Art Design Education in the New Era Featured with the Integration of Arts and Motion Sensing Technology
Qin Jia 1
,  
Zhao Keheng 1
,  
Yu Haiyang 1  
 
 
More details
Hide details
1
Changzhou Institute of Technology, CHINA
CORRESPONDING AUTHOR
Yu Haiyang   

School of Arts and Design, Changzhou Institute of Technology, No.1, WuShan Rd., Xinbei Dist, Changzhou City 213022, Jiangsu Province, China. Tel: +86-0519-8511-9701
Online publish date: 2017-08-23
Publish date: 2017-08-23
 
EURASIA J. Math., Sci Tech. Ed 2017;13(8):5883–5891
KEYWORDS
ABSTRACT
Art forms change with the development of technology in different times, which constantly challenges art design education in different eras. The purpose of this article is to study how to offer art design education that meets the needs of technology in different times both in contents and philosophy. First, a general integration module is proposed via a deep analysis on the continuously integrating and developing relationship between arts and technology based on an understanding on art concept. Then, the trend of the combination of motion sensing technology to art forms is pointed out with a detailed introduction to motion sensing technology categories and their integration forms. Finally, a new era art design education concept that meets the trend of arts and technology integration as well as new art design education contents under the background of motion sensing technology are concluded.
 
REFERENCES (16)
1.
Alatalo, T. (2011). An Entity-component Model for Extensible Virtual Worlds. Internet Computing, 15(5), 30-37. doi:10.1109/MIC.2011.82.
 
2.
Cao, X. (2011). What’s the Natural Aspects of Natural Interface? Communications of China Computer Federation, 11, 14-18.
 
3.
Dewey, J. (2005). Arts is Experience. Beijing, Commercial Press.
 
4.
Dodgson, N. A. (2005). Auto stereoscopic 3D displays. Computer, 38(8), 31-36.
 
5.
Hao, L. J., & Xiao, Z. T. (2017). Research on Information-based Teaching in Reform and Practice of Architectural Design. EURASIA Journal of Mathematics Science and Technology Education, 13(7), 3493-3500. doi:10.12973/eurasia.2017.00740a.
 
6.
Li, F., & Wen, J. (2010). On the Relationship and the Role of Between Technology and Art. Mechanical Products Development and Innovation, 23(5), 9-11. doi:10.3969/j.issn.1002-6673.2010.05.004.
 
7.
Li, Y. (2011). Implication of Dewey’s “Arts is Experience” to the Explanation of Art Definition. Research on Literary Theory, 1, 68-72.
 
8.
Lin, M. T., Wang, J. S., Kuo, H. M., & Luo, Y. (2017). A Study on the Effect of Virtual Reality 3D Exploratory Education on Students’ Creativity and Leadership. EURASIA Journal of Mathematics Science and Technology Education, 13(7), 3151-3161. doi:10.12973/eurasia.2017.00709a.
 
9.
Papanek, V. (2012). Design for the Real World. Beijing, China Citic Press.
 
10.
Pyoung, W. K. (2016). The Wheel Model of STEAM Education Based on Traditional Korean Scientific Contents. EURASIA Journal of Mathematics Science and Technology Education, 12(9), 2353-2371. doi:10.12973/eurasia.2016.1263a.
 
11.
Qin, J., & Yu, H. (2015). Research on Multi-channel Motion Sensing Interface in Display Design. Art Review, 11, 138-140. doi:10.3969/j.issn.1672-6243.2015.11.034.
 
12.
Sanabria, C. J., & Jesús, A.-L. (2017). Enhancing 21st Century Skills with AR: Using the Gradual Immersion Method to develop Collaborative Creativity. EURASIA Journal of Mathematics Science and Technology Education, 13(2), 487-501. doi:10.12973/eurasia.2017.00627a.
 
13.
Shotton, J., Fitzgibbon, A., Cook, M., Sharp, T., Finocchio, M., Moore, R., Kipman, A., & Blake, A. (2013). Real-time Human Pose Recognition in Parts from Single Depth Images. Communications of the ACM, 56(1), 116-124. doi:10.1109/CVPR.2011.5995316.
 
14.
Wang, Q., & Wang, A. (2010). Survey on Stereoscopic Three-dimensional Display. Computer Application, 30(3), 24-27. doi:1001-9081(2010)03-0579-03.
 
15.
Xu, T. (2008). The Definition of Art in Contemporary Analytic Aesthetics. Tongji University Journal (social science edition), 19(6), 42-47. doi:10.3969/j.issn.1009-3060.2008.06.007.
 
16.
Zhai, Y., Zhao, G., & Huang, X. (2015). Application and Research on Somatosensory Interaction in Large Touchscreen Environment. Computer Engineering, 41(3), 317-321. doi:10.3969/j.issn.1000-3428.2015.03.060.
 
eISSN:1305-8223
ISSN:1305-8215