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

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

ISBN-10: 3642333281

ISBN-13: 9783642333286

ISBN-10: 364233329X

ISBN-13: 9783642333293

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

The 19 revised complete papers and the 2 poster papers hide numerous issues comparable to interplay and paintings, tune and function, and electronic Technology.

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

Sample text

A performance demands, according to Theory U an inverse and corresponding process similar to the left side of the model. This is divided into: 1) crystallization, 2) prototyping, 3) performance or action. 1) When individuals or groups experience a "presencing" state, they often deal with an intrinsic motivation and clarity in the form of a paradox: It is impossible not to act. It is impossible not to "crystallize" one’s thoughts on possible actions. 2) Scharmer suggests a rapid prototype of the crystallized actions.

To stay or remain at the surface” doesn’t mean to be superficial, but rather not to loose touch with the material truths of the empirical world, as in the etymological sense of the word “sur-face”. Observations are guided through reflections on: The “surface” of the work; The “process” of shaping; The “experience” of doing it; “What does the work say? ” [13]. After that, a coach has to make sure to harvest as much meaning as possible from the experience of art making, building bridges of meaning and associations between the artistic experience and real-life challenges.

In this way, they could leave their feedback about the exhibition by talking to a phone and listen to others' activating a radio [5]. Finally, systems such as Kurio introduce play more explicitly, intended as a way to support learning by doing and social interaction [5]. Kurio was designed to enrich families’ museum tours, introducing a form of shared-problem solving activity. Families are supposed to pretend they are time travelers, stranded in a different time, and gather information about the current time to be able to come back [7].

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Arts and Technology: Second International Conference, ArtsIT 2011, Esbjerg, Denmark, December 10-11, 2011, Revised Selected Papers by Wendy Keay-Bright (auth.), Anthony L. Brooks (eds.)

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