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<!DOCTYPE html> | ||
<html lang="en"> | ||
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<head> | ||
<meta charset="UTF-8"> | ||
<title>Shanshui Journey - 总结复盘第一篇Leonardo</title> | ||
<link rel="icon" href="../../images/logo.png"> | ||
<link rel="apple-touch-icon" sizes="57x57" href="../../images/apple-icon-57x57.png"/> | ||
<link rel="apple-touch-icon" sizes="72x72" href="../../images/apple-icon-72x72.png"/> | ||
<link rel="apple-touch-icon" sizes="114x114" href="../../images/apple-icon-114x114.png"/> | ||
<link rel="apple-touch-icon" sizes="144x144" href="../../images/apple-icon-144x144.png"/> | ||
<link rel="stylesheet" type="text/css" href="../../style.css"> | ||
</head> | ||
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<body> | ||
<section id="bar"> | ||
<a href="../../index.html"><img src="../../images/logo.svg" width=180 class="logo"></a> | ||
<nav> | ||
<p style="text-align: center;">"I enjoy coffee, beer, hotpot and extreme sports."</p> | ||
<ul> | ||
<!-- <li> | ||
<a href="index.html"><span class="tab_highlight">Projects</span></a> | ||
</li> --> | ||
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<li> | ||
<a href="../../professorship.html"><span>a = "professor"</span></a> | ||
</li> | ||
<li> | ||
<a href="../../practice.html"><span>v = "artist"</span></a> | ||
</li> | ||
<li> | ||
<a href="../../research.html"><span>e = "scholar"</span></a> | ||
</li> | ||
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<li> | ||
<a href="../../entrepreneurship.html"><span>n = "entrepreneur"</span></a> | ||
</li> | ||
<li id="contact_aven"> | ||
<a href="../../about.html"><span>About</span></a> | ||
</li> | ||
</ul> | ||
<p style="text-align: center;"> | ||
for x in [a,v,e,n]:<br><br> | ||
"Meanwhile, I respect myself as {} in professional capacities".format(x)</p> | ||
</nav> | ||
</section> | ||
<article> | ||
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<section class="content"> | ||
<h2 class="subtitle">Leonardo和我的第一篇文章</h2> | ||
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<p class="description"> | ||
从去年11月中完成初稿后一直搁置到今年3月初,一周密集地修改后于3月10号完成投稿。大概3个月后,6月2号收到第一轮意见并要求7月13号提交revision。最终于7月初一两周时间根据reviwer意见密集修改后,于7月8号第二次提交,当前等待结果中。 | ||
</p> | ||
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<h2 class="subtitle">Leonardo的一些信息</h2> | ||
<p class="description"> | ||
Leonardo应该是 Art+Technology这个领域首屈一指的期刊。Metrics纬度,它是AHCI且在SJR分区排名中为Q1(Visual Art and Performing Art子类)。其他比较类似期刊有Digital Creativity,但最高rank是Q2。 也有CoDesign等其他高排位期刊,但都是偏设计类不是真正的Art+Technology,尤其是和art practice直接相关的期刊别无二选;从我目前的搜罗来看,可能 International Journal of Performance Arts and Digital Media 性质类似,但是它只是ESCI。 | ||
<br><br> | ||
另有Poetics,Continuum,October,The Journal of Aesthetics and Art Criticism 等SSCI/AHCI期刊,似乎非常“文科”,待确定相关性。最近在想如果不是“Project”而偏纯文科,从文献中生发观点的文章应该去哪里;找到些 (AHCI)Art Journal 例如 OXford Art Journal <a href = "https://academic.oup.com/oaj/pages/General_Instructions">(Oxford Academic)</a> 和 | ||
Art Journal <a href = "https://www.tandfonline.com/action/journalInformation?journalCode=rcaj20">(Tylor & Francis)</a> 等,需要进一步研究并总结到期刊列表。 | ||
<br><br> | ||
