20,100 research outputs found

    Design Fiction Diegetic Prototyping: A Research Framework for Visualizing Service Innovations

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    The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.Purpose: This paper presents a design fiction diegetic prototyping methodology and research framework for investigating service innovations that reflect future uses of new and emerging technologies. Design/methodology/approach: Drawing on speculative fiction, we propose a methodology that positions service innovations within a six-stage research development framework. We begin by reviewing and critiquing designerly approaches that have traditionally been associated with service innovations and futures literature. In presenting our framework, we provide an example of its application to the Internet of Things (IoT), illustrating the central tenets proposed and key issues identified. Findings: The research framework advances a methodology for visualizing future experiential service innovations, considering how realism may be integrated into a designerly approach. Research limitations/implications: Design fiction diegetic prototyping enables researchers to express a range of ‘what if’ or ‘what can it be’ research questions within service innovation contexts. However, the process encompasses degrees of subjectivity and relies on knowledge, judgment and projection. Practical implications: The paper presents an approach to devising future service scenarios incorporating new and emergent technologies in service contexts. The proposed framework may be used as part of a range of research designs, including qualitative, quantitative and mixed method investigations. Originality: Operationalizing an approach that generates and visualizes service futures from an experiential perspective contributes to the advancement of techniques that enables the exploration of new possibilities for service innovation research

    In Homage of Change

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    Insights from a digital diary: exploring the creative process of the game-installation In[The Hate Booth]

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    This article proposes an approach to the creative gesture, particularly in digital art, and the methodologies that provide access to the process of creation. It suggests a study on the development of a digital diary to document and reflect on the creative process, with a specific focus on the In[The Hate Booth] project. Through analysing entries in the project's digital diary, the research explores the artistic process and the development of the artwork. The findings highlight how digital diaries may ease idea exploration, the conceptual breakthroughs, and critical insights of the creative work, also emphasizing the importance of documenting the process for digital preservation.info:eu-repo/semantics/publishedVersio

    Supporting arts and enterprise skills in communities through creative engagement with the local area

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    The project proposes a framework and methodology of artistic and creative social intervention that empowers and supports engagement with communities of young people affected by change in their local environment. This is a UK Arts and Humanities Research Council funded Knowledge Transfer Fellowship aimed at building new and innovative models of creative community engagement and collaboration. The project supports active citizenship among young people by facilitating social capacity building through enterprise structures and transferring the creative lead in socially responsive arts projects to those in need of empowerment. The initial action research project is utilising an arts and enterprise participation model to create self-branded commodities that will give a role to young people within a wider, community driven, gun crime reduction and social cohesion programme. The model seeks to sustain the commitment of those participating by focussing on metrics and benchmarks that young people in the project can own and influence. The blend of creative agendas and enterprise goals provides a breadth of purpose and opportunity, linking outputs to specific environmental and social impacts. The project evidences the role and function of arts media in multi-strand learning and participation projects. As educational policy and practice (14+ age range) in the UK moves more towards action based learning for transferable life skills, the project provides a methodology emphatic of team and collaborative process, individual responsibility and creativity. The process develops ownership and shared responsibility in relation to community initiatives; fostering fresh creativity and a diversity of approach in the exploration of social, physical and racial issues arising from economic disadvantage. The knowledge transfer process is targeting a toolkit relating to multi-agency project working, creative research and action learning, empowerment and applied social arts practices

    Composing with soundscapes : capturing and analysing urban audio for a Raw Musical interpretation

