151 research outputs found

    Monstrous and Explosive Junctions: Working with Hybrid Forms

    Get PDF
    This thesis paper addresses a personal journey into a longtime fascination with mythological hybrid characters. The studio component of my thesis work, the thesis project, entitled In the Caves of Mt. Ida, BC, is an interactive animation installation that depicts moments from a hybrid's life in its natural habitat. The viewer, while engaged with the animation, must remain quiet and stationary so as not to disturb the hybrid. If it is disrupted or annoyed it may respond unexpectedly, perhaps violently. This paper also describes an interest in interactive narrative and non-­linear storytelling. It uses both David Clark's 88 Constellations for Wittgenstein and my own work as primary examples, for dismantling the expectations of conventional storytelling, while also introducing ideas of anti-­narrative and anti-­interaction. My method has been informed by Giorgio Agamben’s theoretical interpretations of umwelt, as a means to illuminate visualizations of a hybrid and its actions and reasons for being. The concept of umwelt also helps to establish the notion of the monster: if the hybrid is deprived of its basic needs, or carriers of significance (as described by Agamben), then the monstrous side has the potential to reveal itself. I use the concept of umwelt as a lens through which to view Mary Shelley’s novel Frankenstein and Alan Moore’s graphic novel Swamp Thing, to examine the complex personality of a so-­called hybrid monster and its capacity for good and evil. In addition, this paper also examines an attraction to horror and the abject, by way of using Jan Švankmajer's film, Little Otik, as a primary case study.MythUmwel

    Substitutive bodies and constructed actors: a practice-based investigation of animation as performance

    Full text link
    The fundamental conceptualisation of what animation actually is has been changing in the face of material change to production and distribution methods since the introduction of digital technology. This re-conceptualisation has been contributed to by increasing artistic and academic interest in the field, such as the emergence of Animation Studies, a relatively new branch of academic enquiry that is establishing itself as a discipline. This research (documentation of live events and thesis) examines animation in the context of performance, rather than in terms of technology or material process. Its scope is neither to cover all possible types of animation nor to put forward a new ‘catch-all’ definition of animation, but rather to examine the site of performance in character animation and to propose animation as a form of performance. In elaborating this argument, each chapter is structured around the framing device of animation as a message that is encoded and produced, delivered and played back, then received and decoded. The PhD includes a portfolio of projects undertaken as part of the research process on which the text critically reflects. Due to their site-specific approach, these live events are documented through video and still images. The work represents an intertwining, interdisciplinary, post-animation praxis where theory and practice inform one another and test relationships between animation and performance to problematise a binary opposition between that which is live as opposed to that which is animated. It is contextualised by a review of historical practice and interviews with key contemporary practitioners whose work combines animation with an intermedial mixture of interaction design, fine art, dance and theatre

    Toujou radyo: the digital extensions of Haitian music broadcasting

    Full text link
    “Radio” is a hard word to pin down. It refers to a physical device with certain properties— perhaps a dial and antenna—but also to a whole world of sonic communication: newscasts, call- in shows, police dispatches, music streaming services— media that can be transmitted in any number of ways, on any number of devices. This dissertation focuses on Haitian music broadcasting as a social practice, meaning the programming formats, aesthetic conventions and listener experiences that make this particular medium function. I then trace those practices from Haiti’s terrestrial airwaves, out to the many digital media platforms that are ubiquitous in Haiti and Haitian-American communities today, arguing that there is a clear line of continuity across these various forms of radio. In doing so, this research offers a possible model for understanding the so-called 'digital revolution' of which we are all part, with the distinction that this model is rooted in media practices of the Global South. The four case studies that form the body of this dissertation are each framed around the specificity of Haitian radio—for both its producers and listeners—and progress outwards from the medium’s terrestrial roots, to its farthest digital extensions. Chapter One introduces some of the program formats and hosting techniques heard commonly on Haiti’s airwaves, with a special focus on the art of ‘animation,’ by which broadcasters bring music to life through verbal commentary. Chapter Two provides a deeper history of broadcasting in Haiti and the Caribbean, arguing that radio in the region has been transnational in scope from its earliest applications. In Chapter Three the focus shifts to the United States, and to the specific regulatory, social and geographic dynamics that have informed the development of radio broadcasting among Haitian immigrants here. Finally, Chapter Four tells the stories of two musicians who have themselves taken on many of the roles and practices of broadcasters, as an opportunity for comparative analysis. Each case study considers how a diverse range of practices and technologies can be understood as still radio—toujou radyo—while investigating the musical consequences and social impact of these digital extensions

