Digital art

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Digital art is a general term for a range of artistic works and practices that use digital technology as an essential part of the creative and/or presentation process. (Wikipedia.org)






Conferences related to Digital art

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2023 Annual International Conference of the IEEE Engineering in Medicine & Biology Conference (EMBC)

The conference program will consist of plenary lectures, symposia, workshops and invitedsessions of the latest significant findings and developments in all the major fields of biomedical engineering.Submitted full papers will be peer reviewed. Accepted high quality papers will be presented in oral and poster sessions,will appear in the Conference Proceedings and will be indexed in PubMed/MEDLINE.


2020 IEEE Frontiers in Education Conference (FIE)

The Frontiers in Education (FIE) Conference is a major international conference focusing on educational innovations and research in engineering and computing education. FIE 2019 continues a long tradition of disseminating results in engineering and computing education. It is an ideal forum for sharing ideas, learning about developments and interacting with colleagues inthese fields.


2020 IEEE International Instrumentation and Measurement Technology Conference (I2MTC)

The Conference focuses on all aspects of instrumentation and measurement science andtechnology research development and applications. The list of program topics includes but isnot limited to: Measurement Science & Education, Measurement Systems, Measurement DataAcquisition, Measurements of Physical Quantities, and Measurement Applications.


ICASSP 2020 - 2020 IEEE International Conference on Acoustics, Speech and Signal Processing (ICASSP)

The ICASSP meeting is the world's largest and most comprehensive technical conference focused on signal processing and its applications. The conference will feature world-class speakers, tutorials, exhibits, and over 50 lecture and poster sessions.


OCEANS 2020 - SINGAPORE

An OCEANS conference is a major forum for scientists, engineers, and end-users throughout the world to present and discuss the latest research results, ideas, developments, and applications in all areas of oceanic science and engineering. Each conference has a specific theme chosen by the conference technical program committee. All papers presented at the conference are subsequently archived in the IEEE Xplore online database. The OCEANS conference comprises a scientific program with oral and poster presentations, and a state of the art exhibition in the field of ocean engineering and marine technology. In addition, each conference can have tutorials, workshops, panel discussions, technical tours, awards ceremonies, receptions, and other professional and social activities.

  • OCEANS 2019 - Marseille

    Research, Development, and Operations pertaining to the Oceans

  • 2018 OCEANS - MTS/IEEE Kobe Techno-Ocean (OTO)

    The conference scope is to provide a thematic umbrella for researchers working in OCEAN engineering and related fields across the world to discuss the problems and potential long term solutions that concernnot only the oceans in Asian pacific region, but the world ocean in general.

  • OCEANS 2017 - Aberdeen

    Papers on ocean technology, exhibits from ocean equipment and service suppliers, student posters and student poster competition, tutorials on ocean technology, workshops and town hall meetings on policy and governmental process.

  • OCEANS 2016 - Shanghai

    Papers on ocean technology, exhibits from ocean equipment and service suppliers, student posters and student poster competition, tutorial on ocean technology, workshops and town hall meetings on policy and governmental process.

  • OCEANS 2015 - Genova

    The Marine Technology Society and the Oceanic Engineering Society of IEEE cosponsor a joint annual conference and exposition on ocean science, engineering and policy. The OCEANS conference covers four days. One day for tutorials and three for approx. 450 technical papers and 50-200 exhibits.

  • OCEANS 2014 - TAIPEI

    The OCEANS conference covers all aspects of ocean engineering from physics aspects through development and operation of undersea vehicles and equipment.

  • OCEANS 2013 - NORWAY

    Ocean related technologies. Program includes tutorials, three days of technical papers and a concurrent exhibition. Student poster competition.

  • OCEANS 2012 - YEOSU

    The OCEANS conferences covers four days with tutorials, exhibits and three days of parallel tracks that address all aspects of oceanic engineering.

  • OCEANS 2011 - SPAIN

    All Oceans related technologies.

