42,601 research outputs found
Generative sound art as poeitic poetry for an information society
This paper considers computer music in relation to broader society and asks what algorithmic composition can learn from the metaphysical shift which is happening in the so-called information societies. This is explored by taking the mapping problem inherent in the use of extra- musical models in generative composition and presenting a simple generative schema which prioritises sound, ex- ploiting the generative potential of digital audio. It is sug- gested that the exploration of such models has more than aesthetic relevance and that the interdisciplinary nature of digital sound art represents a microcosm of an emerging reality, thereby constituting a poietic playground for com- ing to terms with the implications and challenges of the information age
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Reflections on a craft design protocol
For some years I have been working on a design protocol of craft, which aims to unearth the working principles of one cultural area (contemporary craft) of production for the benefit of another (interaction design). The methodology that led to its formulation comprised my research as a doctoral student in Interaction Design, and made up the bulk of my thesis [22]. The protocol has recently been more fully explored for the craft community, with each tenet explored in more depth [24]; however, several important publications and conferences in the field have emerged since its initial formulation and if it is to have any relevance, the protocol needs to be revisited in light of them. These include Sennett’s The Craftsman [36], Risatti’s Theory of Craft [34], and Adamson’s Thinking Through Craft [1]. In addition conferences such as Neocraft [3], and collections of writings such as Extra/Ordinary [5], which includes Mazanti’s SuperObjects model of craft [28], have developed the field immensely. This paper critically reflects on the protocol in this new expanded context
Who Bears the Cost?
Many municipalities in the United States, especially in rapidly growing areas, are considering or have adopted impact fee systems to help pay for the costs of new growth. Although such systems are a logical response to development pressures and the need for providing capital facilities, they may violate well-established planning law traditions. This timely article explores whether impact fee programs conflict with principles of planning and the due process of law, both of which have been integral to the development of modem planning law
Towards better protection of modern twentieth century architecture in Malta
This paper attempts to highlight the need to promote more awareness of the value of twentieth century buildings in Malta and to intensify their protection. What to keep and maintain is debatable and depends on which philosophies of restoration are adopted. Heritage protection institutions, such as ICONOMOS, UNESCO and the Council of Europe intend to afford the same protection to modern architecture previously reserved for much older buildings. In Malta the legal framework has long been set up to protect the architectural heritage that has been classified and scheduled according to the guidelines of these institutions but the emphasis is on pre-1920’s buildings. Unless the list is updated regularly to include examples of architecture of later periods there is the risk of losing these in the frenzy of the rapid development occurring at present. Educating citizens to value these buildings and even any architectural features and interior décor inspired by this period, should hopefully lead to a higher level of protection. As an example, the lens will be focused on the Gian Frangisk Abela Junior College.peer-reviewe
The Voyage of the Beagle in Innovation Systems Land.Explorations on Sectors, Innovation, Heterogeneity and Selection
The aim of the paper is to assess heterogeneity of the innovation process. Using exploratory factor analysis on micro data from the third Community Innovation Survey in 13 countries, we identify four factors that that can be interpreted as research, user, external and production ingredients of innovation. All too often it is assumed that the differences between the rates at which these factors are found in firms' innovation strategies can be accounted for by differences across sectors and/or countries. To put this proposition under scrutiny, we partition variability of the innovation process into components identified by the different levels. The analysis shows that sectors and countries matter to a certain extent, but far most of the variance is given by heterogeneity among firms within either sectors or countries. On the other hand, a grouping of firms produced by cluster analysis ac-counts for a much higher share of the variance, which implies that the most relevant contextual fac-tors cut across the established boundaries between sectors and countries. We discuss the implica-tions of these findings for the literature on national and sectoral systems of innovation, and for the way in which evolutionary economics has analyzed the role of selection.Technological Change, Innovation, Heterogenity, Variance Components Analysis, Factor Analysis, Systems of Innovation
Role of Artificial Intelligence (AI) art in care of ageing society: focus on dementia
open access articleBackground: Art enhances both physical and mental health wellbeing. The health
benefits include reduction in blood pressure, heart rate, pain perception and briefer
inpatient stays, as well as improvement of communication skills and self-esteem. In
addition to these, people living with dementia benefit from reduction of their noncognitive,
behavioural changes, enhancement of their cognitive capacities and being
socially active.
Methods: The current study represents a narrative general literature review on
available studies and knowledge about contribution of Artificial Intelligence (AI) in
creative arts.
Results: We review AI visual arts technologies, and their potential for use among
people with dementia and care, drawing on similar experiences to date from
traditional art in dementia care.
Conclusion: The virtual reality, installations and the psychedelic properties of the AI
created art provide a new venue for more detailed research about its therapeutic use in
dementia
Generative Design in Minecraft (GDMC), Settlement Generation Competition
This paper introduces the settlement generation competition for Minecraft,
the first part of the Generative Design in Minecraft challenge. The settlement
generation competition is about creating Artificial Intelligence (AI) agents
that can produce functional, aesthetically appealing and believable settlements
adapted to a given Minecraft map - ideally at a level that can compete with
human created designs. The aim of the competition is to advance procedural
content generation for games, especially in overcoming the challenges of
adaptive and holistic PCG. The paper introduces the technical details of the
challenge, but mostly focuses on what challenges this competition provides and
why they are scientifically relevant.Comment: 10 pages, 5 figures, Part of the Foundations of Digital Games 2018
proceedings, as part of the workshop on Procedural Content Generatio
The Making of Faulty Optic's Dead Wedding: Inertia, Chaos and Adaptation
An examination of Faulty Optic's creative process during the devising and construction of their show Dead Wedding. Published by Palgrave Macmillan as Chapter 3 in 'Devising in Process' edited by Alex Mermikides and Jackie Smart, 201
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