for fashion advertisement, particularly in Korea. Cinemagraphs are

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Traditional Art, Interactive Technology, Gamifying Cloud: Cross-Cultural Hybrid Puppetry New Experience

Puppetry is the key project intangible cultural heritage in Taiwan, which has developed into the most drama performances featuring arts and culture, modern life has become an integral part of the entertainment . In the past few years , with the significantly improved computing capabilities , emerging digital tools ( such as tablets , smart

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Goodnight & Night – A Fictitious Commodity of Conceptual Art

《Goodnight&night》is an art creation using FLOSS., combining open source with space exhibition. The core of 《Goodnight&night》is an explosive cell phone cover, made using open source and 3D printing. We create this fictitious commodity to construct of this behavior conceptual art. The concept of《Goodnight&night》originates from the prevalence and rapid development of mobile internet and handheld devices,