    Snow White and the Seven Dwarfs

    Get PDF
    This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com Walt Disney’s Snow White and the Seven Dwarfs (David Hand, 1937) occupies a central place within the history of global animation. Based on the German fairy tale by the Brothers Grimm, the film was the first feature-length animated film produced by the Disney Studio and served to announce the animated cartoon as an industrial art form. Yet Disney’s landmark version not only set in motion the Golden Age of the Hollywood cartoon, but has continued to stand as an international sensation, prompting multiple revisions and remakes within a variety of national filmmaking contexts. This book explores the enduring qualities that have marked Snow White’s influence and legacy, providing a collection of original chapters that reflect upon its pioneering use of technology and contributions to animation’s visual style, the film’s reception within an American context, and its status as a global cultural phenomenon

    Snow White and the Seven Dwarfs

    Get PDF
    This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com Walt Disney’s Snow White and the Seven Dwarfs (David Hand, 1937) occupies a central place within the history of global animation. Based on the German fairy tale by the Brothers Grimm, the film was the first feature-length animated film produced by the Disney Studio and served to announce the animated cartoon as an industrial art form. Yet Disney’s landmark version not only set in motion the Golden Age of the Hollywood cartoon, but has continued to stand as an international sensation, prompting multiple revisions and remakes within a variety of national filmmaking contexts. This book explores the enduring qualities that have marked Snow White’s influence and legacy, providing a collection of original chapters that reflect upon its pioneering use of technology and contributions to animation’s visual style, the film’s reception within an American context, and its status as a global cultural phenomenon

    HyperCell: A Bio-inspired Design Framework for Real-time Interactive Architectures

