749 research outputs found

    The Paranoiac-Critical Method of Reflectance Transformation Imaging

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    A performative talk examining Reflectance Transformation Imaging (RTI), an open source computational photographic process that is transforming methodologies in archaeology and heritage conservation for its ability to interactively re-light artefacts within a virtual hemisphere of illumination and extrude a digital topography that is hyper-legible in space-time, from its contemporary application in facial recognition via Bertrand Tavernier's 1980 science fiction film La Mort en Direct and a return of the death mask through digital extrusion, ultimately locating a progenitor of the heightened objectivity promised by RTI paradoxically in Surrealist photography and the fugitive facialities of Salvador Dali's Paranoiac-Critical Method. As emerging imaging technologies such as RTI are seen to open novel ways of extracting latent data from historical artefacts, reassembling objects of study in a new (virtual) light, collateral opportunities provided by these technologies to re-enter archival still and moving image recordings inadvertently recalibrate their spatio-temporal ground and destabilise their indexical reading through an excessive production of new traces and signs. If methodologies can be seen to play a significant role in constructing their objects of study, then emerging computational imaging operations such as RTI have their own subjectivities to disclose: In performing a media archaeology of this digital process, the talk proposes that we not only narrate the subjects of our study but the very tools of investigation themselves

    Heritage Futures

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    Preservation of natural and cultural heritage is often said to be something that is done for the future, or on behalf of future generations, but the precise relationship of such practices to the future is rarely reflected upon. Heritage Futures draws on research undertaken over four years by an interdisciplinary, international team of 16 researchers and more than 25 partner organisations to explore the role of heritage and heritage-like practices in building future worlds. Engaging broad themes such as diversity, transformation, profusion and uncertainty, Heritage Futures aims to understand how a range of conservation and preservation practices across a number of countries assemble and resource different kinds of futures, and the possibilities that emerge from such collaborative research for alternative approaches to heritage in the Anthropocene. Case studies include the cryopreservation of endangered DNA in frozen zoos, nuclear waste management, seed biobanking, landscape rewilding, social history collecting, space messaging, endangered language documentation, built and natural heritage management, domestic keeping and discarding practices, and world heritage site management. 'I suspect this book will prove to be a revolutionary addition to the field of heritage studies, flipping the gaze from the past to the future. Heritage Futures reveals the deep uncertainties and precarities that shape both everyday and political life today: accumulation and waste, care and hope, the natural and the toxic. It represents a uniquely impressive intellectual and empirical roadmap for both anticipating and questioning future trajectories, and the strange, unfamiliar places heritage will take us.’ - Tim Winter, University of Western Australi

    Video Games for Earthly Survival: Gaming in the Post-Anthropocene

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    In this paper I evaluate the sixth mass extinction on planet Earth, and its implications for the medium of the video game. The Anthropocene, a term popularized by the end of the 20th century to refer to the geological impact of human beings on planet Earth, assumes temporal development, a ‘before’ and ‘after’ the appearance of humankind. The ‘after’ period, the Post-Anthropocene, is repeatedly claimed by scientists to be approaching within the next few decades, as over-consumption is destroying vital resources of the planet. Allegedly, the sixth mass extinction in the history of our planet is already unfolding, and might determine the disappearance of life from Earth and, as far as we know, from the Universe and beyond. Video games responding to the arrival of the future is not just imagined in fictional settings (e.g. The Legenda of Zelda: Majora’s Mask, Nintendo, 2000; Horizon: Zero Dawn, Guerrilla Games, 2017), but within game design. In the last decade an increasing number of video games requiring limited human intervention has been released. Incremental/ idle games such as Cookie Clicker (Julien Thiennot, 2013) and AdVenture Capitalist (Hyper Hippo Productions, 2014) require an initial input from the player to start, and then keep playing themselves in the background operations of a laptop or smartphone. Virtual environments can be entirely designed by algorithms, as experimented by Hello Games for No Man’s Sky (2016). Artificial Intelligence is also used to play games. Screeps, a massive-multiplayer online game, requires players to program an AI that will play the game in their place, and which will “live within the game even while you are offline” (Screeps Team, 2014). Ghost cars in racing games replace the human actor with a representation of their performance. The same concept is further explored by the Drivatar of the Forza Motorsport series (Microsoft Studios, 2005-2017), which simulates the driving style of the player and competes online against other AI-controlled cars. These are only some of the examples that suggest that human beings are becoming peripheral in the act of playing games. In short, it is probably becoming ‘easier to imagine the end of the world than the end of gaming’. While studies on games with no players, and on the non-human side of gaming, have been proposed in the past, my presentation takes a non-normative and non-systemic approach to the study of games for the Post-Anthropocene. I am concerned with the creative potential of the paradoxes, spoofs, and contradictions opened by games that take Man/Anthropos as being no longer at the centre of ‘interaction’, ‘fun’, and many other mythological aspects of digital gaming. Nonhuman gaming questions the historical, political, ecological and even geological situatedness of our knowledge on games and gamers, interaction and passivity, life and death

