Digital creativity
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Recent papers in Digital creativity
This paper is an analysis of hypertext narrative, or in other words, of those novels and short stories that can be read only using a computer. Special emphasis is placed upon the specific features of the random access memory, which... more
Si parla sempre più di Cultura Digitale come substrato necessario per capire - in tutte le sue sfaccettature e implicazioni - la complessa transizione dall’industriale all’ICT: Cultura Digitale come bisogno di spessore concettuale, di... more
Appropriation, transformation and remix are increasingly recognized as significant aspects of digital literacy. This article considers how one form of digital remix – the video remix – might be used in classrooms to introduce critical... more
The lecture deals, from a mediological point of view, with the complex sector of immersive digital visualization (Virtual Reality, Augmented Reality, Mixed Reality, Extended Reality, Enhanced Reality, Hybrid Reality, 3D Graphics, 360 °... more
Come riconosciuto concordemente in letteratura, il 60% delle persone che nascono oggi farà un lavoro che ancora non esiste. Per questo è importante mettere a fuoco la Creatività Digitale: digitale perché digitale sarà sempre più... more
Artisti, gallerie, musei, istituzioni stanno scoprendo - con qualche anno di ritardo - l'esistenza (e le potenzialità) del digitale. Complice la riduzione forzata delle presenze dal vivo dovuta alla pandemia, assistiamo al fiorire di... more
تهدف هذه الدراسة إلى الوقوف على التحولات التي أصابت وضعية اللغة في عملية إنتاج النصوص الإبداعية الرقمية وتلقيها، وتأثير التنظيرات والتطبيقات الإبداعية الرقمية في بلورة دور اللغة وحضورها، إلى جانب التطبيقات التكنولوجية وأثرها في ترسيم... more
L’Interactive Storytelling deriva dalla connessione di due componenti sempre più importanti sulla scena dei media digitali: Interactive e Storytelling, entrambi termini ombrello che coprono realtà molto diverse ma con molti punti di... more
Il contributo analizza da un punto di vista mediologico l'applicazione del digitale alla spettacolarizzazione delle forme artistiche. Non vengono prese in considerazione le pratiche ormai "classiche" di digital art, bensì - ad esempio -... more
Tidak hanya dalam sektor industri, banyak hal lain yang juga telah berubah dalam kebudayaan manusia seiring masuknya era digital. Perubahan itu bisa terlihat dalam cara bekerja, belajar, bersosialisasi, berbelanja, bahkan dalam mencari... more
We conducted a comparative study of two structured (SCAMPER, Playgen AddingPlay card kit) and one unstructured (free brainstorming) ideation techniques, aiming to establish their suitability for game design education. We collected data... more
This chapter outlines the framework of workshop-facilitated documentary as a collaborative method for developing digital literacy, self-representation of local communities, and the creation of “sociability” in documentaries about place.... more
This paper attempts to determine if an Artificial Intelligence system using deep convolutional neural network (ConvNet) will be able to "imagine" architecture. Imagining architecture by means of algorithms can be affiliated to the... more
ABSTRACT In this paper, we explore how artistic research and its methodologies can create new modes of thinking and research on computational issues. We draw on experiences with the research project ‘Reconfiguring Computing Through... more
Innovazione e creatività sono termini usati spesso disinvoltamente come sinonimi, mentre invece definiscono processi simili, ma con sostanziali differenze. Sintetizzando al massimo: - l’innovazione rappresenta la “normale” evoluzione... more
This paper examines how the advent of the mobile/locative paradigm redefines the role of the body (embodiment) in the cultural processes of Digital Media, extending the notion of storytelling from a simple author–text–user relationship,... more
The project, Daisy's Amazing Discoveries, which Mika Tuomola scripted and directed, is an interactive drama series on the Internet. In Part 1 the work was described and its narrative premises outlined. There followed a brief description... more
The article discusses how Commedia dell’Arte (CdA) may be used as a design metaphor for Multi-user Virtual World (MVW). The introduction gives an overview of the beginning ideas and the general findings of the research, as well as... more
The paper describes a programme of research and practice in which the evaluation of interactive artworks in a public space is undertaken as part of the creative process. It explores the different perspectives involved in the research... more
After December 2020, Adobe Flash, a technology that was once the standard for rich and interactive Web content, will no longer be supported in browsers. This means users will not be able to access the thousands of diverse creations... more
Starting from the term facework (used in the past by Erwin Goffman), the essay will examine how the concept of mask is applied in the particular context of digital media, focusing on two major aspects: the construction of identity as a... more
The project, Daisy's Amazing Discoveries, which Mika Tuomola scripted and directed and Heikki Leskinen produced, is an interactive drama series on the Internet. In Part 1 the work is described and its narrative premises outlined. There... more
This article critically examines the mapmaking practices of locative art and explores its potential to produce alternative maps that respond to the spatial and social multiplicity of our urban fabric. Starting from a critique of... more
La scrittura digitale rivela tutta la sua complessità nella dinamica fra testo superficiale e testo profondo. In particolare, nei testi artistici, la scrittura digitale si articola in cinque fasi-tipologie che si susseguono e si... more
Creativity loses its exclusively psychological and individual dimension, and acquires a more complex dimension, becoming a key element, along with knowledge and communication, in the construction of a cultural system that works as a... more
Drawing on empirical work with a third sector community organisation in the UK and the young NEET adults (16–20 years old, ‘not in employment or education or training’) they ‘creatively’ work with, this paper explores the practices and... more