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Tytuł:
Digital performance and avant-garde artistic distinctions
Autorzy:
Sztabińska, Paulina
Powiązania:
https://bibliotekanauki.pl/articles/593821.pdf
Data publikacji:
2017
Wydawca:
Łódzkie Towarzystwo Naukowe
Tematy:
digital performance
Avant-Garde
postmodernism
cyberculture
performativity
“dialogical interaction”
digitalny performance
awangarda
cyberkultura
performatywność
“dialogiczne obcowanie”
Opis:
Digital performance is an artistic phenomenon isolated at the beginning of the 21st century. In the subsequent years, the scope of interest of the researchers analyzing this phenomenon has extended not only to new projects, but also to the works constituting its “prehistory,” dating back to the 1960s and 1970s, and to selected avant-garde projects from the first half of the 20th century. This interest has resulted in a number of theoretical studies on digital performance, which is associated on the one hand with the latest achievements in information technology, and on the other with human bodily performance, frequently contrasted with technology-based approaches in art. Digital performance seems to be a concept integrating both of those areas. Basing on this example, one can examine the various manifestations of apparent interdependence between its components, as well as the evolution of the issues that were of interest to the historical avant-garde. The present author argues that digital performance is a unique artistic phenomenon that does not fit within the usually employed theoretical categories. There are three possible perspectives from which it can be approached. Firstly, it might be considered in the context of postmodernism, as a kind of postmodern hybrid, a cross between the tendencies previously regarded as opposed (e.g. in avant-garde and neo-avant-garde art). However, as suggested by such authors as Steve Dixon, it is also possible to separate it from the postmodern strategies and see it as a manifestation of the hidden aspirations of artists from both the first and the second half of the 20th century. In the new artistic phenomenon, they have taken on an explicit form thanks to the use of the latest technological developments. The second interpretation of digital performance is to regard it as a characteristic manifestation of cyberculture, combining the biological and the technological (cf. Roy Ascott, R.W. Kluszczyński). According to this interpretation, it functions “in-between” (in interspaces and “intertimes,” revealing the multidimensional fluidity of the contemporary world. The third of the theoretical perspectives discussed here reflects the views of W.J.T. Mitchell and Mindy Fenske. Contrary to the cybercultural interpretation, which presupposes the convergence of the performative and the digital, the existence of a dialectic opposition between them is emphasized here. Overcoming it through transition from thesis to anti-thesis in order to achieve synthesis (or, using different terminology, dialogue negotiation) involves searching for a connection between biology and technology, even if the result of this search is still incomplete and not definitive. The concept of dialogue assumes that even if performativity and digitalism are converged, the original nature of the starting elements is sensed, and it is possible to consider different ways in which these elements are involved in the dialogic interaction.
Digitalny performans jest zjawiskiem artystycznym wyodrębnionym na początku XXI wieku. W następnych latach zakres zgromadzonych przykładów był powiększany nie tylko o nowopowstające realizacje, a również o prace stanowiące rodzaj „prehistorii”, pochodzące z lat 60. i 70., oraz o wybrane dokonania awangardowe z pierwszej połowy XX wieku. Jednocześnie zaczęły pojawiać się opracowania teoretyczne dotyczące tego zjawiska, które z jednej strony związane jest z najnowszymi osiągnięciami elektroniki, z drugiej zaś odnosi się do cielesności człowieka, którą często w sztuce przeciwstawiano zabiegom opartym na technologii. Dlatego na jego przykładzie można prześledzić różnorodne sposoby występowania zagadnień, które stanowiły przedmiot zainteresowania historycznej awangardy. Przedstawione w artykule rozważania wskazują, ze digitalny performans jest szczególnym zjawiskiem artystycznym, nie poddającym się konceptualizacji w ramach zwykle stosowanych kategorii teoretycznych. Po pierwsze można rozważać go w kontekście postmodernizmu, przyjmując, że jest rodzajem ponowoczesnej hybrydy stanowiącej rezultat skrzyżowania tendencji uważanych wcześniej (np. w sztuce awangardowej i neowawangardowej) za przeciwstawne lub, co sugeruje np. Steve Dixon, poprzez oddzielenie go od strategii postmodernistycznych i dostrzeżenie w nim rezultatu ujawnienia się dążeń występujących w postaci ukrytej w poszukiwaniach artystów zarówno z pierwszej jak drugiej połowy XX