Hasil untuk "Visual arts"

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arXiv Open Access 2026
State of the Art of LLM-Enabled Interaction with Visualization

Mathis Brossier, Tobias Isenberg, Konrad Schönborn et al.

We report on a systematic, PRISMA-guided survey of research at the intersection of LLMs and visualization, with a particular focus on visio-verbal interaction -- where verbal and visual modalities converge to support data sense-making. The emergence of Large Language Models (LLMs) has introduced new paradigms for interacting with data visualizations through natural language, leading to intuitive, multimodal, and accessible interfaces. We analyze 48 papers across six dimensions: application domain, visualization task, visualization representation, interaction modality, LLM integration, and system evaluation. Our classification framework maps LLM roles across the visualization pipeline, from data querying and transformation to visualization generation, explanation, and navigation. We highlight emerging design patterns, identify gaps in accessibility and visualization reading, and discuss the limitations of current LLMs in spatial reasoning and contextual grounding. We further reflect on evaluations of combined LLM-visualization systems, highlighting how current research projects tackle this challenge and discuss current gaps in conducting meaningful evaluations of such systems. With our survey we aim to guide future research and system design in LLM-enhanced visualization, supporting broad audiences and intelligent, conversational interfaces.

en cs.HC
DOAJ Open Access 2025
Une synthèse musicale, un poème pour Thessalonique : S.P. 503, Le Poème du Vardar suivi de La Sonate à Salonique (1923) de Ricciotto Canudo

Mélina Moschou

This paper aims to rediscover and shed light on a little-known yet essential poetic work for both the literary heritage of Thessaloniki and the European avant-garde: S.P. 503, Le Poème du Vardar by Ricciotto Canudo, followed by La Sonate à Salonique, accompanied by a portrait of the author by Picasso and a musical frontispiece by Maurice Ravel (Paris, 1923). Inspired by his experience of the First World War on the Macedonian Front, Canudo forges a poetic link between the Macedonian landscape and musical structures. Thessaloniki, both a cultural crossroads and a strategic location, occupies a central place in his poetic imaginary, within an avant-garde quest for a new poetic synesthesia that unites poetry, music, and the visual arts.

Language and Literature
DOAJ Open Access 2025
Politics of Representation in 18th century England & France: The Case of Le Chevalier de Saint-Georges

Jesse Thomas

A surprising majority of the existing images of Joseph Bologne, Le Chevalier de Saint-Georges, were created during a short period from 1789- 1791, and are essentially the result of his visit to London for a fencing exhibition match organized for the Prince of Wales by the Duc d’Orleans and his political operatives. The scarcity of French- origin images of Le Chevalier, so celebrated during his lifetime in France as a musician, composer, musical director, and fencing master, is perplexing. Why is this the case? Perhaps it can be explained in part by the French visual culture at the time, characterized by censorship and intolerance in the visual arts, in stark contrast to a popular print culture in England that tolerated political and social commentary and even satire, creating a market for prolific production and enthusiastic consumption by the British public.

French literature - Italian literature - Spanish literature - Portuguese literature, Social Sciences
DOAJ Open Access 2025
Aesthetic Judgment in Calligraphic Tracing: The Dominant Role of Dynamic Features

Qian Yuan, Guoying Yang, Ruimin Lyu

Aesthetic judgment in visual arts has traditionally focused on static features, yet research suggests that dynamic features also shape aesthetic experience. This study examines the dominance of dynamic features in calligraphic tracing aesthetics. Using a custom-designed calligraphy acquisition system, we recorded calligraphy experts and novices imitating Chinese characters and presented their works in three formats: static result sequence video <i>s</i>, pen-holding writing video <i>f</i>, and brushstroke trajectory video <i>b</i>. Participants then rated the stimuli on aesthetic dimensions. Results show that stimuli containing motion cues (<i>f</i> and <i>b</i>) received significantly higher ratings than static stimuli (<i>s</i>), confirming the positive role of dynamic features. Additionally, traced results maintained high structural similarity across writers. And the predictive power of static features for aesthetic scores was limited. This confirms the weak influence of static features on the aesthetics of calligraphic tracing. In conclusion, this study reveals that dynamic features play a dominant role in aesthetic judgment within the context of calligraphic tracing. These findings contribute to aesthetic modeling, proposing that observers dynamically adjust the weighting of static and dynamic features based on aesthetic context to form aesthetic judgments, thereby offering a novel perspective for research on aesthetic cognition mechanisms.