    Get PDF
    This pioneering research focuses on Biomimetic Interactive Architecture using “Computation”, “Embodiment”, and “Biology” to generate an intimate embodied convergence to propose a novel rule-based design framework for creating organic architectures composed of swarm-based intelligent components. Furthermore, the research boldly claims that Interactive Architecture should emerge as the next truly Organic Architecture. As the world and society are dynamically changing, especially in this digital era, the research dares to challenge the Utilitas, Firmitas, and Venustas of the traditional architectural Weltanschauung, and rejects them by adopting the novel notion that architecture should be dynamic, fluid, and interactive. This project reflects a trajectory from the 1960’s with the advent of the avant-garde architectural design group, Archigram, and its numerous intriguing and pioneering visionary projects. Archigram’s non-standard, mobile, and interactive projects profoundly influenced a new generation of architects to explore the connection between technology and their architectural projects. This research continues this trend of exploring novel design thinking and the framework of Interactive Architecture by discovering the interrelationship amongst three major topics: “Computation”, “Embodiment”, and “Biology”. The project aims to elucidate pioneering research combining these three topics in one discourse: “Bio-inspired digital architectural design”. These three major topics will be introduced in this Summary.   “Computation”, is any type of calculation that includes both arithmetical and nonarithmetical steps and follows a well-defined model understood and described as, for example, an algorithm. But, in this research, refers to the use of data storage, parametric design application, and physical computing for developing informed architectural designs. “Form” has always been the most critical focus in architectural design, and this focus has also been a major driver behind the application computational design in Architecture. Nonetheless, this research will interpret the term “Form” in architecture as a continual “information processor” rather than the result of information processing. In other words, “Form” should not be perceived only as an expressive appearance based computational outcome but rather as a real-time process of information processing, akin to organic “Formation”. Architecture embodying kinetic ability for adjusting or changing its shape with the ability to process the surroundings and feedback in accordance with its free will with an inherent interactive intelligent movement of a living body. Additionally, it is also crucial to address the question of whether computational technologies are being properly harnessed, if they are only used for form-generating purposes in architecture design, or should this be replaced with real-time information communication and control systems to produce interactive architectures, with embodied computation abilities?   “Embodiment” in the context of this research is embedded in Umberto Eco’s vision on Semiotics, theories underlying media studies in Marshall McLuhan’s “Body Extension” (McLuhan, 1964), the contemporary philosophical thought of “Body Without Organs” (Gilles Deleuze and FÃĐlix Guattari, 1983), the computational Logic of ‘Swarm Behavior’ and the philosophical notion of “Monadology” proposed by Gottfried Leibniz (Leibniz, 1714). Embodied computation and design are predominant today within the wearable computing and smart living domains, which combine Virtual and Real worlds. Technical progress and prowess in VR development also contribute to advancing 3D smart architectural design and display solutions. The proposed ‘Organic body-like architectural spaces’ emphasize upon the realization of a body-like interactive space. Developing Interactive Architecture will imply eliciting the collective intelligence prevalent in nature and the virtual world of Big Data. Interactive Architecture shall thus embody integrated Information exchange protocols and decision-making systems in order to possess organic body-like qualities.   “Biology”, in this research explores biomimetic principles intended to create purposedriven kinetic and organic architecture. This involves a detailed study/critique of organic architecture, generating organic shapes, performance optimization based digital fabrication techniques and kinetic systems. A holistic bio-inspired architecture embodies multiple performance criteria akin to natural systems, which integrate structural, infrastructure performances throughout the growth of an organic body. Such a natural morphogenesis process of architectural design explores what Janine M. Benyus described as “learning the natural process”. Profoundly influenced by the processes behind morphogenesis, the research further explores Evolutionary Development Biology (Evo-Devo) explaining how embryological regulation strongly affect the resulting formations. Evo-Devo in interactive architecture implies the development of architecture based on three fundamental principles: “Simple to Complex”, “Geometric Information Distribution”, and “On/Off Switch and Trigger.” The research seeks to create a relatively intelligent architectural body, and the tactile interactive spatial environment by applying the extracted knowledge from the study of the aforementioned principles of Evo-Devo in the following fashion: A. Extract a Self-Similar Componential System based approach from the “Simple to Complex” principle of Evo-Devo B. Extract the idea of “Collective Intelligence” from “Geometric information Distribution” principle of Evo-Devo C. Extract the principle of “Assembly Regulation” from “On/Off switch and trigger” principle of Evo-Devo The “HyperCell” research, through an elaborate investigation on the three aforementioned topics, develops a design framework for developing real-time adaptive spatial systems. HyperCell does this, by developing a system of transformable cubic elements which can self-organize, adapt and interact in real-time. These Hypercells shall comprise an organic space which can adjust itself in relation to our human bodies. The furniture system is literally reified and embodied to develop an intra-active space that proactively provokes human movement. The space thus acquires an emotive dimension and can become your pet, partner, or even friend, and might also involve multiple usabilities of the same space. The research and its progression were also had actively connected with a 5-year collaborative European Culture project: “MetaBody”. The research thus involves exploration of Interactive Architecture from the following perspectives: architectural design, digital architectural history trajectory, computational technology, philosophical discourse related to the embodiment, media and digital culture, current VR and body-related technology, and Evolutionary Developmental Biology. “HyperCell” will encourage young architects to pursue interdisciplinary design initiatives via the fusion of computational design, embodiment, and biology for developing bio-inspired organic architectures

    HyperCell: A Bio-inspired Design Framework for Real-time Interactive Architectures