wieku. Przybrały one jawną postać dzięki zastosowaniu najnowszych osiągnięć technicznych. Druga wersja interpretacyjna digitalnego performansu związana jest z uznaniem go za charakterystyczny przejaw cyberkultury, łączącej w całość to, co biologiczne i technologiczne (Roy Ascott, R.W. Kluszczyński). Przy tej interpretacji funkcjonowałby on „pomiędzy” (w między-przestrzeniach i między-czasach), ujawniając wielokształtną płynność współczesnego świata. Trzecia z omówionych w artykule perspektyw teoretycznych nawiązuje do rozważań W.J.T. Mitchella i M Fenske. W przeciwieństwie do interpretacji cyberkulturowej, zakładającej zjednoczenie elementu performatywnego i digitalnego, akcentuje się tu występowanie dialektycznych opozycji między nimi. Ich przezwyciężanie na zasadzie przejścia od tezy do antytezy w celu osiągnięcia syntezy, czy też, stosując inną terminologię, dialogowe negocjowanie, zakłada poszukiwanie związku między biologią a techniką, jednak wciąż niepełnego i nie ostatecznego. Koncepcja dialogu wskazuje, że nawet wówczas, gdy dochodzi do zjednoczenia performatywnosci i digitalności wyczuwalny jest pierwotny charakter elementów wyjściowych i możliwe jest branie pod uwagę różnych sposobów ich „dialogicznego obcowania”.
Źródło:
Art Inquiry. Recherches sur les arts; 2017, 19; 257-272
1641-9278
Pojawia się w:
Art Inquiry. Recherches sur les arts
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Dramaturgia nowych mediów i performans postcyfrowy. Projektowanie doświadczeń użytkownika we współczesnych sztukach performatywnych
New media dramaturgy and postdigital performance. User experience design of contemporary performing arts
Autorzy:
Kłeczek, Jakub
Powiązania:
https://bibliotekanauki.pl/articles/2036491.pdf
Data publikacji:
2021-12-15
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
post-digital performance
new media dramaturgy
user experience design
performing arts
Interrobang
Blast Theory
Opis:
The paper aims to answer the question – to what extent is the current reflection on user experience design in performing arts still valid? The text discusses the concept of post-digital performance (Causey); and the phenomenon of user experience design in the face of new media dramaturgy (Eckersall, Grehan, Scheer). From the perspective of these concepts and phenomena, I describe two works (To Like or Not to Like by Interrobang and Karen by Blast Theory). The text complements the discussion on performance artists’ approaches to media technologies. In this paper, I describe the changes in designing the relationships of performers and users (individualization and personalization) and the contexts of everyday media practices in artists’ strategies.
Źródło:
Przestrzenie Teorii; 2021, 36; 109-125
2450-5765
Pojawia się w:
Przestrzenie Teorii
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Shakespeare’s Hamlet/Hamlet, Shakespeare 3.0, and Tugged Hamlet, The Comic Prince of The Polish Cabaret POTEM
Autorzy:
Sosnowska, Monika
Powiązania:
https://bibliotekanauki.pl/articles/648044.pdf
Data publikacji:
2018
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
Hamlet
cabaret performance
parody
digital Shakespeare
Opis:
Shakespeare’s dramas are potentialities. Any Hamlet may be understood as the space in which Shakespeare’s thoughts are remembered, as a reproduced copy of the unspecified, unidentified source, the so called original. Simultaneously, it may be conceived of as the space where Shakespeare’s legacy and authority is tested, trifled and transgressed. Nowadays Shakespeare’s dramas are disseminated in multifarious forms such as: printed materials, audio and video recordings, compact audio discs, digital videos and disc recordings. Since I am fond of the cultural phenomenon called Hamlet, not a singe text or performance, but a continuum of human interaction with intermediated and transcoded versions of the drama, in this article I focus on the abovementioned single play. I accentuate the title character’s profound meaning in Shakespeare studies and his iconic status in Western culture in different media. I exploit W.B. Worthen’s concept of “Shakespeare 3.0.” to demonstrate Shakespeare’s presence in digital reality on the example of a comic rendering of Hamlet (Tugged Hamlet, 1992) by the Polish cabaret POTEM. Their cabaret sketch, although it was not created for the Internet audience, is available on-line via YouTube, consituting “Shakespeare 3.0.” Furthermore, I pose several questions and attempt to answer them in the course of my analysis: to what extent does the image of a mournful and contemplative Hamlet pervade different dimensions of culture, especially our collective imagination?; what chances of realization has a cultural fantasy of challenging the myth of a witty and contemplative Hamlet when re-written and presented as a pastiche or satire?; was the Polish cabaret POTEM succesful in their comic performance?