  • OCEANS 2010 IEEE - Sydney

  • OCEANS 2009 - EUROPE

  • OCEANS 2008 - MTS/IEEE Kobe Techno-Ocean

  • OCEANS 2007 - EUROPE

    The theme 'Marine Challenges: Coastline to Deep Sea' focuses on the significant challenges, from the shallowest waters around our coasts to the deepest subsea trenches, that face marine, subsea and oceanic engineers in their drive to understand the complexities of the world's oceans.

  • OCEANS 2006 - ASIA PACIFIC

  • OCEANS 2005 - EUROPE


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Periodicals related to Digital art

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Aerospace and Electronic Systems Magazine, IEEE

The IEEE Aerospace and Electronic Systems Magazine publishes articles concerned with the various aspects of systems for space, air, ocean, or ground environments.


Antennas and Propagation, IEEE Transactions on

Experimental and theoretical advances in antennas including design and development, and in the propagation of electromagnetic waves including scattering, diffraction and interaction with continuous media; and applications pertinent to antennas and propagation, such as remote sensing, applied optics, and millimeter and submillimeter wave techniques.


Applied Superconductivity, IEEE Transactions on

Contains articles on the applications and other relevant technology. Electronic applications include analog and digital circuits employing thin films and active devices such as Josephson junctions. Power applications include magnet design as well asmotors, generators, and power transmission


Audio, Speech, and Language Processing, IEEE Transactions on

Speech analysis, synthesis, coding speech recognition, speaker recognition, language modeling, speech production and perception, speech enhancement. In audio, transducers, room acoustics, active sound control, human audition, analysis/synthesis/coding of music, and consumer audio. (8) (IEEE Guide for Authors) The scope for the proposed transactions includes SPEECH PROCESSING - Transmission and storage of Speech signals; speech coding; speech enhancement and noise reduction; ...


Biomedical Engineering, IEEE Transactions on

Broad coverage of concepts and methods of the physical and engineering sciences applied in biology and medicine, ranging from formalized mathematical theory through experimental science and technological development to practical clinical applications.


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Most published Xplore authors for Digital art

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Xplore Articles related to Digital art

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The Spiral Effect

IEEE Computer Graphics and Applications, 2009

Utilizing the POV Scene Description Language (POV-SDL), as well as his own custom-developed software, Robert McGregor creates digital image art completely from scratch without the infusion or manipulation of any external image sources.


Classifying the (digital) arts and humanities

2009 5th IEEE International Conference on E-Science Workshops, 2009

Summary form only given. Can you imagine working in a field of research where even practitioners argue if it exists as a field at all? 'Digital Arts and Humanities' is such a field and my role within it includes the task of further developing a classification system for resources, people and all sorts of activities in this 'field': a taxonomy ...


Analysis about Application of Learning System into Interactive Digital Art Implementation

2011 IEEE Ninth International Symposium on Parallel and Distributed Processing with Applications Workshops, 2011

The rapid growth of science and technology influences to Digital Arts. Digital art is no more unfamiliar genre in art field. We can see many kinds of digital arts in our surroundings. High technology makes digital art more brilliant and various. Interactivity is very important factor in digital art. Some interactive digital art works are look like a game. Many ...


Digital Photo Painting as an Artistic and Cultural Phenomenon

2011 15th International Conference on Information Visualisation, 2011

Digital photo painting is a newly emerging phenomenon in both fine art and everyday life. The latest versions of specialist software, such as Corel Painter or Adobe Photoshop, allow anyone to turn their selected photographs into enchanting paintings, produced in any style desired. The first book on this subject 'The Art of Digital Photo Painting' by Marilyn Sholin was published ...


Notice of Retraction<br>Application of Digital Technology in Art-design Education

2010 Second International Workshop on Education Technology and Computer Science, 2010

Digital technology, the necessary course in art design education nowadays, plays an important role in all aspects of the art design. It also brings in qualitative changes to many aspects of art design. The paper puts emphases on the application modes of digital technology which become the main manifestation of the contemporary art design, and discuss in detail the enormous ...


