9,327 research outputs found

    ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.

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    The domain of materials for design is changing under the influence of an increased technological advancement, miniaturization and democratization. Materials are becoming connected, augmented, computational, interactive, active, responsive, and dynamic. These are ICS Materials, an acronym that stands for Interactive, Connected and Smart. While labs around the world are experimenting with these new materials, there is the need to reflect on their potentials and impact on design. This paper is a first step in this direction: to interpret and describe the qualities of ICS materials, considering their experiential pattern, their expressive sensorial dimension, and their aesthetic of interaction. Through case studies, we analyse and classify these emerging ICS Materials and identified common characteristics, and challenges, e.g. the ability to change over time or their programmability by the designers and users. On that basis, we argue there is the need to reframe and redesign existing models to describe ICS materials, making their qualities emerge

    Set theory ontology as an approach to gaming’s composite form

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    This paper will explore the possibilities that mathematical set theory has to offer the scholarly study of videogames. Videogames are highly heterogeneous objects of study, comprising what Linderoth (2015) has called a ‘composite form’: complex arrangements of material, symbolic and computational capacities. This composite is becoming ever-more heterogeneous, ‘recruiting’ increasingly volatile bodies and relations as computing resources are newly distributed throughout both built and natural environments to create locative, alternate and virtual realities that have been used by designers in various ways (Pokemon Go being only one example)

    New media art, participation, social engagement and public funding

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    This article investigates the current condition of new media art in Britain, examining how cuts to arts funding have affected the art form's infrastructure and capacity for survival and growth. It considers media art in relation to other contemporary art practices, particularly in relation to its inherent capacity for enhanced and sustained user participation, and asks why it is that, though government agendas favour participatory art as ‘socially useful', media art appears to have been hit harder than other art forms. The article puts forward four reasons that could explain this paradox, and argues the importance of the survival of new media art, not as isolated practices invited to exist within mainstream contexts, but as a distinct art form

    Role of Artificial Intelligence (AI) art in care of ageing society: focus on dementia

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    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

    Proceedings of DRS 2016 International Conference: Future-Focused Thinking

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    Facilitating open plot structures in story driven video games using situation generation

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    Story driven video games are rising in popularity, along with the players desire to make meaningful choice within the plot and therefore become more involved and immersed within the experience. This paper investigates the problems which arise from implementing interactive narrative within video games and potential techniques to solve those problems. The main focus of the study was the situation generation technique, used to maintain the continuity within open, emergent plot structures, using behaviour trees as a means to implement and traverse plot sequences. The ISGEngine was developed during the course of this study in order to implement and evaluate the situation generation technique
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