Źródło:
Multicultural Shakespeare: Translation, Appropriation and Performance; 2018, 17, 32; 81-93
2083-8530
2300-7605
Pojawia się w:
Multicultural Shakespeare: Translation, Appropriation and Performance
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
A study of digital transformation and MSMEs performance from a spatial perspective: Evidence from China
Autorzy:
Zheng, Bing
Yuan, Yuqing
Li, Huizhuan
Jiang, Yihan
Powiązania:
https://bibliotekanauki.pl/articles/18721474.pdf
Data publikacji:
2023
Wydawca:
Uniwersytet Ekonomiczny w Katowicach
Tematy:
digital transformation
double sampling frame
performance analysis
MSMEs
Opis:
Aim/purpose – Not only have micro, small, and medium enterprises (MSMEs) been regarded as a driving force of the national economy, but they have also become important in promoting innovation and entrepreneurship. In general, today’s MSMEs face problems, such as high business costs, insufficient innovation, and inadequate management capabilities, that have all forced the digital transformation of MSMEs. However, in existing studies, the impact of digital transformation on performance is controversial, and the subjects are generally listed companies. In this paper, we have decided to use micro business survey data and analyze them from a spatial perspective to explore how MSMEs’ digital transformation plays a role in influencing performance and the path of its effect. Design/methodology/approach – We use a sampling method with a dual directory-regional sampling frame to investigate MSMEs in Ningbo City, Zhejiang Province, China and then delve into the impact of digital transformation on enterprise performance from a spatial perspective by the spatial weighted logit model. Findings – Hierarchical analysis shows that there is a large room for improvement in the Digital transformation of enterprises. The digitalization level of an enterprise has a positive impact on performance. While from a spatial perspective, the digitalization level of neighboring enterprises has a negative impact on the performance of the enterprise. Path analysis shows that the digital transformation of enterprises can increase innovation, reduce costs, and improve the performance of enterprises. Originality/value – We provide an empirical basis for vigorously promoting the digital transformation of enterprises, jointly building digital parks, and improving enterprise performance by reducing costs and improving efficiency. At the same time, it provides relevant suggestions for digital transformation for manufacturing MSMEs that are hesitant to see or are at a loss in the digital transformation and helps manufacturing MSMEs to achieve cost reduction and increase efficiency.
Źródło:
Journal of Economics and Management; 2023, 45; 319-343
1732-1948
Pojawia się w:
Journal of Economics and Management
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Impact of Digital Leadership on Organizational Performance: A Study in Vietnams coal Mining Companies
Autorzy:
Le, Van Chien
Nguyen, Duc Thang
Pham, Kien Trung
Nguyen, Thi Hoai Nga
Powiązania:
https://bibliotekanauki.pl/articles/27323234.pdf
Data publikacji:
2023
Wydawca:
Polskie Towarzystwo Przeróbki Kopalin
Tematy:
digital transformation
digital leadership
digital transformation strategy
digital skills
organization performance
coal mining company
transformacja cyfrowa
strategia
górnictwo
Opis:
Under the influence of the 4th industrial revolution and the impact of the Covid-19 pandemic, digital transformation is rapidly taking place in all aspects of society. For businesses, digital transformation is an essential and objective trend for their sustainability and development. The purpose of digital transformation for businesses is to enhance operational efficiency through factors such as accelerating market speed, gaining competitive advantage, driving revenue growth, increasing labor productivity, and expanding customer attraction and retention. Numerous studies have indicated that the process of digital transformation in businesses is influenced by leadership and digital transformation strategies, and digital transformation has an impact on business performance. This study aims to identify the relationship between digital leadership and the operational efficiency of coal mining companies in Vietnam, with the mediating role of digital transformation strategies. Additionally, the study examines the moderating role of digital skills on the relationship between digital transformation strategies and the operational efficiency of the organizations. The research surveyed 111 employees and workers currently working in coal mining companies in Vietnam. Through analysis and hypothesis testing, the results showed that digital leadership does not have a direct impact on coal companies’ operational efficiency. However, it indirectly affects business performance through the mediating role of digital transformation strategies. The study's findings also revealed that the digital skills of employees play a moderating role in enhancing the relationship between digital transformation strategies and the operational efficiency of the organization.
