The Impact of Digital Arts on Design Problem Solving: Prospects for Creativity in Graphic Design
The use of digital technology in art is growing rapidly in the field of creativity. This has emerged to a unique art popularly known as digital art. Digital art, which is the general term for a range of artistic works and practices that use digital technology as an essential part of the creative or presentation process, should be taught in art and design schools so that students can meet up with the ever changing pace of the world of digital art. This paper aims to assess the importance of digital arts vis-a-vis hand skilled art. Samples of works analyzed are taken from students of the Department of Art, Design and Printing Technology, The Polytechnic Ibadan, Nigeria. Particular focus is on design creativity. Relationships between digital art/hand skilled art were submitted for statistical analysis. Findings show that modern techniques of finding solution to graphic design problems are preferred amongst students because of its numerous advantages. Results also demonstrated that digital art plays an important role in design creativity.
- Conference Article
- 10.1109/icetci55101.2022.9832335
- May 27, 2022
In a broad sense, digital art is contemporary art using mass production or digital media methods. Data can be operated in various ways and stored in the database, and applied in various environments and various disciplines. Long distance information transmission technology has changed the way people participate in artistic activities. Art works begin to have not only interactive and non-material characteristics, but also break the limitations of time and space. The most prominent feature of digital interactive art is digital and interactive. Digital art works must fully or partially use digital technology in the implementation process. Digital art can be purely computer-generated, or draw images through mouse markers and drawing boards by scanning photos or using vector graphics software. This article is based on 3D digital interactive technology, using comparative analysis, document analysis and other methods to study the creative painting automatic design system, with a view to perfecting the structure of the creative painting automatic design system, improving the level of artistic design, and designing more creative and meaningful designs. Digital painting works. The thesis first sorts out the application status of 3D digital interactive technology in the field of contemporary art, then compares the similarities and differences between traditional art works and 3D digital interactive technology artworks, emphasizes the multi-dimensional interactive logic of 3D digital interactive technology art works, and then analyzes 3D digital The main morphological characteristics of interactive art make a reasonable argument for the realization of complementary advantages after the automatic design system of creative painting is integrated into 3D digital interactive art.
- Research Article
- 10.36550/2415-7988-2025-1-218-173-180
- Jan 1, 2025
- Academic Notes Series Pedagogical Science
The article analyzes the study of different pedagogical approaches to teaching digital drawing, painting and perspectives in art education. The importance of using digital technologies to stimulate students’ creativity and individual creative development is emphasized. Pedagogical aspects of digital drawing and painting teaching methods and perspectives to be used in art education: integration of technology, practical exercises, stimulation of creativity, collaborative learning, and the use of multimedia can be combined or adapted depending on the needs of students and the goals of the course. The use of interactive teaching methods, such as virtual mannequins and modeling tools, promotes active participation of students in the learning process and allows them to effectively learn aspects of drawing, painting, and perspective. The use of digital technologies allows students to experiment with different techniques and styles, which helps to develop their creativity and imagination. The use of programs and multimedia allows students to visualize complex concepts and demonstrate their representation in artwork, which facilitates student learning. The ability to adapt curriculums and materials to the individual needs of students makes learning more effective and focused on a specific level of knowledge and skills. The use of digital tools and technologies in art teaching contributes to the overall motivation of students as they open up new possibilities and stimulate the creative process. In general, the combination of these pedagogical aspects in digital art teaching methods and perspectives allows for a stimulating and productive learning environment where students can develop their talents and skills in the creative process. This article provides a comprehensive analysis of various pedagogical approaches to teaching digital drawing, painting, and perspective within the context of modern art education. Emphasis is placed on the significance of integrating digital technologies as effective tools for stimulating students’ creativity, enhancing their motivation, and supporting individual artistic development. The research highlights key pedagogical components essential for contemporary instruction in digital art disciplines: technological integration, hands-on practice, creative stimulation, collaborative learning strategies, and multimedia application. These elements can be flexibly combined or adapted to meet the diverse needs of learners and align with specific educational goals and course objectives. Special attention is given to the implementation of interactive learning tools, such as virtual mannequins, 3D modeling applications, and digital painting software that emulates traditional techniques. These resources engage students in active participation, promote self-expression, and facilitate the acquisition of complex knowledge and skills in drawing, painting, and spatial representation. Through experimentation with digital media, learners can explore a broad range of styles and techniques, which fosters their imaginative capacities and supports the development of a unique artistic voice. Furthermore, digital platforms enable the visualization of abstract and multifaceted concepts such as composition, depth, proportion, and color theory. This approach makes learning more accessible and effective. Multimedia content enhances comprehension and retention by connecting theoretical knowledge with its practical application in artworks. The flexible nature of digital content allows educators to personalize learning materials according to students’ individual learning paces, abilities, and interests. In conclusion, the integration of these pedagogical aspects into the methodology of teaching digital art and perspective creates an engaging, innovative, and student-centered educational environment. It enables learners to cultivate their artistic abilities, improve professional competencies, and confidently apply creative solutions in their future practice.