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Educational Resources on Digital art

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IEEE-USA E-Books

  • The Spiral Effect

    Utilizing the POV Scene Description Language (POV-SDL), as well as his own custom-developed software, Robert McGregor creates digital image art completely from scratch without the infusion or manipulation of any external image sources.

  • Classifying the (digital) arts and humanities

    Summary form only given. Can you imagine working in a field of research where even practitioners argue if it exists as a field at all? 'Digital Arts and Humanities' is such a field and my role within it includes the task of further developing a classification system for resources, people and all sorts of activities in this 'field': a taxonomy (soon to be ontology) of digital methods for research. As a kind of meta-field, Digital Arts and Humanities spans across a broad range of disciplines, from History, Performing Arts and Archaeology to Theatre and Linguistics. While computational methods such as 'text mining', 'motion capture' or 'text encoding' are used across all these subject disciplines, it may only be a relatively small group of practitioners who actively define themselves as 'digital humanists/artists'. This huge diversity means that people working with the same methods are often not even aware that they could profit from lessons learned in other disciplines, leading to a duplication of work. Developing, and successfully promoting, a system that would span disciplines and facilitate knowledge transfer around digital methods could help prevent the re-inventing of the wheel, encourage re-use of resources and contribute to a greater awareness of the importance of digital research. To achieve that, it needs to be taken forward in a community approach to ensure that the classification can be used and kept up-to-date by not just one institution. For several years, the AHDS Methods Taxonomy (with associated vocabularies) has been used to structure the ICT Guides database that catalogues digital arts and humanities projects. It is organised around methods used for resource creation, divided into seven groups (such as 'Data Capture' or 'Data Analysis'), and does currently list and describe over a hundred methods used in the digital arts and humanities: Associated vocabularies list, for instance, funding bodies, software used and metadata standards. In its latest incarnation, ICT Guides is now part of the arts- humanities.net project, hosted by the Centre for e-Research (CeRch) at King's College London. At King's College, the taxonomy has also been used to structure content on the website of the AHRC ICT Methods Network. Recently, the taxonomy has also been implemented in DRAPIer (Database of Research and Projects in Ireland) by the Digital Humanities Observatory (DHO), and other projects and Universities, such as Oxford, have expressed an interest in using it. Starting with the collaboration between the DHO, Oxford and CeRch, we are developing a model for a shared usage and development of the taxonomy, with the view to build a larger consortium of project partners in the future. There is now a chance to develop the taxonomy into a shared ontology resource, to be updated and developed by the wider community. In this paper I will re-visit the background and rationale of the project, discuss the model and challenges of developing a shared taxonomy - including a planned transformation into a more flexible ontology -, and outline the shared use of the resource, including the development of a web service based on the Methods Taxonomy.

  • Analysis about Application of Learning System into Interactive Digital Art Implementation

    The rapid growth of science and technology influences to Digital Arts. Digital art is no more unfamiliar genre in art field. We can see many kinds of digital arts in our surroundings. High technology makes digital art more brilliant and various. Interactivity is very important factor in digital art. Some interactive digital art works are look like a game. Many digital artists make their art works like game using reactions of spectators. For examples; touching, sound, moving and so on. Many kinds of interactive control elements are used in interactive arts. Some interactive artworks are called game art, because they have strong disposition of games. Usually, we define game art when 'goal' and 'match' concept is used in interactive art. Interactive art and game are very similar genre. One of important things are spectators and they are immersed to the interactive artwork when the artwork has dispositions of games. Most digital artists design their artwork using their own philosophical thinking. However, we tried to apply the learning system that is related to the game to interactive artworks. In the artistic point of view, we analyzed 'Insight Learning', 'Reinforcement Learning',' Neural Network', and 'Fuzzy' in some digital interactive artworks. These learning systems are typical learning system in game fields.

