16,002 research outputs found

    Wearable performance

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    This is the post-print version of the article. The official published version can be accessed from the link below - Copyright @ 2009 Taylor & FrancisWearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment. Wearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment

    Grand Illusions: Large-Scale Optical Toys and Contemporary Scientific Spectacle

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    Nineteenth-century optical toys that showcase illusions of motion such as the phenakistoscope, zoetrope, and praxinoscope, have enjoyed active “afterlives” in the twentieth and twenty-first centuries. Contemporary incarnations of the zoetrope are frequently found in the realms of fine art and advertising, and they are often much larger than their nineteenth-century counterparts. This article argues that modern-day optical toys are able to conjure feelings of wonder and spectacle equivalent to their nineteenth-century antecedents because of their adjustment in scale. Exploring a range of contemporary philosophical toys found in arts, entertainment, and advertising contexts, the article discusses various technical adjustments made to successfully “scale up” optical toys, including the replacement of hand-spun mechanisms with larger sources of motion and the use of various means such as architectural features and stroboscopic lights to replace traditional shutter mechanisms such as the zoetrope’s dark slots. Critical consideration of scale as a central feature of these installations reconfigures the relationship between audience and device. Large-scale adaptations of optical toys revise the traditional conception of the user, who is able to tactilely manipulate and interact with the apparatus, instead positing a viewer who has less control over the illusion’s operation and is instead a captive audience surrounded by the animation. It is primarily through their adaptation of scale that contemporary zoetropes successfully elicit wonder as scientific spectacles from their audiences today

    Powtoon: a Digital Medium to Optimize Students' Cultural Presentation in ELT Classroom

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    Facing industrial revolution 4.0 requires university students to provide themselves with a skill that they can use to compete with machines or computers. One of the skills is negotiation which involves mastering language, especially English as a means of International communication. However, learning English as a foreign language is not as easy as it seems. The students need to use a proper learning media which match their characteristics as digital native and motivate them in learning English such as multimedia. By using multimedia, the students will not only learn about language but also the skill about how to use the media or a computer to come up with industrial revolution 4.0. Thus, the researchers who are English lecturers aimed to encourage students in Universitas Teknokrat Indonesia (UTI) to use more web-based medium as a medium in learning English in a class, exclusively Powtoon. This research used a qualitative method since it disclosed how UTI students use Powtoon in a class and what their opinion toward Powtoon for learning English. During the research, the students used Powtoon in a class as a presentation medium for a half-semester because after mid-test they were divided into 13 groups to present the topics given by the lecturer. For each meeting, there were 2-3 groups presentation. At the end of the semester, the students were given questionnaire related to multimedia usage and responded that they felt motivated in learning English by using technology especially Powtoon. As a result, using a web-based medium in learning English can increase not only student's ability to language but also technology

    New Design Directions in the Digital Age

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    The report set out to review and evaluate a very broad range of design activity that encompassed digital media, interaction, user experience design and related professions. The ambition was to analyse them through multiple educational focuses from Learning & Teaching and Research through to Enterprise and Continuing Professional Development (CPD), with a view to creating a distinctive institutional profile for the School of Design

    Maintaining authenticity: transferring patina from the real world to the digital to retain narrative value