- Research Article
8
- 10.1016/j.ijmedinf.2025.105911
- Aug 1, 2025
- International journal of medical informatics
Digital technologies, including wearable activity trackers and smartphone applications, offer tools to support behaviours in healthy ageing interventions. This study aimed to describe utilisation patterns and correlates of digital technology use among middle-aged and older Australians. We used data from 45 and Up Study 2019 follow-up questionnaire (originally 267,357 participants aged ≥45years recruited 2005-2009). We considered three categories of digital technology use: broad digital technology use (e.g. computers, tablets), small portable devices (e.g. smartphones, smart watches, activity trackers), and digital applications to track health (e.g. step count, nutrition, medication). We used multivariable logistic regression to examine the associations between participants' sociodemographic, health status and behavioural characteristics with digital health technology use. 31,965 participants completed the 2019 follow-up questionnaire (47% response rate), with a median age of 69years (interquartile range: 63-76). Among participants, 87.0% reported broad digital technology use, 34.9% active use of small portable devices, and 29.8% monthly digital application use to track health. For all three categories, digital technology use was significantly associated with relatively younger age (highest for 55-64years), major cities, private health insurance, higher socioeconomic status, greater physical function, higher physical activity, higher fruit and vegetable intake, lower psychological distress, and lower red and processed meat intake. There were no associations between digital technology use and marital status, cancer, osteoporosis, cardiovascular disease, and depression/anxiety. In this Australian cohort, digital technology use was highly common among participants aged 55 to 74years, but reduced among those aged over 75years. Targeted interventions leveraging digital technologies are warranted with the goal of advancing public health.
- Research Article
1
- 10.5216/mh.v22.68883
- Feb 16, 2022
- Revista Música Hodie
The active use of new digital technologies in the art of music is becoming the basis of a new aesthetic perception. The possibilities of digital technology to transform the voices of performers make it relevant to consider the role of vocal aesthetics in digital music art. This study aims to investigate the features of vocal aesthetics perception in digital art. The perception of musical works as pleasant or unpleasant correlates with the psycho-emotional state of the listener; thus, to study the psycho-emotional impact of synthesized vocal without instrumental accompaniment, the authors used Kunin projective physiognomic test (1977), the WAM (Well-being, Activity, Mood) technique (1973), and the Wessman-Ricks self-assessment of mental state technique (2004). The study involved 182 students and teachers of Music College, Ningbo University, China. The study of the psycho-emotional state of respondents before and after listening to synthesized vocal compositions allowed the authors to indirectly evaluate the aesthetic perception of digital music art. After listening to the vocal digital fragment, which included both major and minor fragments of different tempo and rhythm, the overall mood in the group of respondents significantly improved: good mood was detected in 26.9% of cases, and very good - in 11.5%. The positive impact of listening to a vocal digital song on the well-being, activity, and mood of the respondents correlates with its positive aesthetic impact. The research confirms that aesthetic properties are directly dependent on the listener's point of view, aesthetic experience is a matter of value and emotion, and aesthetic feeling arises as a result of an unconscious process and is associated with the normalizing effect of digital vocal composition on the psycho-emotional state of the respondents.