  • Digital Photo Painting as an Artistic and Cultural Phenomenon

    Digital photo painting is a newly emerging phenomenon in both fine art and everyday life. The latest versions of specialist software, such as Corel Painter or Adobe Photoshop, allow anyone to turn their selected photographs into enchanting paintings, produced in any style desired. The first book on this subject 'The Art of Digital Photo Painting' by Marilyn Sholin was published quite recently, in 2009.This paper explores the conceptual, creative and cultural aspects of turning photos into paintings using popular software and plug-ins. It argues that the mass production of original digital paintings and fine art prints may signal a new era in the relationship between photography and painting. The paper discusses why digital photo painting might be the 'next big thing' in digital art and become a new hobby for millions.

  • Notice of Retraction<br>Application of Digital Technology in Art-design Education

    Digital technology, the necessary course in art design education nowadays, plays an important role in all aspects of the art design. It also brings in qualitative changes to many aspects of art design. The paper puts emphases on the application modes of digital technology which become the main manifestation of the contemporary art design, and discuss in detail the enormous reformation and promotion that digital technology accrue to arts design education.

  • Design and implementation of cropping mulberry leaf management system: A case study from Thailand

    Mulberry leaves are the exclusive source of food for silkworms. Insufficient amount of mulberry leaves leads to decreasing silkworm vitality. In addition, mulberry leaves and branches can be used to feed animals, to produce paper and healthy drinks. Planning for mulberry leaf crop is necessary to provide fresh leaves enough for raising silkworms and other utilization. According to this fact, this paper presents the reliable plan to develop cropping mulberry leaf management system. The detailed design and implementation for the information system are described, and its architecture is presented by service components.

  • Painting the digital river

    This paper recounts the rationale and process of writing a book on digital painting, the coming together of computer graphics and contemporary art. As both a digital and a 'physical' painter, I felt there were fascinating possibilities the practitioner comes across, but these implications were being overlooked. There is a view that 'new media' will simply replace 'traditional media', like painting. I intended to show that a painter can 'go digital' and yet remain quite obviously a painter. There had to be a balance between the detailed discussion of computer graphics and the detail of painting: the techniques, the histories, the continuing debates, in a way that would bring it alive to a wider readership. The title, 'Painting the Digital River', is a metaphor for what divides the territory, for the co-existence of change and continuity, and for the journey of discovery.

  • Towards Defining a Suitable Environment for Teaching Digital Arts: The Delphous Experiment

    In this paper we argue that teaching Digital Arts, which is more than teaching new media, requires collaboration beyond national characteristics, state-of- the-art technology, and powerful expressive means which are found in multi- user virtual environments and games platforms. We present our experiences from the Delphous experiment, on a prototype multi-user platform for artistic training and collaborative creation.

  • Mobile context-aware stories

    An interactive narrative is a story that is shaped by digital technology and that allows the dynamic presentation of scenes or sequences based on input from the user. In this paper we present a new foundation for interactive storytelling that allows a mobile user to interact with a story. The user is placed at the center of the story and the story comes to the user in transit. The behavior and actions of the user influence the scenes and sequences of the story the user experiences. The framework for this system is an ad-hoc network. Ad-hoc networks allow localized presentation of story elements to users who are in transit and able to receive story elements on a mobile device. Furthermore ad-hoc networks have the capability to be context-aware and respond to the physical and social context of the user both on an individual and group level. This mobile context-aware story form is a powerful format in the fields of education and entertainment. It allows the story to be connected with the surrounding environment and it allows the user to see cause and effect of individual and group behavior. In this paper we present an ad- hoc network story system and examine a case study of its use for a prototype mobile context-aware story.

  • Digital art preservation: Practical answers to theoretical issues

    This paper gives an overview of the notions of authenticity, historicity and methodology in the digital art preservation field. These reflections result from a two-years research project on the preservation of complex digital objects. In this frame, I worked in close collaboration with the ZKM|Center for art and media technology in Karlsruhe, Germany, on the piece of digital art Interactive Plant Growing, to produce a preservation case study and a methodology proposal.




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