Search Results - "Electronic Arts"
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BEAPWORKS Biennale of Electronic Arts Perth 2005
Published 2006“…BEAPworks - Biennale of Electronic Arts Perth 10 February - 12 June 2005 -- Paul Thomas, Director of BEAP and curator of the BEAPworks exhibition sees himself as a convenor, bringing together seemingly disparate concepts through curatorial dialogue. …”
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Defining arts engagement for population-based health research: Art forms, activities and level of engagement
Published 2012“…Results: Arts engagement can be defined by five art forms – (1) performing arts; (2) visual arts, design and craft; (3) community/cultural festivals, fairs and events; (4) literature; and (5) online, digital and electronic arts – and measured via 91 activities. ‘Active’ arts activities had higher levels of engagement than ‘passive’ activities. …”
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A Review of Data Analytics Adoption in Business Industry
Published 2019“…Starbucks, Heineken N.V and Electronic Arts (EA). The studies found that all those companies are able to meet their market supply and demands opportunities by utilizing their past historical data in the data warehouse to understand the underlying hidden trends and patterns that will enable them to make better decisions.…”
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Relocations.
Published 2008“…The initiative to present Hasnul Jamal Saidon and Niranjan Rajah as part of ISEA 08 comes from the need to highlight their contributions to the development of electronic art in Southeast Asia, as ISEA makes its regional debut. …”
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Animasi suatu eksplorasi dalam konteks seni halus di Malaysia
Published 2006“…The production of this electronic art work hopefully will provide changes and variety to the work of visual arts in Malaysia.…”
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An analysis of artists' practice in hybrid art and the challenges toward Malaysian art scene
Published 2018“…With the existence of digital art followed by electronic art in the local art scene, the presentation, style and approach have evolved. …”
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Techno-historical limits of the interface: the performance of interactive narrative experiences
Published 2009“…This thesis takes the position that current analyses of digitally mediated interactive experiences that include narrative elements often lack adequate consideration of the technical and historical contexts of their production.From this position, this thesis asks the question: how is the reader/player/user's participation in interactive narrative experiences (such as hypertext fiction, interactive fiction, computer games, and electronic art) influenced by the technical and historical limitations of the interface?…”
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