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Media, Digital Creative Arts, and Future Museums

Sword_Qin_Dynasty_110918A
[Chrome-Plating Technology - Qin Dynasty Sword (221BC - 207BC) - Xi'an, Shaanxi, China - Ching-Fuh Lin]
 
 

Digital Meets Culture

 

 

- Wireless 5G, Media and Entertainment

Mobile wireless 5G will bring about new opportunities in mobile media, mobile advertising, home broadband, and TV, as well as interactive technologies like virtual reality (VR) and augmented reality (AR). Mobile edge computing is regarded as a key component of the coming 5G era, especially for entertainment services that require vastly lower levels of latency and better distribution of network content. 

The ability to take the computational power to the network edge, closer to the user, and executed remotely on the network will require new ecosystems, for example around specialised 360-degree content creation for Virtual Reality (VR), and for management and distribution on the content side. Edge computing will allow for local content storage, bringing down the cost of transporting the content and even making it easier for operators and content providers to efficiently provide targeted, localised content. New, live multimedia, immersive content experiences with new business models could be delivered in large public venues such as stadiums, at concerts and festivals for example, where limited capacities severely restrict data traffic flow today.  

Network slicing will also allow telecommunication operators to provide media companies with dedicated bandwidth as a service for content distribution. This will make it easier for the operators to sell media companies and other content distributors a guaranteed level of performance and reliability. The 5G era presents unprecedented opportunities for live events, especially sports and e-sports, as new streaming horizons open to the global media eco-system.
 

- Digital Creative Arts

Digital creative art is a work of art or practice that uses digital technology as part of the creative or display process. Since the 1960s, various names have been used to describe this process, including computer art and multimedia art. Digital art itself is placed under the larger general term new media art. 

The influence of digital technology has changed activities such as painting, literature, drawing, sculpture, and music/sound art, and new forms of network art, digital installation art, and virtual reality have become recognized art practices. More generally, the term digital artist is used to describe artists who use digital technology in artistic creation. Broadly speaking, "digital creative art" is contemporary art that uses mass production or digital media methods. 

Mainstream media widely use digital art technology in advertising, and filmmakers also widely use digital art technology to produce visual effects. Desktop publishing has had a huge impact on the publishing world, although it is more related to graphic design. Both digital artists and traditional artists use many sources of electronic information and programs to create their works. Given the similarities between visual art and musical art, the general acceptance of the value of digital visual art may develop in much the same way as the acceptance of electronically produced music has increased in the past three decades. 

Digital creative art can be generated entirely by computer (such as fractal and algorithm art), or it can be obtained from other sources, such as scanned photos or images drawn with vector graphics software using a mouse or drawing board. Although technically speaking, the term may apply to works of art completed using other media or processes, but only for scanning, it is usually reserved for the use of computational processes (such as computer programs, microcontrollers, or anything capable of interpreting input). Create output); digitized text data and raw audio and video recordings are not usually considered digital art in themselves, but can be part of a larger project of computer art and information art. Artworks created in a similar way to non-digital paintings are considered digital paintings, but use software on a computer platform and digitally output the resulting image drawn on the canvas.

  

- Cultures and Technology - Digital, Global and Local Culture

Digital heritage is made up of computer-based materials of enduring value that should be kept for future generations. Digital heritage emanates from different communities, industries, sectors and regions. Not all digital materials are of enduring value, but those that are require active preservation approaches if continuity of digital heritage is to be maintained. 

Digital heritage is likely to become more important and more widespread over time. Increasingly, individuals, organisations and communities are using digital technologies to document and express what they value and what they want to pass on to future generations. New forms of expression and communication have emerged that did not exist previously. The Internet is one vast example of this phenomenon. 

It is also likely that the development of tools to support greater multi-lingual and multi-script use of the Internet will lead to further rapid growth in digital heritage in parts of the world that are currently disadvantaged by the predominant use of English on the Internet.  

Making sure this burgeoning digital heritage remains available is thus a global issue relevant to all countries and communities.

 

- Future Digital Cultural Heritage

Digital technology is becoming a standard tool for the collection, preservation, and dissemination efforts of arts and cultural heritage worldwide. From 3D configuration of ancient artifacts to applying artificial intelligence (AI) to shed new light on how we perceive the lineage of humanities, cultural heritage is headed toward a digital future. 

Only 15 percent of the world’s cultural heritage is currently available in a digitalized format. Regardless of how well they have been protected and preserved, a great majority of ancient artifacts and sites are naturally prone to corrosion due to age. In addition, there are incidents of unexpected natural and manmade calamity, as in the recent cases of fire that engulfed the 200-year-old National Museum of Brazil and its collection and the UNESCO World Heritage Site Notre Dame Cathedral in France. Once a heritage site is lost, damaged, or destroyed, the restoration process is slow, if possible at all. 

 

- Future Museums

In the past two decades, technology has become one of the most important aspects of modern society. From our standpoint today, it is almost impossible to imagine life without digital devices, the Internet or computing tools. From business and leisure to communication and information, our dependence on technology has penetrated almost every aspect of our daily life, changing the way we view and interact with the world. Museums all over the world need to keep up with the times. What's the next big thing? Which technologies and solutions make sense to invest in? How do innovations in the museum field land?

Technology and museum experience. Institutions around the world are using technologies such as augmented reality (AR) and virtual reality (VR) to make history inside and outside the museum space more authentic. This virtual reality experience is achieved through cooperation between the museum and the four leading digital platforms: Patron 2.0, Feel, 3intech and Krill Audio.

Bring people to the museum. In the United States, gallery spaces receive 850 million visitors each year, more than most sports venues. Technology can act as a useful conversation starter and marketing tool in the right hands. Sometimes, a compelling gimmick is needed to encourage people to experience the depth provided by the museum.

 

 

[More to come ...]

 

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