Virtual reality(VR)and augmented reality(AR)technologies have become increasingly important instruments in the field of art education as information technology develops quickly,transforming the conventional art educat...Virtual reality(VR)and augmented reality(AR)technologies have become increasingly important instruments in the field of art education as information technology develops quickly,transforming the conventional art education approach.The present situation,benefits,difficulties,and potential development tendencies of VR and AR technologies in art education will be investigated in this study.By means of literature analysis and case studies,this paper presents the fundamental ideas of VR and AR technologies together with their several uses in art education,namely virtual museums,interactive art production,art history instruction,and distant art cooperation.The research examines how these technologies might improve students’immersion,raise their learning motivation,and encourage innovative ideas and multidisciplinary cooperation.Practical application concerns including technology costs,content production obstacles,user acceptance,privacy,and ethical questions also come under discussion.At last,the article offers ideas and suggestions to help VR and AR technologies be effectively integrated into art education through teacher training,curriculum design,technology infrastructure development,and multidisciplinary cooperation.This study offers useful advice for teachers of art as well as important references for legislators and technology developers working together to further the creative growth of art education.展开更多
With the development of social science and technology,digital technology has been widely used in all walks of life.Especially in the field of medical education,the rational application of digital technology will creat...With the development of social science and technology,digital technology has been widely used in all walks of life.Especially in the field of medical education,the rational application of digital technology will create a simulated learning environment for students,which has a key impact on the improvement of medical education.This article is an analysis of the application of art and virtual reality in animal medical education.I hope that this analysis can play a certain role in improving the effect of today’s animal medical education,and provide a certain reference value for the reasonable application of digital technology and virtual reality technology in today’s animal medical education.展开更多
Wallace Stevens is a distinguished American modern poet.He come up with the idea of Supreme Fiction,in which he holds poetry as the union of reality and imagination,brings power,order,and wisdom to the world,which fea...Wallace Stevens is a distinguished American modern poet.He come up with the idea of Supreme Fiction,in which he holds poetry as the union of reality and imagination,brings power,order,and wisdom to the world,which features his work with philosophy and poetic wisdom.Stevens's perspectives on poetry writing and the needs of spiritual enrichment share some similarities with Friedrich Nietzsche on art and aesthetics-Art is the final form of sublimation of the souls of human beings.展开更多
The relationship between art and reality is broadly categorized according to mimesis.This paper attempts to examine the relationship among mimesis,art and reality in discussing criticisms of several representative cla...The relationship between art and reality is broadly categorized according to mimesis.This paper attempts to examine the relationship among mimesis,art and reality in discussing criticisms of several representative classical literature theorists.Their concepts of mimesis lead them to take an important position regarding artistic creation.展开更多
While images are central to the discipline of art history, surprisingly little research has been conducted on the uses of digital environments for teaching in the discipline. Over the past decade, more studies have em...While images are central to the discipline of art history, surprisingly little research has been conducted on the uses of digital environments for teaching in the discipline. Over the past decade, more studies have emerged considering the egalitarian space that can be used by students and teachers in web-based applications and social media. A body of literature has begun to emerge out of a small network of scholars and educators interested in digital humanities and art history, providing examples of how new tools can be integrated into the standard slideshow and lecture format of the field. At the same time, the latest technology that proves revolutionary for the field has had very little study-virtual reality (VR). Additionally, sensory evidence for digital art history and the creation of immersive interactive and multimodal environments for knowledge production is still underexplored. As multiple educational metaverses are currently under development, understanding best practices and pedagogical use of VR has never been timelier. This study seeks to review the pedagogical use of VR in art history current in the field and introduces results from a study of the most effective ways to use these immersive experiences using Bloom’s revised taxonomy. Results confirm that the most effective method to structure VR assignments is to provide training on the technology, provide students with the necessary instructional material to introduce the concept, skill or technique to be learned, create or select an immersive experience that reinforces that topic, and conclude with a debrief or discussion about major takeaways from the experience.展开更多
As fashion evolves to where it is today, its function is no longer lim-ited to wear-ability and aesthetics, instead, it has become an important element to highlight personal characteristics, social status, aesthetic t...As fashion evolves to where it is today, its function is no longer lim-ited to wear-ability and aesthetics, instead, it has become an important element to highlight personal characteristics, social status, aesthetic taste, and to distinguish social groups and features of socialization. Besides, the symbolic meaning conveyed by fashion has become more prominent. With the change of culture, economy and politics, and the development of technology and materials, it has been gradually separated from the functional needs in the traditional sense and is extending to the field of public art Meanwhile, its features of the times are also revealed.展开更多
To expand the past and present colour concept and reinvent fabric design methods, happening colour is used as a kind of new colour concept and form to design and analyse the resource of colour. With the aid of sophist...To expand the past and present colour concept and reinvent fabric design methods, happening colour is used as a kind of new colour concept and form to design and analyse the resource of colour. With the aid of sophisticated computer software and advanced digital printing machines, happening colour allows images of considerable complication and intricacy to be designed and produced in modern fabric design by various arrangement of printing colours, which also allows further shifts of colour emphasis of the different visual and psychogenic recept.展开更多
In order to realize parametric simulation of three-dimensional(3D)fabric structure based on web,a 3D model describing a plain knitted fabric,in which the cross-section of the yarn is circular shape and the path of the...In order to realize parametric simulation of three-dimensional(3D)fabric structure based on web,a 3D model describing a plain knitted fabric,in which the cross-section of the yarn is circular shape and the path of the yarn is cubic B-spline curve,is proposed in this paper.With this model,the 3D simulation of the loop and of the basic structures of the knitted fabric is realized by using Virtual Reality Modeling Language(VRML).The virtual simulation scene is suitable for network transmission with freely available VRML browsers and can be translated,scaled and rotated quite arbitrarily.By using Java and External Authoring Interface(EAI)technology,the web-based interactive simulation platform of weft knitted fabric is established.The user can input type of structures,basic fabric parameters,and yarn colors interactively to obtain a more realistic simulation result in real-time.A new approach is provided to imitate the knitted fabric 3D appearance on network.展开更多
文摘Virtual reality(VR)and augmented reality(AR)technologies have become increasingly important instruments in the field of art education as information technology develops quickly,transforming the conventional art education approach.The present situation,benefits,difficulties,and potential development tendencies of VR and AR technologies in art education will be investigated in this study.By means of literature analysis and case studies,this paper presents the fundamental ideas of VR and AR technologies together with their several uses in art education,namely virtual museums,interactive art production,art history instruction,and distant art cooperation.The research examines how these technologies might improve students’immersion,raise their learning motivation,and encourage innovative ideas and multidisciplinary cooperation.Practical application concerns including technology costs,content production obstacles,user acceptance,privacy,and ethical questions also come under discussion.At last,the article offers ideas and suggestions to help VR and AR technologies be effectively integrated into art education through teacher training,curriculum design,technology infrastructure development,and multidisciplinary cooperation.This study offers useful advice for teachers of art as well as important references for legislators and technology developers working together to further the creative growth of art education.
