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A virtual perspective Quantitative approach to painting style

 Qualitative Research  Quantitative Research


 This describes a research project which attempts  This quantitative approach is not meant to surpass
to analyze human perception of and interaction the qualitative approach but to contribute in the
with virtual art representations in an online, understanding of human history.
three-dimensional graphic environment.  This research extends a method previously
 This paper introduces and defines concepts along applied to music and philosophy, representing the
the ‘real-virtual’ continuum including augmented evolution of art as a time-series where relations like
reality (AR), augmented virtuality (AV) and mixed dialectics are measured quantitatively
reality.  A corpus of paintings of 12 well-known artists
 The main body of this paper is concerned with an from baroque and modern art is analyzed. A set of 99
experiment undertaken to determine how features is extracted and the features which most
immersion with a virtual art experience is related contributed to the classification of painters are
to user interest in the subject matter, to levels of selected.
engagement, to levels of interactivity and to user
familiarity with the tools.  This study also analyzes a set of features which
 A series of experiments are described, involving most contribute to the classification of paintings. The
participants who experienced virtual artworks in historic evolution of painting styles is analyzed by
multiple gallery environments and utilize different means of geometric measures in the feature space.
viewing perspectives. Those measures are based on key concepts from
 This study utilized 24 participants who were Philosophy: opposition, skewness and dialectics.
recruited around the State University of New
York, Oswego campus through social networks,  In this study, thesis, antithesis and synthesis are
bulletin board postings, and academic incentives defined as states in a time-series. The dialectics is
for select courses. The participant group was then calculated as a quantitative measure: it is
composed of a range of demographics, although defined as the inverse distance between the
heavily weighted towards 20–25 year olds. synthesis state and the perpendicular bisector
 Users were surveyed and data was collected between thesis and antithesis states.
regarding the factors that contributed to a
successful user experience. A number of  The effective characterization of selected paintings
demographic factors pertinent to each participant by means of these features allowed the definition of
were collected, these included gender, age, a ‘‘painting space’’. While represented as states in
assertiveness, computer use, and their interest this projected space, the baroque paintings are
level in art. These factors were then correlated shown as an overlapped cluster. The modern
with variables measured in the virtual paintings clusters, in contrast, present minor
environment, where the perspective of the user overlapping and are disposed more widely in the
and the mode of presentation of the artworks projection. These observations are compatible with
were assessed. the history of art: baroque painters shared
 During the experimental sessions, the user aesthetics while modern painters tend to define
experiences were recorded and the users were their own styles individually.
surveyed. This allowed for the acquisition of
quantitative data.  A time-series – composed by prototype states
 This paper concludes with an insight into the representing each painter chronologically – allowed
usability and effectiveness of designing, the concepts of opposition, skewness and dialectics
presenting and experiencing art in a three to be approached quantitatively, as geometric
dimensional virtual environment. measures. The painting states show a decrease in
 This project showed that increased engagement opposition and dialectics considering the first
of the user can be achieved through an increase in members of the same movement (baroque or
the quality of graphics, interaction and content. modern) followed by increasing opposition and
This analysis of the experimental data has dialectics until it reaches the strong opposition
provided an insight into the components that momentum between the two movements. Also, the
make up an engaging and productive virtual art skewness curve increases during almost entire time-
series. This could reflect a strong influence role of a
experience for the user.
movement in its members together with an  Although this study promotes a quantitative
increasing desire to innovate, present in each artist, approach, qualitative features can be used, as done
stronger in modernists. in a previous work for musicians and philosophers.
A comparison between results obtained for
quantitative and qualitative features can then be
applied.
 This model complements a framework to the study
of creative evolution in arts.

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