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    This research is concerned with utilizing new technologies to harvest existing narrative, symbolic and emotive value for use in a digital environment enabling "emotional durability" (Chapman, 2005) in future design. The projects discussed in this paper have been conducted as part of PhD research by Rosemary Wallin into 'Technology for Sustainable Luxury' at University of the Arts London, and visual effects technology research undertaken by Florian Stephens at University of West London. Jonathan Chapman describes vast consumer waste being "symptomatic of failed relationships" between consumers and the goods they buy, and suggests approaches for designing love, dependency, and even cherishability into products to give them a longer lifespan. 'Failed relationships' might also be observed in the transference of physical objects to their virtual cousins. Consider the throwaway nature of digital photography when compared to the carefully preserved prints in a family album. Apple often use a skeuomorphic (Hobbs, 2012) approach to user interface design, to digitally replicate the patina and 'value' of real objects. However, true transference of physical form and texture presumably occurs when an object is scanned and a virtual 3D model is created. This paper presents three practice-based approaches to storing and transferring patina from an original object, utilizing high resolution scanning, photogrammetry, mobile applications and 3D print technologies. The objective is not merely accuracy, but evocation of the emotive data connecting the digital and physical realm. As the human face holds experience in the lines and wrinkles of the skin, so the surface of an object holds its narrative. From the signs of the craftsman to the bumps and scratches that accumulate over the life of an item over time and generations, marks gather like evidence to be read by a familiar or a trained eye. According to the time and the culture these marks are read within, they will either add to or detract from its value. These marks can be captured via complex 3D modelling and scanning technologies, which allow detailed forms to be recreated as dense 3D wireframe, but the result is often unsatisfying. 3D greyscale surfaces can never fully capture the richness of patina. Authentic surfaces require other qualities such as colour, texture and depth, but there is something else - more difficult to define. Donald A. Norman expands on the idea of emotion and objects by describing three 'levels’ of design "visceral, behavioural and reflective". Visceral is based on "look, feel and sound", behavioural is focused on an object’s use, and reflective is concerned with its message. New technology is commonly seen in terms of its ability to increase efficiency, but this research has longer-term objectives: to repair or even rebuild Chapman's 'broken relationships' and enable ‘emotionally durable' design. The PhD that has formed the context for this paper examines the concept of luxury value, and how and why the value of patina has been replaced by fashion. Luxury goods are aspirational items often emulated in the bulk of mass production. If we are to alter behaviour around consumption, one approach might be to use technology to harvest patina as a way to retain emotional, symbolic and poetic value with a view to maintaining a relationship with the things we buy

    Kethelavia: Promoting and branding an original cartoon using interactive website design

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    How to design and promote a cartoon brand are always interesting questions to contemporary cartoon industry. To the rising Chinese cartoon business, they need to find a suitable way for its continuous development. Through reviewing the evolution process of some classical cartoon brands in the world, the history and current status of Chinese cartoon industry, I have found that, cartoon making is no longer purely an art work, but rather a concept of brand design. Like fashion, cartoon brand design asks for a constant self-re-innovation to meet the change in culture and aesthetic standards. On the other hand, new technology innovations always influence the concept of cartoon and its artistic style. Application of novel techniques into cartoon making has already propelled the cartoon industry in fascinating speed. This thesis work will also review some best examples to illustrate such relationship between technology innovation and cartoon industry evolution. As the main body of this thesis work, I will present my original cartoon brand creation-the world of Kethelavia -to demonstrate my vision of cartoon brand making. Kethelavia has a plot and role design derived from a popular Chinese ideology. It incorporates western graphical design style and popular digital techniques in its artistic form. ActionScript3 is one way of the core techniques that is used to power the interactive interface between the designer and the customers. Kethelavia concept and its products will be promoted in the form of interactive webpage through Internet. Its potential customers are actively engaged to experience the world of Kethelavia in multiple ways online

    Criteria for the Diploma qualifications in creative and media at foundation, higher and advanced levels

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    HeadOn: Real-time Reenactment of Human Portrait Videos

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    We propose HeadOn, the first real-time source-to-target reenactment approach for complete human portrait videos that enables transfer of torso and head motion, face expression, and eye gaze. Given a short RGB-D video of the target actor, we automatically construct a personalized geometry proxy that embeds a parametric head, eye, and kinematic torso model. A novel real-time reenactment algorithm employs this proxy to photo-realistically map the captured motion from the source actor to the target actor. On top of the coarse geometric proxy, we propose a video-based rendering technique that composites the modified target portrait video via view- and pose-dependent texturing, and creates photo-realistic imagery of the target actor under novel torso and head poses, facial expressions, and gaze directions. To this end, we propose a robust tracking of the face and torso of the source actor. We extensively evaluate our approach and show significant improvements in enabling much greater flexibility in creating realistic reenacted output videos.Comment: Video: https://www.youtube.com/watch?v=7Dg49wv2c_g Presented at Siggraph'1

    2019-2020 Course Catalog

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    2019-2020 Course Catalo
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