Download Arts and Technology: Second International Conference, ArtsIT by Wendy Keay-Bright (auth.), Anthony L. Brooks (eds.) PDF

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By Wendy Keay-Bright (auth.), Anthony L. Brooks (eds.)

This e-book constitutes the completely refereed post-conference court cases of the second one overseas convention on Arts and know-how, ArtsIT 2011, which was once held in December 2011 in Esbjerg, Denmark.

The 19 revised complete papers and the 2 poster papers conceal quite a few themes reminiscent of interplay and artwork, tune and function, and electronic Technology.

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Additional info for Arts and Technology: Second International Conference, ArtsIT 2011, Esbjerg, Denmark, December 10-11, 2011, Revised Selected Papers

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238–249. SAGE, London (2001) 20. : Presence: Exploring Profound Change in People, Organizations and Society. de Abstract. We present the collaboration art platform ”Ten Seconds Art”. With this platform art interested people can participate in an art creation process. Up to four people can simultaneously create a piece of action painting art in real time by using an android smartphone app. The platform records accelerator values which are transformed to joint movements of a manipulator arm. This arm splashes color to a canvas and thus produces a picture similar to action-paintings.

Further, the bite-size trend is not only restricted to the snacking of media, but can be found in similar fashion in all kinds of activities. For example, we quickly make a reservation for the cinema, while waiting for the bus; or just communicate our latest thoughts to others using the 140 characters of Twitter messages during a conference break. The fragmentation of our daily life into small pieces of bite-size work and entertainment units is largely supported by apps: small manageable applications, ready for quick and instant execution.

In this respect, openness and multimodality were evaluated intertwined with design of playful learning tools to enrich non-formal learning and to allow support for individual needs. Keywords: non-formal learning, playfulness, open-ended design, multimodality, emergent interaction, learning technologies. 1 Introduction Museums are currently facing a challenging innovation process, including a reshaping of their role as learning practices. Related work has dealt with this challenge from different angles; from an institutional perspective [1] or from the visitors’ perspective considering new design solutions to enhance museum as learning practices [2].

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