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    The sound environment is increasingly more relevant in contemporary culture. It is a ‘picture’ of a place, an X-ray of its character and activities, shapeless and amorphous, whilst full of meanings and subtleties. It is a transmission that is complementary to what a picture retains and transports. Therefore it is a unique, tangible impression of the place to which it belongs, and intrinsically, its history, and that of the people who inhabit it, and their relations. Murray Schafer termed this element as Soundscape. Although always a present element, it was only from the end of the Twentieth Century that it has been studied in a systematic way, initially in a more ecological and socio-cultural function approach, but slowly it has been seen as an artistic tool, both in direct use of the sounds as well as being an inspiration, and a starting point, for creation. The exploratory research project presented here aims to study the capture and analysis of the urban soundscape, with a special focus on its temporal evolution, and its application in the creative and artistic context. At the first stage, we try to understand how and, if possible, to capture and represent the most challenging part of this massive sound element, which is its constant changing on the time axis. Grasping its nuances on both small and large time scales. The second phase is to understand the pertinence of such information and its direct influence in the act of music and sonic creation. To achieve these goals a multidisciplinary approach based on two main pillars was necessary: Soundscape and Computer Music. These disciplines determine the scientific areas in which this research had to be focused. Due to the fact that this thesis has a relatively broad scope of interests, there is a survey of the state of the art relating to projects and approaches that relate to the interests of this investigation in different ways. In areas such as: Music Information Retrieval, Algorithmic Composition, Eco Composition, and Sound Maps. This survey confirms the contemporaneity, relevance and originality of the project, both scientifically and artistically. In order to evaluate the proposed approach to the soundscape, URB, an experimental system to capture, analyse and store the urban soundscape was developed and implemented. The system is based on current technology, but is affordable and robust. To ensure the sustainability of the project, development was based in open source technology, to ensure the possibility of the project expanding and shaping according to the interests and needs of specific places, populations, research centres and/or artistic interests. Three main goals have guided the development of this system: addressing the lack of temporal perspective of the sound representation of urban spaces; the design of a free and autonomous system that depends only on the users, which results in a public free access database; to facilitate and systematize the access to data on the sound characteristics of an urban soundscape for both ecological studies as well as for creative and artistic purposes. A server keeps a record of the collected data, which can either be read directly, through an application developed for this purpose, or through a visual interface with a time-line approach, but always allowing for the possibility of creating original access tools that best serve the user’s purposes. After implementing the system, through four listening points, and confirming its robustness, we advance to the system’s application in the development of artistic works. For this purpose a challenge was proposed to a number of artists with distinct aesthetic backgrounds and training. This challenge resulted in different works that were presented to the public in different formats and media, such as works for classical instrumental, electro-acoustic works, improvisational moments with real-time sonification of the soundscape, sonic installations and sculptures powered by the system presented. This practice leads to a fundamental reflection in this research. We describe the different approaches chosen by each creator and primarily assess the pertinence in the artistic result of using a continuous and discrete system of urban soundscape analysis, from a creator’s point of view as well as from a listener’s point of view. With this research we are able to present a functional approach to the lack of temporal perspective in the usual sound maps that focus on the geographic origin of the recordings. We conclude that soundscapes can provide useful data for artistic creation and we promote a direct connection between that kind of approach and the artists. Even before the works developed and the artist’s feedback, whilst not ignoring the different approaches and opinions, we can conclude that this approach seems to promote new and functional soundscape composition ideas, making URB a relevant resource to compose original soundscape based music. Also, through analysis of the pieces, we could point out patterns of the technical and artistic choices on how to deal with information from the soundscape data, both in deferred time and real-time.A paisagem sonora é cada vez mais relevante na cultura contemporânea. É uma ‘fotografia’ de um lugar. Uma radiografia ao seu carácter e atividades, simultaneamente disforme e amorfa como repleta de significados e subtilezas. Uma transmissão complementar ao que a imagem retém e transporta. É portanto uma impressão única , tangível do lugar a que pertence e, intrinsecamente , da sua história , das pessoas que o habitam, das suas relações. Murray Schafer batizou este elemento como Soundscape (Paisagem Sonora). E embora tenha sido sempre um elemento presente, só a partir do final do séc. XX é que tem vindo a ser estudado de uma forma sistematizada, inicialmente numa abordagem mais ecológica e das suas funções socioculturais, mas lentamente encarado como uma ferramenta artística tanto no uso direto dos sons, como sendo o ponto de partida de inspiração para a criação. O projeto de investigação de carácter exploratório que aqui apresentamos visa o estudo da recolha e análise da paisagem sonora urbana, com especial enfoque na sua evolução temporal e da sua aplicação no contexto criativo artística. Como tal, numa fase inicial, procurar entender como e, se possível, capturar e representar o elemento mais desafiante que é a permanente mutação sonora no eixo temporal, apreendendo as suas nuances tanto numa escala de tempo diminuta como em grandes escalas temporais. Numa segunda fase entender a pertinência desta informação e da sua influência direta no ato da criação musical e sonora. Para cumprir estes objectivos foi necessária uma abordagem multidisciplinar fundamentada em dois pilares principais: Paisagem-Sonora e Informática Musical. Estas disciplinas determinam as áreas científicas em que esta investigação se debruçou. Tendo esta tese um âmbito de interesses relativamente amplo, há um levantamento do estado da arte referente a projetos e abordagens de áreas distintas que ,de diferentes formas , se relaciona com os interesses da nossa investigação. Em áreas como: Musical Information Retrieval, Composição Algorítmica, Eco Composição, Mapas Sonoros. Este levantamento confirma a atualidade, a pertinência e a originalidade do projeto, tanto cientificamente como artisticamente. A fim de avaliar a abordagem proposta à paisagem sonora, foi desenvolvido e posto em prática um sistema experimental de captura, análise e armazenamento de ambiente sonoro urbano, de nome URB. Sistema esse baseado em tecnologia atual, mas acessível e robusta para garantir a sustentabilidade do projeto e apoiado em desenvolvimento código aberto para garantir a possibilidade do projeto se expandir e se moldar de acordo com os interesses e necessidades concretas de locais, populações, centros de investigação e interesses artísticos. Três objetivos principais guiaram o desenvolvimento deste sistema: colmatar a falta de perspectiva temporal em grande escala de uma representação sonora de um espaço urbano; o desenho de um sistema que livre e autónomo, que apenas dependa dos utilizadores, que resulte numa base de dados de acesso público e gratuito; facilitar e sistematizar o acesso à informação sobre as caraterísticas sonoras de um ambiente sonoro urbano tanto para estudos ecológicos como para função criativa e artística. É mantido num servidor o registo de toda a informação recolhida, que tanto pode ser consultado diretamente, através de uma aplicação desenvolvida para o efeito, através de um interface visual ao estilo de linha temporal, deixando sempre a possibilidade para a criação de ferramentas de acesso originais que sirvam melhor os propósitos do utilizador. Após a implementação do sistema, através de quatro pontos de escuta, e a confirmação da sua robustez, avançamos para a aplicação do sistema no desenvolvimento de obras artísticas. Para tal, foi lançado um desafio a um conjunto de artistas que partem de diferentes formações e identidades estéticos. Esse desafio resultou em diferentes obras que foram apresentadas ao público com diferentes formatos e suportes, como obras integralmente para formatos instrumentais clássicos, obras electroacústicas, momentos de improvisação em tempo real com a sonorização do ambiente sonoro, instalações e esculturas sonoras alimentadas pelo sistema apresentado. Desta prática resulta uma reflexão fundamental nesta investigação. Descrevemos as diferentes abordagens escolhidas por cada criador e acima de tudo avaliamos a pertinência no resultado artístico do uso de um sistema contínuo e discreto de análise de ambiente sonoro urbano, tanto do ponto de vista do criador como do ponto de vista do ouvinte. A partir desta investigação, apresentamos uma abordagem funcional para a falta de perspectiva temporal nos mapas sonoros clássico que incidem principalmente sobre as origens geográfica das gravações. Concluímos que as paisagens sonoras podem fornecer dados úteis para a criação artística e promovemos uma conexão direta entre essa abordagem e os artistas. Perante os trabalhos e análises desenvolvidos por diferentes criadores, concluímos que esta aproximação promove ideias novas e funcionais para a composição. Além disso, através da análise de peças, apontamos padrões nas escolhas técnicas e estéticas sobre como lidar com as informações a partir dos dados da paisagem sonora, tanto em tempo diferido como em tempo real

