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| Content Provider | ACM Digital Library |
|---|---|
| Author | Nideffer, Robert Condon, Brody Schleiner, Anne-Marie Pearce, Celia Stern, Eddo |
| Abstract | For the past decade, virtual reality has been the domain of an elite group of researchers. Artists who wished to explore the medium were forced to form creative alliances with Universities, private research centers such as Interval Research, art centers in Europe and Canada, such as Ars Electronica in Austria and the Banff Centre in Canada, and even the military. But the advent of rapid acceleration in the computer game industry has virtually overnight opened up the artistic potential of real time 3D to a wider array of creators. Personal computer and console hardware can now take on the graphics processing muscle power formerly relegated to high-end supercomputers, and game companies have begun to make their game engines available to a gamers "Modding," "skinning," and "patching" have become popular pastimes for game hackers, but they have also made real time 3D graphics available to a new generation of digital art-makers. These artists are operating independently or in small collectives to create bold new visions for what real time 3D can be as both an artistic medium and a form of popular culture. Much like the early days of video art, this often edgy work is subverting the corporate and mass culture framework of gaming and taking real time 3D to new dimensions. This panel presents a group of emerging artists at the leading edge of the game art movement, each of whom will present recent work and discuss his or her work methodology. |
| Starting Page | 213 |
| Ending Page | 214 |
| Page Count | 2 |
| File Format | |
| ISBN | 1581136455 |
| DOI | 10.1145/641480.641520 |
| Language | English |
| Publisher | Association for Computing Machinery (ACM) |
| Publisher Date | 2003-04-27 |
| Publisher Place | New York |
| Access Restriction | Subscribed |
| Content Type | Text |
| Resource Type | Article |
National Digital Library of India (NDLI) is a virtual repository of learning resources which is not just a repository with search/browse facilities but provides a host of services for the learner community. It is sponsored and mentored by Ministry of Education, Government of India, through its National Mission on Education through Information and Communication Technology (NMEICT). Filtered and federated searching is employed to facilitate focused searching so that learners can find the right resource with least effort and in minimum time. NDLI provides user group-specific services such as Examination Preparatory for School and College students and job aspirants. Services for Researchers and general learners are also provided. NDLI is designed to hold content of any language and provides interface support for 10 most widely used Indian languages. It is built to provide support for all academic levels including researchers and life-long learners, all disciplines, all popular forms of access devices and differently-abled learners. It is designed to enable people to learn and prepare from best practices from all over the world and to facilitate researchers to perform inter-linked exploration from multiple sources. It is developed, operated and maintained from Indian Institute of Technology Kharagpur.
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| Sl. | Authority | Responsibilities | Communication Details |
|---|---|---|---|
| 1 | Ministry of Education (GoI), Department of Higher Education |
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| 4 | Project PI / Joint PI | Principal Investigator and Joint Principal Investigators of the project |
Dr. B. Sutradhar bsutra@ndl.gov.in Prof. Saswat Chakrabarti will be added soon |
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