本来关于Leonardo的权威性只是通过行业口碑的认知,但是它没有其他同类期刊的事实难免让人怀疑它这“第一”的含金量——到底是打遍天下无敌手的没有对手,还是真的没有竞争者、属于自己和自己玩儿的没有对手。但最近在做一些关于Generative Art的Research,偶然的一些发现让我彻底对Leonardo有了全新的认知。 | ||
<br><br> | ||
<img class="center_img" src="images/Vera Molnar.jpg" width="800"> | ||
来自Google Search网页截图,搜索 Vera Molnar。 | ||
<br><br> | ||
我在找到Semantic Shcolar上找到一些关于古早时期的Artist做Computer Art的相关research,例如关于Vera Molnar的Toward Aesthetic Guidelines for Paintings with the Aid of a Computer发表于Leonardo。本来合情合理,研究Vera Monlar的Generative Art发在Leonardo上没有问题,但是当看到作者和发表时间的时候事情就变得有意思起来。 | ||
<br><br> | ||
<img class="center_img" src="images/monlar-1.png" width="800"> | ||
Toward Aesthetic Guidelines for Paintings with the Aid of a Computer PDF截图。 | ||
<br><br> | ||
这是一篇Vera Molnar写的关于自己的Practice的Paper!类似地,Georg Nees,Michael Noll 还有George Stiny and Michael Thompson等artist不仅仅写自己的work,还互相发评论对方publication的文章。Leonardo就是这些早期artist关于Art+Technology展示和讨论的舞台。这大概才是Leonardo的底色,不是Indexing和Ranking的问题,它是原生的Art+Technology Research&Publication Platform! | ||
<br><br> | ||
<!-- <img class="center_img" src="images/medium-1.png" width="800"> | ||
<img class="center_img" src="images/medium-2.png" width="800"> | ||
相关文章截图。 --> | ||
Jul 23, 2023 南沙 (未完待续)。 | ||
</p> | ||
<!-- | ||
<h2 id='interactive-mirror' class="subtitle">Shanshui Journey的始末</h2> | ||
<p class="description"> | ||
互动和生成(Interactive and Generative)有着天生的数字基因并自然而然地紧密联系。互动的逻辑是读取物理世界的数据并传送给数字世界、以期待数字世界经过某种处理再把结果信号返还回物理世界;而生成是拿参数、数据作为起点按照某种设计过的逻辑或者算法去生成内容,互动+生成的设计即是完成一整个信息的从物理到数字再到物理世界的闭环流转。<br><br> | ||
关于涉及到房间尺寸的视觉内容的装置产品,酷栈的兴趣和未来的发展,也将可能紧扣互动和生成这两个关键词。前面的提到的这些关于互动数字墙和地板的视觉创意,除了CG动态墙属于另外一个技术线、不在酷栈的考量范围内以外,其他全部都是相对成型的数字交互艺术创作手段,也都是酷栈可以做的。<br><br> | ||
酷栈在这里可以有两种模式,一是提供可复用的产品 - 以代码生成视觉为主要内容形式的交互(或者不交互的)地板、背景墙,或者镜子型的交互墙;复用的同时,可以在视觉呈现如颜色、抽象图案元素上做适配性调整,结合着空间营造的前提下可以相对小的投入却收获不错的效果(见Edge of Government,2019案例)。另一类是在我在涉及“数据驱动交互视觉”提到的,酷栈可以提供完全定制的艺术装置创意+实现;用科技或者人工智能创作的艺术装置,这也是我的本行。<br><br> | ||
从一幅画和一面镜子的尺度到墙、地板和天花板,这个线索的意图很明显。下一篇将是“沉浸式空间”,当我们把这些带有互动视觉内容的墙、地板围合起来可不就是“沉浸式空间”嘛。 | ||
</p> | ||
<h2 id='interactive-mirror' class="subtitle">从Shanshui Journey来的Take Away</h2> | ||
<p class="description"> | ||
互动和生成(Interactive and Generative)有着天生的数字基因并自然而然地紧密联系。互动的逻辑是读取物理世界的数据并传送给数字世界、以期待数字世界经过某种处理再把结果信号返还回物理世界;而生成是拿参数、数据作为起点按照某种设计过的逻辑或者算法去生成内容,互动+生成的设计即是完成一整个信息的从物理到数字再到物理世界的闭环流转。<br><br> | ||
关于涉及到房间尺寸的视觉内容的装置产品,酷栈的兴趣和未来的发展,也将可能紧扣互动和生成这两个关键词。前面的提到的这些关于互动数字墙和地板的视觉创意,除了CG动态墙属于另外一个技术线、不在酷栈的考量范围内以外,其他全部都是相对成型的数字交互艺术创作手段,也都是酷栈可以做的。<br><br> | ||
酷栈在这里可以有两种模式,一是提供可复用的产品 - 以代码生成视觉为主要内容形式的交互(或者不交互的)地板、背景墙,或者镜子型的交互墙;复用的同时,可以在视觉呈现如颜色、抽象图案元素上做适配性调整,结合着空间营造的前提下可以相对小的投入却收获不错的效果(见Edge of Government,2019案例)。另一类是在我在涉及“数据驱动交互视觉”提到的,酷栈可以提供完全定制的艺术装置创意+实现;用科技或者人工智能创作的艺术装置,这也是我的本行。<br><br> | ||
从一幅画和一面镜子的尺度到墙、地板和天花板,这个线索的意图很明显。下一篇将是“沉浸式空间”,当我们把这些带有互动视觉内容的墙、地板围合起来可不就是“沉浸式空间”嘛。 | ||
</p> --> | ||
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</section> | ||
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</article> | ||
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<section class="notes"> | ||
<a href="https://github.com/aaaven/aaaven.github.io" target="_blank">Source code</a> for this website is available | ||
on github. | ||
</section> | ||
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</body> | ||
</html> |
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