文摘With the development of social science and technology,digital technology has been widely used in all walks of life.Especially in the field of medical education,the rational application of digital technology will create a simulated learning environment for students,which has a key impact on the improvement of medical education.This article is an analysis of the application of art and virtual reality in animal medical education.I hope that this analysis can play a certain role in improving the effect of today’s animal medical education,and provide a certain reference value for the reasonable application of digital technology and virtual reality technology in today’s animal medical education.
文摘Wallace Stevens is a distinguished American modern poet.He come up with the idea of Supreme Fiction,in which he holds poetry as the union of reality and imagination,brings power,order,and wisdom to the world,which features his work with philosophy and poetic wisdom.Stevens's perspectives on poetry writing and the needs of spiritual enrichment share some similarities with Friedrich Nietzsche on art and aesthetics-Art is the final form of sublimation of the souls of human beings.
文摘The relationship between art and reality is broadly categorized according to mimesis.This paper attempts to examine the relationship among mimesis,art and reality in discussing criticisms of several representative classical literature theorists.Their concepts of mimesis lead them to take an important position regarding artistic creation.
文摘While images are central to the discipline of art history, surprisingly little research has been conducted on the uses of digital environments for teaching in the discipline. Over the past decade, more studies have emerged considering the egalitarian space that can be used by students and teachers in web-based applications and social media. A body of literature has begun to emerge out of a small network of scholars and educators interested in digital humanities and art history, providing examples of how new tools can be integrated into the standard slideshow and lecture format of the field. At the same time, the latest technology that proves revolutionary for the field has had very little study-virtual reality (VR). Additionally, sensory evidence for digital art history and the creation of immersive interactive and multimodal environments for knowledge production is still underexplored. As multiple educational metaverses are currently under development, understanding best practices and pedagogical use of VR has never been timelier. This study seeks to review the pedagogical use of VR in art history current in the field and introduces results from a study of the most effective ways to use these immersive experiences using Bloom’s revised taxonomy. Results confirm that the most effective method to structure VR assignments is to provide training on the technology, provide students with the necessary instructional material to introduce the concept, skill or technique to be learned, create or select an immersive experience that reinforces that topic, and conclude with a debrief or discussion about major takeaways from the experience.
文摘As fashion evolves to where it is today, its function is no longer lim-ited to wear-ability and aesthetics, instead, it has become an important element to highlight personal characteristics, social status, aesthetic taste, and to distinguish social groups and features of socialization. Besides, the symbolic meaning conveyed by fashion has become more prominent. With the change of culture, economy and politics, and the development of technology and materials, it has been gradually separated from the functional needs in the traditional sense and is extending to the field of public art Meanwhile, its features of the times are also revealed.
文摘To expand the past and present colour concept and reinvent fabric design methods, happening colour is used as a kind of new colour concept and form to design and analyse the resource of colour. With the aid of sophisticated computer software and advanced digital printing machines, happening colour allows images of considerable complication and intricacy to be designed and produced in modern fabric design by various arrangement of printing colours, which also allows further shifts of colour emphasis of the different visual and psychogenic recept.
基金Jiangsu Natural Science Foundation of University,China(No.07KJD540178)Foundation of Nantong Science and Technology of China(No.K2007009)Graduate Innovation Project of Nantong University,China(No.YKC09056)
文摘In order to realize parametric simulation of three-dimensional(3D)fabric structure based on web,a 3D model describing a plain knitted fabric,in which the cross-section of the yarn is circular shape and the path of the yarn is cubic B-spline curve,is proposed in this paper.With this model,the 3D simulation of the loop and of the basic structures of the knitted fabric is realized by using Virtual Reality Modeling Language(VRML).The virtual simulation scene is suitable for network transmission with freely available VRML browsers and can be translated,scaled and rotated quite arbitrarily.By using Java and External Authoring Interface(EAI)technology,the web-based interactive simulation platform of weft knitted fabric is established.The user can input type of structures,basic fabric parameters,and yarn colors interactively to obtain a more realistic simulation result in real-time.A new approach is provided to imitate the knitted fabric 3D appearance on network.