Źródło:
Inżynieria Mineralna; 2023, 2; 121--130
1640-4920
Pojawia się w:
Inżynieria Mineralna
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Stosowanie mediów cyfrowych w edukacji wyższej – konfrontacja opinii nauczycieli akademickich i studentów
Application of Digital Media in Higher Education – a Juxtaposition of Opinions of Both Academic Teachers and Students
Autorzy:
Klimas, Patrycja
Powiązania:
https://bibliotekanauki.pl/articles/15840046.pdf
Data publikacji:
2018-09-15
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
digital media
electronic media
higher education
education performance
modern teaching
Opis:
Recommendations made by policy makers, increasing competitive pressure and growing popularity of digital media among participants of teaching processes contribute to their increasingly extensive use at Polish universities. The fact that the teaching processes has entered the new, digital dimension reveals the need for information concerning the relevance of use of electronic media, especially from the perspective of achieving learning outcomes. Given the above, the purpose of this paper is to present results of research on opinions of both students and academics on the need and significanceof the application of digital media in the learning processes.For the purposes of the article, a quantitative research was conducted among 86 students and 66 teachers from University of Economics in Katowice. The data was collected in April 2015 using an online surveying technique and analyzed using statistical description.In the light of our results, the application of electronic media seems to not only be imposed by macro- and micro-environmental conditions, but also to be expected by the main participants of educational processes taking place at university level. The results show that both groups of respondents consider the use of digital media at least as advisable for the achievement of learning outcomes (71.8% of responses covered labels: advisable, recommended or required). However, the level of necessity is slightly higher when digital tools are used by students (80.7%) than by teachers (70.3%). In general, multimedia presentations have been identifiedas the most required form of digital media application in teaching at the university.
Źródło:
Studia Edukacyjne; 2018, 49; 269-280
1233-6688
Pojawia się w:
Studia Edukacyjne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Viability of Using Digital Games for Improving Team Cohesion: A Systematic Review of the Literature
Autorzy:
Kovalčík, Juraj
Švecová, Magdaléna
Kabát, Michal
Powiązania:
https://bibliotekanauki.pl/articles/41310123.pdf
Data publikacji:
2023
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
review
team building
team cohesion
team performance
teamwork
Opis:
Team cohesion, teamwork and team building are important constructs regarding teams and their performance in various organizations and environments. In this review, we summarize the current state of research on the influence of digital games on team cohesion and related constructs. We found a total of 7 studies that fit the criteria, resulting in 18 outcomes. Among the 18 outcomes that improved throughout the intervention, 15 reported significant improvement from the intervention and 3 reported no significant differences. Specifically, team communication, task delegation, atmosphere, trust, team flow, team performance and goal commitment were the most improved sub-constructs by team building video gaming interventions. The majority (n = 9) of those with significant improvements post-test were from randomly controlled trials (RCTs) with single or two control groups. Overall, we found that team video gaming may be effective in supporting team cohesion or team building; however, to enhance the understanding of the relationship between digital games and team cooperation, it is recommended to extend or vary gameplay intervention times, prioritize diverse outcome measures, address reporting biases, conduct follow-up assessments, include diverse populations and report demographics, and recognize the specific effects of different game features on outcomes.