- Research Article
- 10.26425/1816-4277-2025-10-94-104
- Dec 16, 2025
- Vestnik Universiteta
The relevance of the research topic is due to the need to obtain comprehensive information on the use of digital management technologies in social organizations, existing trends, and potential effects of digitalization. The purpose of the study is to form methodological approaches to assessing the use of digital management technologies in the social sphere and to test these approaches using the example of education and healthcare in Russia. A threevector approach to collecting and analytical processing of information was used as a research method, including obtaining insights about consumer activity in terms of receiving services from social organizations in digital format, infrastructural and competence readiness of social organizations to implement digital technologies, and assessing digital maturity. The results obtained allow concluding that consumers are developing a sustained interest in using the services of social organizations in digital format, high infrastructural and competence readiness of social organizations to implement digital technologies, and the fragmented use of digital technologies in social sectors, primarily related to data collection, processing, and accumulation. Reducing the use of digital technologies aimed at developing inter-organizational interaction is relevant for all the surveyed industries. Based on the presented study results, it can be concluded that there is a low uniformity of the use of certain types of digital technologies in the spheres of education, healthcare and social services and cultural and sports services provision, which indicates the low digital maturity of these industries.
- Research Article
1
- 10.30822/berbakti.v1i1.2200
- Apr 6, 2023
- BERBAKTI : Jurnal Pengabdian Kepada Masyarakat
The result of community service on the socialization of Humans as Homo Digital to class XII students of Ikarasi High School through the introduction of the Corel Draw application is an increase in students' technological skills in graphic design. This activity involves training and practice in using the Corel Draw application to create creative and attractive graphic designs. In this activity, students learn about how to use the Corel Draw application to create quality graphic designs. They also learn about techniques and strategies in creating attractive graphic designs as well as how to use digital technology wisely and effectively. The result of this activity is students who have technological skills in creating graphic designs, as well as understanding how digital technology can improve the quality of their work. In addition, this activity also increases students' awareness of the risks and potential negative impacts of unwise use of digital technology, such as addiction, social isolation, and mental health disorders. In conclusion, the community service activity on the socialization of "Humans as Digital Homo" to class XII students of Ikarasi High School through the introduction of Corel Draw application is an effective way to improve students' technological skills in graphic design, as well as increase their awareness about the wise and effective use of digital technology. This can provide benefits for students in improving the quality of their work and preparing them to live and work in the digital era.
- Research Article
29
- 10.1155/2021/9997037
- Jan 1, 2021
- Wireless Communications and Mobile Computing
The advent of the digital age has given new forms and new connotations to artistic creation, and more and more digital media technologies have entered the stage of artistic creation and exhibitions. At present, holographic projection technology has become a hot application technology in the field of digital media art. The purpose of this paper is to explore the technical principles of holographic projection technology and its application in the field of digital media art, so as to provide suggestions for the application and promotion of holographic projection technology and the development and innovation of digital media art. First of all, this article understands the technical principles of holographic projection and its application status in various fields, especially in the field of digital media art, through relevant literature research. Then, this article introduces the digital holographic technology, virtual imaging technology, and computer simulation technology used in the realization of holographic projection technology. Then, based on the advantages of holographic projection technology in three‐dimensional image recording and reproduction, this paper proposes to introduce holographic projection technology to digital art museums, digital art exhibitions, and other digital media art applications and to study the effect of holographic projection technology on art through simulation experiments, the effect of recording and reproducing the image of the work. Finally, the three‐dimensional reconstruction image of the digital holographic projection experiment on the artwork is compared with the simulated image of the Contour GT profiler to verify the feasibility of applying the holographic projection technology to art exhibitions and the effect of three‐dimensional image recording and reproduction. Research shows that the holographic projection technology can achieve 93.34% of the simulation effect of recording and reproducing 3D images of artworks. It is also found that 59.86% of the audience who pay attention to the art experience strongly support the application of holographic projection technology in digital media art fields such as digital art gallery. This fully proves the feasibility of applying holographic projection technology to digital art exhibitions and provides a full range of artistic experience for audiences who cannot be present.