    Get PDF
    This pioneering research focuses on Biomimetic Interactive Architecture using ÃĒâ‚ŽÅ“ComputationÃĒ₮, ÃĒâ‚ŽÅ“EmbodimentÃĒ₮, and ÃĒâ‚ŽÅ“BiologyÃĒ₮ to generate an intimate embodied convergence to propose a novel rule-based design framework for creating organic architectures composed of swarm-based intelligent components. Furthermore, the research boldly claims that Interactive Architecture should emerge as the next truly Organic Architecture. As the world and society are dynamically changing, especially in this digital era, the research dares to challenge the Utilitas, Firmitas, and Venustas of the traditional architectural Weltanschauung, and rejects them by adopting the novel notion that architecture should be dynamic, fluid, and interactive. This project reflects a trajectory from the 1960ÃĒ₮â„Ēs with the advent of the avant-garde architectural design group, Archigram, and its numerous intriguing and pioneering visionary projects. ArchigramÃĒ₮â„Ēs non-standard, mobile, and interactive projects profoundly influenced a new generation of architects to explore the connection between technology and their architectural projects. This research continues this trend of exploring novel design thinking and the framework of Interactive Architecture by discovering the interrelationship amongst three major topics: ÃĒâ‚ŽÅ“ComputationÃĒ₮, ÃĒâ‚ŽÅ“EmbodimentÃĒ₮, and ÃĒâ‚ŽÅ“BiologyÃĒ₮. The project aims to elucidate pioneering research combining these three topics in one discourse: ÃĒâ‚ŽÅ“Bio-inspired digital architectural designÃĒ₮. These three major topics will be introduced in this Summary. ÃĒâ‚ŽÅ“ComputationÃĒ₮, is any type of calculation that includes both arithmetical and nonarithmetical steps and follows a well-defined model understood and described as, for example, an algorithm. But, in this research, refers to the use of data storage, parametric design application, and physical computing for developing informed architectural designs. ÃĒâ‚ŽÅ“FormÃĒ₮ has always been the most critical focus in architectural design, and this focus has also been a major driver behind the application computational design in Architecture. Nonetheless, this research will interpret the term ÃĒâ‚ŽÅ“FormÃĒ₮ in architecture as a continual ÃĒâ‚ŽÅ“information processorÃĒ₮ rather than the result of information processing. In other words, ÃĒâ‚ŽÅ“FormÃĒ₮ should not be perceived only as an expressive appearance based computational outcome but rather as a real-time process of information processing, akin to organic ÃĒâ‚ŽÅ“FormationÃĒ₮. Architecture embodying kinetic ability for adjusting or changing its shape with the ability to process the surroundings and feedback in accordance with its free will with an inherent interactive intelligent movement of a living body. Additionally, it is also crucial to address the question of whether computational technologies are being properly harnessed, if they are only used for form-generating purposes in architecture design, or should this be replaced with real-time information communication and control systems to produce interactive architectures, with embodied computation abilities? ÃĒâ‚ŽÅ“EmbodimentÃĒ₮ in the context of this research is embedded in Umberto EcoÃĒ₮â„Ēs vision on Semiotics, theories underlying media studies in Marshall McLuhanÃĒ₮â„Ēs ÃĒâ‚ŽÅ“Body ExtensionÃĒ₮ (McLuhan, 1964), the contemporary philosophical thought of ÃĒâ‚ŽÅ“Body Without OrgansÃĒ₮ (Gilles Deleuze and FÃÂĐlix Guattari, 1983), the computational Logic of ÃĒ₮˜Swarm BehaviorÃĒ₮â„Ē and the philosophical notion of ÃĒâ‚ŽÅ“MonadologyÃĒ₮ proposed by Gottfried Leibniz (Leibniz, 1714). Embodied computation and design are predominant today within the wearable computing and smart living domains, which combine Virtual and Real worlds. Technical progress and prowess in VR development also contribute to advancing 3D smart architectural design and display solutions. The proposed ÃĒ₮˜Organic body-like architectural spacesÃĒ₮â„Ē emphasize upon the realization of a body-like interactive space. Developing Interactive Architecture will imply eliciting the collective intelligence prevalent in nature and the virtual world of Big Data. Interactive Architecture shall thus embody integrated Information exchange protocols and decision-making systems in order to