Źródło:
Acta Ludologica; 2023, 6, 1; 46-65
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Cosplay Phenomenon in Intentions of Art Marketing
Autorzy:
Hodinková, Dana
Púchovská, Oľga
Račkovičová, Lucia
Powiązania:
https://bibliotekanauki.pl/articles/2150917.pdf
Data publikacji:
2021
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
art marketing
cosplay
digital culture
performance art
personal brand
social media
Opis:
Since the 1980s, the cosplay phenomenon has become a significant aspect of popular culture mainly in Japan, but also in other parts of Asia and in the Western world as well. Nowadays, cosplay events are the most common feature of various fan conventions and there are also dedicated conventions, such as local and international competitions. Websites, social networks, and other forms of social media centred on cosplay activities are just as popular places for the presentation of cosplayers work, and also for cosplay fan conventions. We encounter the definition of this phenomenon mainly in sociological studies, but in its definition from a marketing point of view, and also in term of art studies is less frequent in an academic environment. In the presented study, we look at the cosplayer as an artist with the possibility to become a brand. Cooperation with cosplayers is attractive for different categories of products, not only directly connected with popular culture, e.g., cooperation with bank institutions. On the other hand, it is really necessary to underline the connection with products and texts of popular culture. In the case of self-promotion of cosplayers, games, movies and other pop-culture festivals and events take really important place. This study aims to present a theoretical reflection of the cosplay phenomenon from the perspective of art marketing, as a potential basis for the further research in this area. The situation is illustrated by practical examples.
Źródło:
Acta Ludologica; 2021, 4, 2; 78-95
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Shakespeare in Digital Games and Virtual Worlds
Autorzy:
Timplalexi, Eleni
Powiązania:
https://bibliotekanauki.pl/articles/648293.pdf
Data publikacji:
2018
Wydawca:
Uniwersytet Łódzki. Wydawnictwo Uniwersytetu Łódzkiego
Tematy:
Shakespeare
digital games
virtual worlds
media and performance
computers and theatre
Opis:
Shakespeare’s plays have long flirted with using various artistic and medial forms other than theatre, such as cinema, music, visual arts, television, comics, animation and, lately, digital games and virtual worlds. Especially in the 20th and 21st century, a fascination with Shakespeare both as a historical and theatrical figure and as a playwright has become evident in screen based media (cinema, television and video), ranging from “faithful,” almost documented performances of his plays to free style adaptations or vague film references. Digital games and virtual worlds carry on this tradition of the transmedial journey of Shakespeare’s plays to screen based media but top it up with new forms of interaction and performativity. For the first time in the history of mankind everyone can enjoy firsthand from his armchair and for free the experience of taking part in a play by the Bard by entering a virtual world as if it was a stage and by assuming roles through avatars. The article attempts first to introduce the reader to the deeper needs that gave rise to animation, a fundamental aspect of digital gaming and virtual worlds. It then tries to illuminate the various facets of digital performance and gaming, especially in relation to Shakespeare-themed and inspired digital games and virtual worlds, by putting forward some axes of classification. Finally, it both suggests some ideas that may be of use in rendering the Shakespeare gaming experience more “complete” and “theatrical” and ends by acknowledging the immense potential for the exploration of theatricality and performativity in digital games and virtual worlds.
Źródło:
Multicultural Shakespeare: Translation, Appropriation and Performance; 2018, 18, 33; 129-144
2083-8530
2300-7605
Pojawia się w:
Multicultural Shakespeare: Translation, Appropriation and Performance
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Performance-Based Dynamic Difficulty Adjustment and Player Experience in a 2D Digital Game: A Controlled Experiment
Autorzy:
Robb, Nigel
Zhang, Bo
Powiązania:
https://bibliotekanauki.pl/articles/2150903.pdf
Data publikacji:
2022
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
adaptive software
digital games
dynamic difficulty adjustment
flow
game balancing
performance
Opis:
Dynamic difficulty adjustment (DDA) in digital games involves altering the difficulty of a game based on real-time feedback from the player. Some approaches to DDA use measurements of player performance, such as success rate or score. Such performance-based DDA systems aim to provide a bespoke level of challenge to each player, so that the game is neither too hard nor too easy. Previous research on performance-based DDA shows that it is linked to better player performance but finds mixed results in terms of player experience (e.g., enjoyment). Also, while the concept of flow is regarded as an important aspect of digital game experience, little research has considered the effects of performance-based DDA on flow. We conducted an experiment on the effects of performancebased DDA on player performance, enjoyment, and experience of flow in a digital game. 221 participants played either the DDA version of the game, a control version (difficulty remained constant), or an incremental version (difficulty increased regardless of performance). Results show that the DDA group performed significantly better. However, there were no significant differences in terms of enjoyment or experience of flow.
Źródło:
Acta Ludologica; 2022, 5, 1; 4-22
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł

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