- Research Article
3
- 10.1016/j.jamda.2024.105284
- Sep 22, 2024
- Journal of the American Medical Directors Association
Digital Technology Use in US Community-Dwelling Seniors With and Without Homebound Status
- Research Article
19
- 10.1088/1742-6596/1852/3/032042
- Apr 1, 2021
- Journal of Physics: Conference Series
Cultural and creative products(CACP) have their own unique creativity and culture, so they are popular with the public. Digital art of traditional CACP is a major direction of the reform and upgrading of CACP. However, there is little research on digital art in the design of CACP. Therefore, this paper puts forward the design research of digital art into CACP. In this paper, the application of digital creative products in the cultural and creative product design can be enhanced. According to the actual needs of traditional cultural and creative product design, combined with the latest digital media art, this paper constructs a new creative design model of CACP, and focuses on the interactive effect of digital media artistry on CACP. In order to deeply understand the influence of digital art integration on the design of CACP and the development of cultural and creative industries, this paper establishes the corresponding investigation and research. According to the questionnaire and public data, the sales volume of Dunhuang Cultural Products in Dunhuang increased from 13.584 million yuan in 2016 to 31.957 million yuan in 2019, an increase of 135%. The analysis shows that digital artistry has changed the design concept of traditional CACP, enhanced the sense of experience of CACP, and promoted the economic development of cultural and creative industries.
- Dissertation
- 10.51415/10321/5624
- Jan 1, 2024
This study explores how digital technology can be effectively utilized to enhance graphic design ideation among graphic design students in two selected Ghanaian universities. The study also seeks to create awareness about the need to integrate digital technologies into graphic design ideation and to develop a model for effective digital ideation. Areas explored by the research questions in the study include how graphic design ideas are generated by design students in Ghana; how digital technologies affect design output by examining the various technologies used by the design students in the design ideation process; and the perceptions of graphic design students about the use of digital technologies during ideation. The study assumes the constructivist and interpretivist paradigm on the premise that the use of digital technology in design ideation among students has to do with students with varying design experiences, backgrounds, and environments based on their interaction with design tools. Phenomenology and case study approaches were used to interrogate students to have an indepth understanding of the effectiveness of digital technology utilization in the ideation process. Twenty-eight (28) participants, made up of twenty- four students and four lecturers were selected from the Graphic Design Departments of two Ghanaian universities for the study. Purposive and random sampling were adopted for the selection of the participants. Findings indicated that students from the selected universities predominantly used a combination of the pencil and paper approach and digital technology in design ideation. During ideation, they conducted research on design briefs they received; embarked on mind mapping; engaged in brainstorming; created ideas with pencil and paper; selected some of the pencil ideas and illustrated them digitally in computer software; and evaluated the ideas for final selection. The design students relied heavily on the internet during the ideation process. The digital devices used by the design students included laptops, smartphones, tablets and digital cameras. Despite the divergent views expressed by the participants about the use of digital technology for ideation, the majority of them believed that the integration of pencil and digital technology is the ideal approach for design ideation. They considered technology very relevant, especially in increasing idea counts (quantity of ideas generated) that lead to creative ideation outputs. Overall, the students had a positive attitude about the use of digital devices; however, quite a few of them did not have the necessary skills in using vector software needed for design idea creation simply because they were not taught how to use the software or were not compelled to use the software in design ideation. Based on these findings of the study, the Digital Design Ideation Model, which outlines the steps to follow for effectiveness in digital idea development, was developed. The development of the model was typically influenced by the findings in the study and was based on design practices discovered in the review of the literature related to this study.
- Research Article
10
- 10.1177/20552076241301457
- Jan 1, 2024
- Digital Health
ObjectiveRapid digitisation of health occurred during the COVID-19 pandemic worldwide. In October 2020, we conducted a survey on digital health technology use in Germany. This study aimed to conduct a second survey to investigate in more detail the internet use in health context and digital technology use for health promotion and disease prevention in Germany.MethodsA cross-sectional, nationwide telephone survey was conducted in November 2022. Anonymous data on internet and digital technology use, digital health literacy, and sociodemographic characteristics were analysed using descriptive statistics and binary logistic regressions.ResultsThe 1020 participants were aged 18–92 years, 53% were male, 62% completed primary or secondary education, 71% resided in large cities, and 45% reported a country-average net household income. Overall, 61% reported internet use in health context via 1–4 devices. Among those, more than 50% used the internet and apps to obtain general health information and less than 50% used digital technologies for physical activity promotion or cancer prevention. Overall, 34% were confident in using the internet for health decisions and 71% preferred to receive health information non-digitally (e.g. on paper). Internet, app, and digital technology use were associated with higher digital health literacy and income, and residence in larger cities. Digital technologies were used for physical activity promotion by younger and for cancer prevention by older participants.ConclusionThe internet and digital technologies were predominantly used to obtain health information, but less often for health promotion and disease prevention in 2022 in Germany. While health app and digital technology use for physical activity promotion increased, the confidence in using online information for health decisions decreased in 2022 relative to 2020. Factors that promote confidence in online health information and digital technology use for health promotion and disease prevention need to be investigated in future studies.