    Future craft:research exposition

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    Using High-Rising Cities to Visualize Performance in Real-Time

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    For developers concerned with a performance drop or improvement in their software, a profiler allows a developer to quickly search and identify bottlenecks and leaks that consume much execution time. Non real-time profilers analyze the history of already executed stack traces, while a real-time profiler outputs the results concurrently with the execution of software, so users can know the results instantaneously. However, a real-time profiler risks providing overly large and complex outputs, which is difficult for developers to quickly analyze. In this paper, we visualize the performance data from a real-time profiler. We visualize program execution as a three-dimensional (3D) city, representing the structure of the program as artifacts in a city (i.e., classes and packages expressed as buildings and districts) and their program executions expressed as the fluctuating height of artifacts. Through two case studies and using a prototype of our proposed visualization, we demonstrate how our visualization can easily identify performance issues such as a memory leak and compare performance changes between versions of a program. A demonstration of the interactive features of our prototype is available at https://youtu.be/eleVo19Hp4k.Comment: 10 pages, VISSOFT 2017, Artifact: https://github.com/sefield/high-rising-city-artifac

    Embodied conversations: Performance and the design of a robotic dancing partner

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    This paper reports insights gained from an exploration of performance-based techniques to improve the design of relationships between people and responsive machines. It draws on the Emergent Objects project and specifically addresses notions of embodiment as employed in the field of performance as a means to prototype and develop a robotic agent, SpiderCrab, designed to promote expressive interaction of device and human dancer, in order to achieve ‘performative merging’. The significance of the work is to bring further knowledge of embodiment to bear on the development of human-technological interaction in general. In doing so, it draws on discursive and interpretive methods of research widely used in the field of performance but not yet obviously aligned with some orthodox paradigms and practices within design research. It also posits the design outcome as an ‘objectile’ in the sense that a continuous and potentially divergent iteration of prototypes is envisaged, rather than a singular final product. The focus on performative merging draws in notions of complexity and user experience. Keywords: Embodiment; Performance; Tacit Knowledge; Practice-As-Research; Habitus.</p
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