    Heritage Futures: Comparative Approaches to Natural and Cultural Heritage Practices

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    Preservation of natural and cultural heritage is often said to be something that is done for the future, or on behalf of future generations, but the precise relationship of such practices to the future is rarely reflected upon. Heritage Futures draws on research undertaken over four years by an interdisciplinary, international team of 16 researchers and more than 25 partner organisations to explore the role of heritage and heritage-like practices in building future worlds. Engaging broad themes such as diversity, transformation, profusion and uncertainty, Heritage Futures aims to understand how a range of conservation and preservation practices across a number of countries assemble and resource different kinds of futures, and the possibilities that emerge from such collaborative research for alternative approaches to heritage in the Anthropocene. Case studies include the cryopreservation of endangered DNA in frozen zoos, nuclear waste management, seed biobanking, landscape rewilding, social history collecting, space messaging, endangered language documentation, built and natural heritage management, domestic keeping and discarding practices, and world heritage site management

    Heritage Futures

    Get PDF
    Preservation of natural and cultural heritage is often said to be something that is done for the future, or on behalf of future generations, but the precise relationship of such practices to the future is rarely reflected upon. Heritage Futures draws on research undertaken over four years by an interdisciplinary, international team of 16 researchers and more than 25 partner organisations to explore the role of heritage and heritage-like practices in building future worlds. Engaging broad themes such as diversity, transformation, profusion and uncertainty, Heritage Futures aims to understand how a range of conservation and preservation practices across a number of countries assemble and resource different kinds of futures, and the possibilities that emerge from such collaborative research for alternative approaches to heritage in the Anthropocene. Case studies include the cryopreservation of endangered DNA in frozen zoos, nuclear waste management, seed biobanking, landscape rewilding, social history collecting, space messaging, endangered language documentation, built and natural heritage management, domestic keeping and discarding practices, and world heritage site management. 'I suspect this book will prove to be a revolutionary addition to the field of heritage studies, flipping the gaze from the past to the future. Heritage Futures reveals the deep uncertainties and precarities that shape both everyday and political life today: accumulation and waste, care and hope, the natural and the toxic. It represents a uniquely impressive intellectual and empirical roadmap for both anticipating and questioning future trajectories, and the strange, unfamiliar places heritage will take us.’ - Tim Winter, University of Western Australi

    Pseudo-haptics survey: Human-computer interaction in extended reality & teleoperation