- Research Article
- 10.52512/2306-5079-2023-95-3-65-81
- Oct 2, 2023
- Bulletin of Kazakh National Women s Teacher Training University
The article considers such a trend in art as Digital art, or digital art. This research was conducted at at the Luhansk State Academy of Culture and Arts named after Mikhail Matusovsky at the Faculty of Fine and Applied Arts at the Department of Easel Painting. The purpose of the article is to analyze and compare the characteristics of traditional and digital forms, as well as to consider a combined method that contributes to improving the quality of education. In the course of the research, the methods and techniques that are used in practical classes in the disciplines of "Academic Painting", "Easel composition", "Plastic anatomy" for the preparation of students in the specialty "Easel painting" are highlighted. The article also defines the problems and relevance of the use of digital technologies in the visual arts and the educational process. The specific features of digital painting in comparison with traditional painting are considered. The study addresses the issues of changes in the education system with the advent and spread of computer technology. Maximum contact with the viewer occurs with the help of traditional works. They set up tactile and physical communication. The interrelation and complementarity between digital and traditional forms is traced, the problems of combining traditional and digital technologies are investigated. It is proved that the foundation in the educational process and at all stages of learning is academic painting. As a conclusion, the author points out the importance of a combined approach in the learning process, which will allow the student to become a professional with modern tools.
- Conference Article
2
- 10.14236/ewic/eva2016.26
- Jan 1, 2016
- Electronic workshops in computing
In this paper, I provide a brief introduction to my artistic practice combining the use of digital technologies with traditional methods for producing Islamic art. Looking at further examples of Islamic artworks by artists in the UK I describe how in some cases, the artworks are digital in themselves, using digital technologies as a medium and in other cases, the digital plays a part in the creation – used as a tool. Looking at examples where traditional aesthetics characteristic of Islamic art (calligraphy, geometry and arabesque patterns), are combined with digital techniques, the concept of a hybrid art is discussed. I raise the question of adopting the hybridised term ‘digital Islamic art’ to describe these artworks, and also discuss how themes of hybridity, diaspora and the changing nature of the wider community in the UK and beyond are conveyed.
- Research Article
1
- 10.53469/jerp.2023.05(12).38
- Dec 30, 2023
- Journal of Social Science and Humanities
The digital media industry has developed rapidly in the information age, leading to an increasing demand for talent. Chinese universities have set up digital media art and digital media technology majors based on digital technologies, but the learning engagement of students in these two majors remains a research gap. Using the web design and development course at Nanfang College, Guangzhou as an example, this paper explores the learning engagement of digital media art and digital media technology students. It first introduces the training directions of digital media majors in China and the curriculum and teaching of digital media majors at Nanfang College, Guangzhou. It then elaborates on the concept and measurement methods of learning engagement, and finally conducts statistical analysis on a small sample with selected metrics to discuss whether students of digital media art and digital media technology majors have some differentiated characteristics in their learning engagement.
- Conference Article
2
- 10.1109/icid54526.2021.00061
- Oct 1, 2021
Digital media technology has developed rapidly under the background of modern development. It has entered a stage of innovation and transformation, which has had a certain impact on digital art, and presented a trend of integration and development of intelligent digital technology and media art. Based on this, this article first briefly explained the main content and characteristics of digital media technology, and proposed the direction and ways of intelligent integration. The focus of this study is to explore the convergence point of digital media technology and media art according to the development of existing technologies. Under the background of the information age, accelerating the integration of digital media technology and media art can deepen the application of technology and expand the media art forms. Therefore, the integration of the two is inevitable for the development of the times.