arXiv Open Access 2025
Making Effective Decisions: Machine Learning and the Ecogame in 1970

Catherine Mason

This paper considers Ecogame, an innovative art project of 1970, whose creators believed in a positive vision of a technological future; an understanding, posited on cybernetics, of a future that could be participatory via digital means, and therefore more democratised. Using simulation and early machine learning techniques over a live network, Ecogame combined the power of visual art with cybernetic concepts of adaptation, feedback, and control to propose that behaviour had implications for the total system. It provides an historical precedent for contemporary AI-driven art about using AI in a more human-centred way.

en cs.CY, cs.AI
arXiv Open Access 2025
Neuroaesthetics and the Science of Visual Experience

Harish Vijayakumar

Neuroaesthetics is an interdisciplinary field that brings together neuroscience, psychology, and the arts to explore how the human brain perceives and responds to visual beauty. This paper examines the neural mechanisms behind aesthetic experiences, aiming to explain why certain designs or artworks feel emotionally or cognitively "right." By analyzing the interaction between perception, emotion, and cognition, neuroaesthetics reveals how beauty is constructed in the brain and how this understanding can inform fields such as graphic and interface design. This paper offers a clear and accessible overview of core neuroaesthetic principles, making the subject approachable to a wide audience. The findings suggest that impactful design is more than surface-level appeal: well-crafted visual experiences can engage, support, and connect people in meaningful ways.

en cs.HC
DOAJ Open Access 2024
"TÁR" (2022) de Todd Field. A Maestrina de Berlim

Teresa Norton Dias

TÁR (2022) retrata uma fase da vida de uma maestrina, Lydia Tár, da Orquestra Sinfónica de Berlim, na sua atitude perante a arte que domina, como autora; na sua profissão, como maestrina; na sua vida pessoal, como mulher e na sua relação com os outros. Impondo-se Lydia Tár numa estrutura vertical, essencialmente masculina, são apresentados a quem vê o filme, pelo autor do guião e realizador, Todd Field, um conjunto de aspetos que extravasam os da sua profissão como líder de uma orquestra, onde a predominância das chefias é também ela, maioritariamente masculina. Nesta análise crítica procuraremos, com ajuda de autores como Judith Butler, estabelecer um paralelo entre a realidade trabalhada nesta ficção e a realidade que o século XXI nos oferece. 

Visual arts, Motion pictures
DOAJ Open Access 2023
Freedom smothered

Vesi Vuković

This paper investigates how women, and their roles in changing Yugoslav society, were represented in Yugoslav New Film (1961-1972). Socialist Federative Republic of Yugoslavia legalized gender equality in the wake of the Second World War, but the tentacles of patriarchy, which were difficult to eradicate, still lingered from pre-socialist times. In many movies there is a recurring pattern of sexual violence towards women. One possible interpretation of depicted sexual violation, for example gang rape in contemporary-themed Yugoslav New Films, is as a patriarchal punishment for emancipation of women in terms of education, work, or their sexuality. In order to examine this, the feature-length fictional films: Povratak/The Return (Živojin Pavlović, 1966) and Horoskop/Horoscope (Boro Drašković, 1969), in which the freedom of women’s emancipation was smothered by gang rape, are selected for the case study and analysed. The films are explored through the lens of feminist film theory, via close reading. Besides, the concept of the gaze is applied. Furthermore, I scrutinise whether these representations of rape and their aftermaths condone, or condemn brutality toward female characters, or have rather ambivalent stance toward it.

