AI-Driven Research on Gamified New Media Art in Children's Public Aesthetic Education

Based on the current context of artificial intelligence's rapid development, this study investigates how AI technology drives gamified new media art in public aesthetic education practices. It also reconstructs the innovative practice of new media artist Roy Ascott-defined by “linking, immersing, interacting, transcoding, and occurring” -using the design of an interactive installation for children's aesthetic education as an example. We examine how AI disrupts conventional learning models through personalized generation and immediate feedback, achieving deep integration of digital art and real space to support aesthetic education practices in public environments. The study begins with an exploration of cross-platform, multimedia, and cross-space interactive new media art. A representative case study investigates the importance of technological transparency, everyday aesthetic experiences, co-creation mechanisms, and a non-linear evaluation cycle in children's public aesthetic education. The study demonstrates that AI not only enhances the immersion and interactivity of artistic experiences but also encourages children's subjectivity and public co-creation. This is projected to create a new paradigm and practice path for future public aesthetic education based on gamified new media art.

Authors

Institutions

Publication Details

Published
2025-05-14
DOI
https://doi.org/10.1109/icaie64856.2025.11158546
Primary Topic
Education and Learning Interventions
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

AI-Driven Research on Gamified New Media Art in Children's Public Aesthetic Education

Feng-Jie Lei, Huijia Zhang, Feng Ji
Education and Learning Interventions
article

AI-Driven Research on Gamified New Media Art in Children's Public Aesthetic Education

Feng-Jie Lei, Huijia Zhang, Feng Ji
article en

Abstract

Based on the current context of artificial intelligence's rapid development, this study investigates how AI technology drives gamified new media art in public aesthetic education practices. It also reconstructs the innovative practice of new media artist Roy Ascott-defined by “linking, immersing, interacting, transcoding, and occurring” -using the design of an interactive installation for children's aesthetic education as an example. We examine how AI disrupts conventional learning models through personalized generation and immediate feedback, achieving deep integration of digital art and real space to support aesthetic education practices in public environments. The study begins with an exploration of cross-platform, multimedia, and cross-space interactive new media art. A representative case study investigates the importance of technological transparency, everyday aesthetic experiences, co-creation mechanisms, and a non-linear evaluation cycle in children's public aesthetic education. The study demonstrates that AI not only enhances the immersion and interactivity of artistic experiences but also encourages children's subjectivity and public co-creation. This is projected to create a new paradigm and practice path for future public aesthetic education based on gamified new media art.

Guangzhou Academy of Fine Arts (CN), Nanjing University of the Arts (CN)
Openalex Percentile: Top 62%
Education and Learning Interventions
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.