The Choreography of the Creative Process
Drawing in Time and Space
Bibliographic Data
| ID | 10272789 |
|---|---|
| Authors | Amit Zoran (0000-0002-9673-9779, Hebrew University of Jerusalem, corresponding author), Amit Raphael Zoran (Amit Raphael Zoran, Hybrid Lab at the School of Computer Science and Engineering, The Hebrew University of Jerusalem, Israel. Email: [email protected].), Nir Dick (Nir Dick, Hybrid Lab at the School of Computer Science and Engineering, The Hebrew University of Jerusalem, Israel. Email: [email protected]., corresponding author), Naama Glauber (Naama Glauber, Hybrid Lab at the School of Computer Science and Engineering, The Hebrew University of Jerusalem, Israel. Email: [email protected]., corresponding author) |
| Year | 2021 |
| Volume | 54 |
| Issue | 6 |
| Pages | 643-648 |
| Publication date | 2021-12-22 |
| Open Access | No |
| Type | ARTICLE |
| Venue | Leonardo (JOURNAL) |
| Journal identifiers | ISSN: 0024-094X • E-ISSN: 1530-9282 |
| Publisher | MIT Press - Journals (PUBLISHER) |
| DOI | 10.1162/leon_a_02014 |
| OpenAlex | W3112353698 |
| Language | EN |
| References cited | 10 |
This article provides a new perspective on the contribution of computers to visual art, exploring how the visual product’s aesthetic qualities and the making process itself can render a hybrid artistic outcome. A medium that unifies the physical product with the spirit of the making process has innovative potential for computational artistic practice. The article demonstrates various techniques to visualize artists’ motor performance in activities such as drawing and carving. The authors digitally track artists’ movements and computer graphic tools to expose expressive performance, highlight working styles and bring their strokes’ hidden paths to the artwork’s forefront. The authors discuss contextual application of this form of visualization to new domains of visual art
Aesthetics · Art · Carving · Choreography · Dance · Human–computer interaction · Perspective (graphical) · Process (computing) · Product (mathematics) · Space (punctuation) · Visual arts · Visualization · Art, Technology, and Culture · Artificial Intelligence · Augmented Reality Applications · Computer Science · Interactive and Immersive Displays
| Highly cited | No |
|---|