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    Pseudo-haptic techniques are becoming increasingly popular in human-computer interaction. They replicate haptic sensations by leveraging primarily visual feedback rather than mechanical actuators. These techniques bridge the gap between the real and virtual worlds by exploring the brain’s ability to integrate visual and haptic information. One of the many advantages of pseudo-haptic techniques is that they are cost-effective, portable, and flexible. They eliminate the need for direct attachment of haptic devices to the body, which can be heavy and large and require a lot of power and maintenance. Recent research has focused on applying these techniques to extended reality and mid-air interactions. To better understand the potential of pseudo-haptic techniques, the authors developed a novel taxonomy encompassing tactile feedback, kinesthetic feedback, and combined categories in multimodal approaches, ground not covered by previous surveys. This survey highlights multimodal strategies and potential avenues for future studies, particularly regarding integrating these techniques into extended reality and collaborative virtual environments.info:eu-repo/semantics/publishedVersio

    Communication and Non-Speaking Children with Physical Disabilities: Opportunities and Reflections from Design-Oriented Research

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    This thesis presents a series of design-oriented studies for investigating and describing communication involving children with severe speech and physical impairments (SSPIs). The overarching goal is to inform how designers conceptualise communication that involves children with SSPIs beyond a widely cited view that communication centres around speech and happens at the level of the individual through the transmission of information. Instead, by positioning communication as co-constructed, situated and multimodal, the goal is to stimulate how one designs for digitally mediated communication by applying multiple, alternative frames that acknowledge these features. In order to achieve this goal, qualitative empirical fieldwork is undertaken that examines the everyday communication experiences of five children who have SSPIs. Drawing on theoretical influences from multimodal social semiotics and participatory design, study one and two investigate child centred accounts of communication involving children with SSPIs and their peers. The focus is on investigating communication, first in formal learning contexts involving existing augmentative and alternative communication (AAC) technologies, then in broader contexts beyond AAC use. Multi-layered perspectives are generated that consider: 1. a child’s view, by attending to children’s values and choices of modes; 2. an interactional view that attends to how communication is co-constructed in situ with other people and material objects, and; 3. a structural view, that examines the orderings of people, material objects and activities within an environment. These layered understandings produce research frames that are then utilised in study three. A design documentary is created and used to motivate design work for supporting face to face communication involving children with SSPIs and their peers with a team of designers who do not hold fixed orientations to designing assistive technologies. The findings of the three studies make three new contributions to the fields of HCI and AAC. First, the findings produce a theoretical perspective on communication, acknowledging multiple modes and displacing the taken for granted centrality of language. Second, the findings reveal design opportunities for new and existing technologies. Third, the studies contribute methodological insights for design work by considering ways of involving both children and designers when designing with and for children with SSPIs

    The Body Politics of Data

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    The PhD project The Body Politics of Data is an artistic, practice-based study exploring how feminist methodologies can create new ways to conceptualise digital embodiment within the field of art and technology. As a field of practice highly influenced by scientific and technical methodologies, the discursive and artistic tools for examining data as a social concern are limited. The research draws on performance art from the 60s, cyberfeminist practice, Object Oriented Feminism and intersectional perspectives on data to conceive of new models of practice that can account for the body political operations of extractive big data technologies and Artificial Intelligence. The research is created through a body of individual and collective experimental artistic projects featured in the solo exhibition The Body Politics of Data at London Gallery West (2020). It includes work on maternity data and predictive products in relation to reproductive health in the UK, created in collaboration with Loes Bogers (2016-2017), workshops on “bodily bureaucracies” with Autonomous Tech Fetish (2013-2016) and Accumulative Care, a feminist model of care for labouring in the age of extractive digital technologies. This research offers an embodied feminist methodology for artistic practice to become investigative of how processes of digitalisation have adverse individual and collective effects in order to identify and resist the forms of personal and collective risk emerging with data driven technologies

    Actor & Avatar: A Scientific and Artistic Catalog

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    What kind of relationship do we have with artificial beings (avatars, puppets, robots, etc.)? What does it mean to mirror ourselves in them, to perform them or to play trial identity games with them? Actor & Avatar addresses these questions from artistic and scholarly angles. Contributions on the making of "technical others" and philosophical reflections on artificial alterity are flanked by neuroscientific studies on different ways of perceiving living persons and artificial counterparts. The contributors have achieved a successful artistic-scientific collaboration with extensive visual material
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