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Since the Western Enlightenment separated from pure art, design art has been

developing along with the development of the economy and technology. When

computers are becoming increasingly popular, and the Internet is developing rapidly, the

amount of information is exploding. Various new media, artificial intelligence

technologies, and industries have a subtle impact on people's lifestyles, especially how

information is received. The traditional design discipline is also undergoing

transformation and drastic changes. In this context, extended reality technology, which

can break through the limitations of two-dimensional media and the shackles of reality,

has emerged, allowing people to use their imagination more fully to "digitally materialize"

virtual scenes and objects to create a realistic experience. Under the influence of this

emerging technology, new opportunities and changes in design thinking, methods and

standards will be ushered in.

After listening to this presentation, I have a deeper and more comprehensive

understanding of computer arts. This time, I was interested in Digital Craft, Augmented

Materials, Extended Realities, Hybrid Objects, AAVS, Skunkworks, and New Media

Ceramics. I was most interested in Extended Realities, and his work Urban Scan exhibited

in Hong Kong.

Compared with the ultra-high resolution of the human eye and the limitations of

the flat media itself, ordinary artificial video devices are still unable to meet people's

needs for immersive experiences. Therefore, XR technology, which has the three

characteristics of good immersion, interactivity, and imagination, has been favored by

people - generating a simulated environment in real-time through the mighty computing

power of computers, "seamlessly" integrating the natural environment with the virtual

world, and bringing the physical environment that was initially difficult to experience in

life into the virtual world. The full name of XR is "Extended Reality," an extended reality

technology that integrates virtual, augmented, and mixed reality technologies. VR

(Virtual Reality) allows audiences to use wearable devices to experience a realistic,

real-time interactive environment in a computer-simulated virtual world for immersive

visual, auditory, and even tactile sensations. AR (Augmented Reality) is an "augmented

reality" developed based on virtual reality, which combines digital media, 3D spatial

modeling, real-time object tracking and registration, intelligent interaction, light sensing,

and other technologies to integrate virtual information with the natural world skillfully.

This fusion is not a simple superposition but a "seamless" synthesis that relies on the

substantial computing power of computers and various sensors and virtual models to

achieve the effect of falsification.

Paul Milgram and Fumio Kishino proposed the concept of Reality-Virtuality-

Continuum in 1994, where the "real" is the existing natural world and the "virtual" is the

virtual world simulated by computers (Roberts et al., 2014). The "real" is the natural

world, and the "virtual" is the virtual world simulated by computers. With the

development of technology, our world will gradually become a combination of reality and

reality - the natural world and computer-simulated augmented virtual reality. The

boundary between the two will become increasingly blurred, and XR technology is the

bridge between the two ends of reality and the virtual.

The urban scan is a work that makes good use of three-dimensional imaging

technology to dynamically present the urban landscape of Hong Kong, which was

previously confined to static and two-dimensional display media so that visitors can have

an intuitive understanding and feeling of the design at the proposal stage. Likewise, XR

facilitates the process of presenting designers' ideas and thoughts and makes revising and

improving works more flexible and convenient.

This also reminds me of the fourth section of the exhibition "UCCA

Immaterial/Re-material: A Brief History of Computing Art": Illusion and Disillusionment

in the Post-Digital Age ("Immaterial / Re-material: A Brief History of Computing Art |

UCCA Center for Contemporary Art," 2022). Once you enter the fourth exhibition area,

the first thing I see is a gray ink scroll painting that fills one wall. From a distance, it

looks like a traditional Song Dynasty ink, with peaks and valleys of mountains and

landscapes unfolding on a long scroll. Nevertheless, I will see that the scroll painting is a

4K resolution video work when I look closer. The landscape it presents is not an ancient

landscape but a modern city night scene integrated into the sprawling starry sky. Those

high and low peaks are just crowded like a hive of high-rise buildings, and the city has

become the new landscape of our society in this era. The buildings have become the new

"landscape" in which modern people live.

The analysis of XR cases reveals its significant help in visual enhancement. The XR

technology has been used to XR technology can be used to improve the efficiency,

interest, and spectacle of visual information XR technology has been used to improve the

efficiency, interest, and spectacle of visual messages, providing audiences with an

immersive viewing experience without the need to spend many resources on building

realistic scenes. XR technology has also given rise to new design categories, giving new

meaning to design evaluation criteria. XR technology has also given rise to new design

categories, giving new meaning to design evaluation criteria.

It is undeniable that we are now living in an era of total digitalization, where

human beings are becoming increasingly dependent on "intelligent" machines. The

computer "palette" has given a new generation of artists a broader scope to explore the

boundaries of artistic realization. However, at the same time, it also raises more poignant

questions for us: If machines can store our memories and algorithms can read and even

predict our thoughts, what will happen to our own memories and attention?

The object is only the medium, the tool, and the means to achieve the behavior.

The object of design should always be the user. Victor Papanek, in his "Designing for the

Real World," says that design should serve people, and it is essential to follow the

principles of design ethics. At the same time, even the most perfect artifacts need the

wisdom of human beings. At the same time, even the most perfect object needs human

wisdom to bring out its value, and technological progress should further improve the

level of artistic design. Only when the emerging XR technology is applied to the design

field can we go further by constantly adhering to this basic concept. Only when the

emerging XR technology is applied to the field of design can we go further.