DOAJ Open Access 2022
STRATEGI BRANDING DAN KONSEP PUBLIKASI BERBASIS LOCAL TOURISM DI ERA 4.0 (Studi kasus media sosial dan peran Desain Komunikasi visual)

Eko Darmawanto, Kukuh Dwi Wijanarko

Branding is introducing an image of both services and physical products, the process taken must have a strategy and preparation of measurable time targets. There are many ways to introduce a product, which is the current trend of the 4.0 era where most transactions and information are traded in the IoT-based world. Local tourism has now developed, by utilizing the potential of the surrounding nature and then being developed as the basis for the products offered, improvements are made in various sectors to support the display to boost publications, of course with a communication angle. The need for researchers to take steps to dissect the flow in building a publication concept in the form of a realistic road map with applied strategies and analysis combined with good publication management is the core of the research carried out. The design thinking method is applied to dissect what strategic steps will be used in determining the core of the publication with impact factors. Local tourism branding and publication strategies are influenced by engagement from the psychological model of one touch flayer of social media users related to the happynest side factor that affects the pattern of attractive content with a high response rate and saddnes side factor which is empathetic with a low response rate.

DOAJ Open Access 2021
Parents' Views on Play and the Goal of Early Childhood Education in Relation to Children's Home Activity and Executive Functions: A Cross-Cultural Investigation

Biruk K. Metaferia, Biruk K. Metaferia, Judit Futo et al.

The present study investigated the cross-cultural variations in parents' views on the role of play in child development and the primary purpose of preschool education from Ethiopia and Hungary. It also examined the cross-cultural variations in preschoolers' executive functions (EF), the frequency of their engagement in home activities, and the role of these activities in the development of EF skills. Participants included 266 preschoolers (Ethiopia: 139 of which 44.6% boys; Mage = 63.83 months; SD = 7.68 months; Hungary: 127 of which 48% boys; Mage = 62.06 months; SD = 9.37 months) with their parents (Ethiopia: 45.32% male; Mage = 36.66 years; SD = 7.14 years; Hungary: 13.18% male; Mage = 37.71 years; SD = 5.97 years). The independent samples t-test showed that Ethiopian parents view fostering academic skills for preschooler significantly more important than their Hungarian counterparts do. We also found that while Ethiopian parents hold the belief that academic and cognitive development is the major purpose of preschool education, Hungarian prioritize social-emotional development and entertainment. Additionally, preschoolers in Ethiopia were reported to engage in academic and arts and crafts activities after preschool significantly more frequently than their Hungarian counterparts. On the contrary, preschoolers in Hungary were found to engage in fine-motor activities, solitary play, sports and other physical activities significantly more frequently than their Ethiopian counterparts. No significant differences were found in EF skills between preschoolers from Ethiopia and Hungary. Results from hierarchical regression analyses showed that, after accounting for age and SES, preschoolers' frequency of pretend play and their parents' play support beliefs were found to be small to medium-sized predictors of inhibitory control skills in both samples. However, children's frequency of having breakfast at home was another significant predictor in the Ethiopian sample only. The frequency of participation in arts and crafts and other fine-motor activities were found to be important predictors of preschoolers' visual-spatial working memory skills in the Ethiopian and the Hungarian samples, respectively. We also found that, after controlling for SES, parental play support was an important factor associated with preschoolers' shifting skills only in the Hungarian sample. Based on the findings, we made important conclusions.

arXiv Open Access 2021
Superconducting triplet rim currents in a spin-textured ferromagnetic disk

Remko Fermin, Dyon van Dinter, Michel Hubert et al.

