1,969 research outputs found

    Boom

    Get PDF
    Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Architecture, 2000.Includes bibliographical references (leaf 33).This thesis is about my relationship to technology through the medium of my body. By implication it is about how our culture and society view and interact with technology's various manifestations. I use my voice as the medium of this exploration. Boom is a sound and video insertion embodying and re-presenting my vocal arguments and mergings with the machines of a cement pour at the Big Dig in Boston in the spring of the year 2000. Boom offers noise, physical auditive immersion, and hopefully a provocative and meaningful perspective on relating with machines. It creates temptations and in draughts of air around the metaphysical ideas it conjures with the humor and poetry of anarchy. By merging and falling out, struggling and capturing, losing and regaining, the machines and I are negotiating our relationship, our take on each other, our roles, our positions relative to each other. Each machine becomes an extension of my body, as I am resonating within its cavities and it is resonating within me. There is a constant arbitration of who is driving whom, my voice driving the machine's motor and/or the machine's vibrations moving my body, feelings, and perceptions of self within space. As I follow a machine's vibratory lead, try to keep up, to match, to catch, through matching vocalizations, I access previously unacknowledged places within myself. Something like the mantras of other cultures - magical brutal mysterious consonance expressed in broad daylight. Communication occurs through the correspondence of internal and external vibrations. Emanating and absorbing. The tones have an acupunctural precision, able to vibrate certain organs, interstitial tissues, cells, thereby accessing the body's warehouses. The performances of myself with the construction machines in the city throw new perspectives on how we conceive of not only the gigantic machines in our environments, but of other elements of technology as well, such as the intimate integration with small electronic devices being cultivated everywhere within our reach.by Kelly E. Dobson.S.M

    Emotions, behaviour and belief regulation in an intelligent guide with attitude

    Get PDF
    Abstract unavailable please refer to PD

    Towards a Phenomenological Theory of the Visceral in the Interactive Arts

    Get PDF
    This is a digitised version of a thesis that was deposited in the University Library. If you are the author and you have a query about this item please contact PEARL Admin ([email protected])Metadata merged with duplicate record (http://hdl.handle.net/10026.1/2319) on 20.12.2016 by CS (TIS).This thesis explores the ways in which certain forms of interactive art may and do elicit visceral responses. The term "visceral" refers to the cardiovascular, respiratory, uro-genital and especially excretory systems that affect mind and body on a continuum of awareness. The "visceral" is mentioned in the field of interactive arts, but it remains systematically unexplored and undefined. Further, interactive artworks predominantly focus on the exteroceptive (stimuli from outside) rather than the interoceptive (stimuli arising within the body, especially the viscera) senses. The existentialist phenomenology of Maurice Merleau-Ponty forms the basis for explorations of the visceral dimension of mind/body. New approaches to understanding interactive art, design and the mind/body include: attunements to the world; intertwinings of mind/body, technology and world; and of being in the world. Each artwork within utilizes a variation of the phenomenological methods derived from Merl eau-Ponty's; these are discussed primarily in Chapters One and Three. Because subjective, first-person, experiences are a major aspect of a phenomenological approach, the academic writing is interspersed with subjective experiences of the author and others. This thesis balances facets of knowledge from diverse disciplines that account for visceral phenomena and subjective experience. Along with the textual exegesis, one major work of design and two major works of art were created. These are documented on the compact disc (CDROM) bound within. As an essential component of each artwork, new technological systems were created or co-created by the author. User surveys comprise Appendices Two, Three and Four, and are also online at: www. sfu. ca/-dgromala/thesis. To access the URL: login as , and use the password . Numerous talks, exhibitions and publications that directly relate to the thesis work is in Appendix One. This work begins with an introduction to Merleau-Ponty's ideas of flesh and reversibility. Chapter Two is the review of the literature, while Chapter Three is an explication of the hypothesis, an overview of the field, and a framing of the problem. Discussions of each artwork are in Chapter Four (The Meditation Chamber), Chapter Five (BioMorphic Typography) and Chapter Six (The MeatBook). Chapter Seven forms the conclusion. References to the documentation on the CD are found throughout the thesis, and italicized paragraphs provide an artistic context for each chapter

    Animist interface : experiments in mapping character animation to computer interface

    Get PDF
    Thesis (M.S.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, 1997.Includes bibliographical references (leaves 55-58).by Richard W. Lachman.M.S

    The use and importance of emotional design in contemporary design practice

    Get PDF
    Thesis (Master)--Izmir Institute of Technology, Industrial Design, Izmir, 2006Includes bibliographical references (leaves: 83-89)Text in English; Abstract: Turkish and Englishx, 89 leavesThis thesis investigated emotional design concept. Products evoke emotions in people. This thesis suggests that emotions are at a basic importance for the success of a product since they influence product evaluation, purchase decision and product experience of users significantly. It is also claimed that, by the means of emotions, a higher user satisfaction, product longevity and a better product performance can be achieved, which will result in an enriched life.To provide an insight to emotional design concept, thesis investigated how products evoke emotions in people. Two recent design projects based on the traditions in emotion research were investigated in depth. Learning to Talk with Your Body project that is based on Jamesian tradition revealed that products could be designed to elicit predefined emotional responses in users. Emotionally Intelligent Alarm Clock project that is based on the cognitive tradition showed that it is possible to reach a higher user experience . thus an enriched life . through emotions. Aesthetics was considered as the most appropriate term encompassing the emotional attributes of products. Recent studies showed that, besides being appealing,aesthetic (attractive) products are perceived to perform better. Aesthetics generates a positive motivation for the user by contributing to the meaningfulness of the product.Thus aesthetics was accepted as a part of function. Roles of form, material and color in evoking emotions were investigated.Detailed observations about the emotional experiences of users with products and environment are fundamental necessities. Observing a user in a holistic structure, within a framework of a relational environment instead of evaluating user.s isolated performances in isolated activities will give a better understanding of user emotions

    Online avatar based interactions

    Get PDF
    The gridWorld project attempts to utilize 3D to develop an online multi-user visual chat system. GridWorld address ideas of how conversations in a virtual environment can be facilitated and enhanced by an abstract visual interface design. The visual interface was developed from research and examination of existing ideas, methodologies and application for development of user-embodiment, chat/virtual space, and interface useability towards the visualization of communication

    TikTok Videos as a Platform for Political Education among Overseas Filipino Workers in Qatar

    Get PDF
    This thesis examined the use of TikTok videos as a platform for political education among overseas Filipino voters in Qatar during the May 2022 elections. With the increasing popularity and influence of social media in political discourse, this study aimed to explore the potential of TikTok as a tool for engaging and informing voters, particularly the overseas Filipino community residing in Qatar. Through an internet survey approach, data was collected from a sample of 1.5% registered voters in Qatar, focusing on their perception and behavioral intention towards using TikTok for political education. The study revealed optimistic perceptions among respondents, highlighting the effectiveness of TikTok's visual and interactive features in disseminating political information. However, the study also acknowledges limitations, including the small sample size and the need for further investigation into specific candidates or political parties. The research emphasizes the need for future studies to examine the influence of TikTok on voting patterns and expand the scope to include a larger sample size and multiple social media platforms

    Audiovisual prosody in interaction

    Get PDF
    • …
    corecore