possess organic body-like qualities. ÃĒâ‚ŽÅ“BiologyÃĒ₮, in this research explores biomimetic principles intended to create purposedriven kinetic and organic architecture. This involves a detailed study/critique of organic architecture, generating organic shapes, performance optimization based digital fabrication techniques and kinetic systems. A holistic bio-inspired architecture embodies multiple performance criteria akin to natural systems, which integrate structural, infrastructure performances throughout the growth of an organic body. Such a natural morphogenesis process of architectural design explores what Janine M. Benyus described as ÃĒâ‚ŽÅ“learning the natural processÃĒ₮. Profoundly influenced by the processes behind morphogenesis, the research further explores Evolutionary Development Biology (Evo-Devo) explaining how embryological regulation strongly affect the resulting formations. Evo-Devo in interactive architecture implies the development of architecture based on three fundamental principles: ÃĒâ‚ŽÅ“Simple to ComplexÃĒ₮, ÃĒâ‚ŽÅ“Geometric Information DistributionÃĒ₮, and ÃĒâ‚ŽÅ“On/Off Switch and Trigger.ÃĒ₮ The research seeks to create a relatively intelligent architectural body, and the tactile interactive spatial environment by applying the extracted knowledge from the study of the aforementioned principles of Evo-Devo in the following fashion: A. Extract a Self-Similar Componential Systembased approach from the ÃĒâ‚ŽÅ“Simple to ComplexÃĒ₮ principle of Evo-Devo B. Extract the idea of ÃĒâ‚ŽÅ“Collective IntelligenceÃĒ₮ from ÃĒâ‚ŽÅ“Geometric information DistributionÃĒ₮ principle of Evo-Devo C. Extract the principle of ÃĒâ‚ŽÅ“Assembly RegulationÃĒ₮ from ÃĒâ‚ŽÅ“On/Off switch and triggerÃĒ₮ principle of Evo-Devo The ÃĒâ‚ŽÅ“HyperCellÃĒ₮ research, through an elaborate investigation on the three aforementioned topics, develops a design framework for developing real-time adaptive spatial systems. HyperCell does this, by developing a system of transformable cubic elements which can self-organize, adapt and interact in real-time. These Hypercells shall comprise an organic space which can adjust itself in relation to our human bodies. The furniture system is literally reified and embodied to develop an intra-active space that proactively provokes human movement. The space thus acquires an emotive dimension and can become your pet, partner, or even friend, and might also involve multiple usabilities of the same space. The research and its progression were also had actively connected with a 5-year collaborative European Culture project: ÃĒâ‚ŽÅ“MetaBodyÃĒ₮. The research thus involves exploration of Interactive Architecture from the following perspectives: architectural design, digital architectural history trajectory, computational technology, philosophical discourse related to the embodiment, media and digital culture, current VR and body-related technology, and Evolutionary Developmental Biology. ÃĒâ‚ŽÅ“HyperCellÃĒ₮ will encourage young architects to pursue interdisciplinary design initiatives via the fusion of computational design, embodiment, and biology for developing bio-inspired organic architectures

    Now is the envy of all of the dead: an introduction to Don Hertzfeldt, the animator

    Get PDF
    This thesis is a primer on the experimental independent animator Don Hertzfeldt, whose filmography—described by one critic as “a singular universe of stick figures in crisis”—has for more than two decades been engaging some of the larger questions of post-millennial existence, particularly with regard to consciousness, temporality, and death. First, I will briefly introduce who Hertzfeldt is as an auteur (where he comes from, where his primary interests lie, and what his impact has been); second, I will provide an overview of the historical context in which his oeuvre should be placed (i.e. the history of animation and of experimental cinema); third, I will closely analyze his work, examining questions of style and narrative, starting from his student films and continuing to his more recent films; and fourth, I will explore some of the philosophical implications of recurring Hertzfeldtian motifs and themes (particularly with regard to consciousness, temporality, and death) before concluding
    • â€Ķ
    corecore