Since the discovery of the long-range superconducting proximity effect, the interaction between spin-triplet Cooper pairs and magnetic structures such as domain walls and vortices has been the subject of intense theoretical discussions, while the relevant experiments remain scarce. We have developed nanostructured Josephson junctions with highly controllable spin texture, based on a disk-shaped Nb/Co bilayer. Here, the vortex magnetization of Co and the Cooper pairs of Nb conspire to induce long-range triplet (LRT) superconductivity in the ferromagnet. Surprisingly, the LRT correlations emerge in highly localized (sub-80 nm) channels at the rim of the ferromagnet, despite its trivial band structure. We show that these robust rim currents arise from the magnetization texture acting as an effective spin-orbit coupling, which results in spin accumulation at the bilayer-vacuum boundary. Lastly, we demonstrate that by altering the spin texture of a single ferromagnet, both $0$ and $π$-channels can be realized in the same device.

en cond-mat.supr-con
arXiv Open Access 2021
CausalRec: Causal Inference for Visual Debiasing in Visually-Aware Recommendation

Ruihong Qiu, Sen Wang, Zhi Chen et al.

Visually-aware recommendation on E-commerce platforms aims to leverage visual information of items to predict a user's preference. It is commonly observed that user's attention to visual features does not always reflect the real preference. Although a user may click and view an item in light of a visual satisfaction of their expectations, a real purchase does not always occur due to the unsatisfaction of other essential features (e.g., brand, material, price). We refer to the reason for such a visually related interaction deviating from the real preference as a visual bias. Existing visually-aware models make use of the visual features as a separate collaborative signal similarly to other features to directly predict the user's preference without considering a potential bias, which gives rise to a visually biased recommendation. In this paper, we derive a causal graph to identify and analyze the visual bias of these existing methods. In this causal graph, the visual feature of an item acts as a mediator, which could introduce a spurious relationship between the user and the item. To eliminate this spurious relationship that misleads the prediction of the user's real preference, an intervention and a counterfactual inference are developed over the mediator. Particularly, the Total Indirect Effect is applied for a debiased prediction during the testing phase of the model. This causal inference framework is model agnostic such that it can be integrated into the existing methods. Furthermore, we propose a debiased visually-aware recommender system, denoted as CausalRec to effectively retain the supportive significance of the visual information and remove the visual bias. Extensive experiments are conducted on eight benchmark datasets, which shows the state-of-the-art performance of CausalRec and the efficacy of debiasing.

arXiv Open Access 2021
The visual appearances of disordered optical metasurfaces

Kevin Vynck, Romain Pacanowski, Adrian Agreda et al.

Nanostructured materials have recently emerged as a promising approach for material appearance design. Research has mainly focused on creating structural colours by wave interference, leaving aside other important aspects that constitute the visual appearance of an object, such as the respective weight of specular and diffuse reflectances, object macroscopic shape, illumination and viewing conditions. Here, we report the potential of disordered optical metasurfaces for harnessing visual appearance. We develop a multiscale modelling platform for the predictive rendering of macroscopic objects covered by metasurfaces in realistic settings, showing how nanoscale resonances and mesoscale interferences can be used to spectrally and angularly shape reflected light and thus create unusual visual effects at the macroscale. We validate this property with realistic synthetic images of macroscopic objects and centimetre-scale samples observable with the naked eye. This framework opens new perspectives in many branches of fine and applied visual arts.

en physics.optics, cond-mat.mes-hall
S2 Open Access 2020
Video Games and Aesthetic Contemplation

P. Atkinson, Farzad Parsayi

Video games present incredibly rich visual environments that can be studied from a variety of perspectives including those germane to the visual arts. The medium has evolved to such a degree that evaluation should not rest on whether an individual game can be considered art, but what types of aesthetic engagement the medium affords. A key figure in the study of the visual arts is aesthetic contemplation, in which extended attention reveals aesthetic differences. Although the video game presents many sites and scenes worthy of such contemplation, this mode of spectatorship requires sufficient time and space to attend to a visual object. In order to open up a space for aesthetic engagement, many of the ludological and narrative demands of the game must recede. In this article, we will investigate the degree to which players have choice in how, or how long, they attend to a game’s visual environment.

30 sitasi en Psychology, Computer Science
arXiv Open Access 2020
Remixing Music with Visual Conditioning

Li-Chia Yang, Alexander Lerch

We propose a visually conditioned music remixing system by incorporating deep visual and audio models. The method is based on a state of the art audio-visual source separation model which performs music instrument source separation with video information. We modified the model to work with user-selected images instead of videos as visual input during inference to enable separation of audio-only content. Furthermore, we propose a remixing engine that generalizes the task of source separation into music remixing. The proposed method is able to achieve improved audio quality compared to remixing performed by the separate-and-add method with a state-of-the-art audio-visual source separation model.

en cs.SD, cs.MM
S2 Open Access 2019
Video art as digital play for young children

S. Leung, Kimburley W. Y. Choi, Mantak Yuen

In the 21st century, along with fine arts, media art has become an important genre for young children. Undoubtedly, early visual arts give children a powerful language with which to express themselves aesthetically, cognitively and creatively through the use of symbolic representations. However, digital play remains a controversial issue in early childhood education, causing many schools to delay implementing digital arts. Recently, a number of international scholars have studied how digital technologies relate to children's learning experiences at school, arguing that open-ended digital devices (eg, tablet computers, cameras and video recorders) may allow children to produce more creative content, such as drawings, photos and films. This study explored the role of video art in early visual arts education by using digital devices in a summer workshop in Hong Kong on video making, applying the digital play framework to the data collected. The findings revealed that the children who participated were able to explore the professional device through epistemic play. Meanwhile, they were able to use film language to share their toy-playing stories and make their own 1-minute video through ludic play. In this study, the children engaged in concurrent exploratory activities, using a digital video recorder and toys to create innovative and imaginative play. The findings of this study increase practitioners' and leaders' awareness of the role of digital play in early childhood education. Practitioner Notes What is already known about this topic? Digital arts initiatives in early childhood education have been discussed around the world; however, the implementation of digital arts learning projects has been a challenging undertaking in schools. The digital play framework has been introduced in the previous literature. This framework helps teachers observe, plan for and integrate the use of still-camera technologies in play-based learning. What this paper adds This study aims to offer practical advice on the integration of video art in children's digital play activities. It adopts a theoretical lens related to video making to examine techniques and engagement among children in the Asia-Pacific region. It supplements the existing digital play framework with additional indicators associated with learning to use video cameras through play. Implications for practice and policy This study sheds new light on the application of open-ended digital devices in children's play and learning. The results highlight the value of children's play in digital arts and the possibility of integrating digital arts into the early childhood curriculum in schools.

29 sitasi en Sociology
S2 Open Access 1969
The Sonic Environment of Cities

M. Southworth

M ICHAE L SOUTHWORTH received a Master’s degree in City Planning from MlT, where he specialized in the visual arts, city design, and environmental psychology. He was design coordinator and research advisor for a &dquo;Signs and Lights&dquo;project in Boston. He is the coauthor, with Alan Melting, of Detroit 1990: A Design Proposal for the I nner City, and has given several exhibits in light painting.

442 sitasi en Geography
DOAJ Open Access 2019
"Mad Men" and television aesthetics: Final shots as a tool for textual configuration

Miguel A. Huerta, Ernesto Pérez

Academic studies of Mad Men confirm that television aesthetics awaken a secondary interest among scholars. The present work joins the body of critical literature that defends the importance of style to television programming. In spite of the thrust and value of the new results achieved by television aesthetics, it is enough to look into the existing bibliography about works like Mad Men to arrive at the conclusion that their scope continues to be comparatively residual. In concrete terms, a formal analysis (scale, placing, length, angle, movement, composition, etc.) of the ‘shot unit’ related to this series is proposed. This will examine the 92 units that comprise the final shot of each episode of Mad Men, to yield the quantitative and qualitative elements that help forge the ‘aesthetic of emptiness’ that characterizes the TV show created by Matthew Weiner. The final images of each installment make up a kind of unhurried ritual in which the television form portrays a man on his own, trapped in an oppressive setting and unable to progress dramatically.

Fine Arts, Visual arts

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