5,071 research outputs found

    Misdirect movies

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    Misdirect Movies is a curated touring exhibition exploring new possibilities of collage, employing material gleaned from cinema. With access to digital formats, artists are now able to appropriate films to create different and innovative approaches to collage. This builds upon research disseminated in artworks such as The Jump and Frames and the curated exhibition, Unspooling: Artists & Cinema The selected artists explore these ideas in diverse ways to work with narrative through different media. The exhibition will be supplemented by a catalogue, new artwork commissions, a series of artist/curator talks, film screenings, workshops and a website. The idea of the exhibition is to make us look anew at the familiarity of artist's use of collage, moving image and the cinema space. The exhibition includes work by the curators, alongside five artists from the UK, Germany and USA- Elizabeth McAlpine, Dave Griffiths, Cathy Lomax, Rosa Barba and David Reed. The selected artists work across different mediums and have a sustained engagement with the subject of the exhibition. There will be three new commissions launching at touring venues from the selected artists. The exhibition tours from Royal Standard, Liverpool (16-31 March 2013) and tours to Standpoint Gallery, London (5 July- 17 August 2013), Greyfriars, Lincoln (4-26 October 2013) and Meter Room, Coventry (8 November - 1 December 2013). The catalogue is published by Cornerhouse Publications and feature essays by Andrew Bracey, Dr. John Rimmer, Dr. Jaimie Baron, Dr. Maria Walsh and an interview between Dr. Sam George and Sir Christopher Frayling. The catalogue essays reflect the interdisciplinary nature of the exhibition's curatorial focus and feature contributions from visual arts, English literature and film studies backgrounds. The research is further disseminated by talks, critical essays on the website and introduced screenings of artist's films

    Providing personalized Internet services by means of context-aware spoken dialogue systems

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    The widespread use of new mobile technology implementing wireless communications enables a new type of advanced applications to access information services on the Internet. In order to provide services which meet the user needs through intelligent information retrieval, the system must sense and interpret the user environment and the communication context. Though context-awareness is vital to provide services adapted to the user preferences, it cannot be useful if such services are difficult to access. The development of spoken dialogue systems for these applications facilitates interaction in natural language with the environment which is also benefited from contextual information. In this paper, we propose a framework to develop context-aware dialogue systems that dynamically incorporate user specific requirements and preferences as well as characteristics about the interaction environment, in order to improve and personalize web information and services. We have identified the major components for context-aware dialogue systems and placed them within a general-purpose architecture. The framework also describes a representation mode based on a dialogue register in order to share information between the elements of the architecture, and incorporates statistical methodologies for dialogue management in order to reduce the effort required for both the implementation of a new system and the adaptation to a new task. We have evaluated our proposal developing a travel-planning system, and provide a detailed discussion of its positive influence in the quality of the interaction and the information and services provided.Research funded by projects CICYT TIN2011- 28620-C02-01, CICYT TEC2011-28626-C02-02, CAM CONTEXTS (S2009/TIC-1485), and DPS2008- 07029-C02-02.Publicad

    Their memory:exploring veterans’ voices, virtual reality and collective memory

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    This paper focuses on the virtual reality (VR) project Their Memory and details the development and evaluation of virtual reality environments and experiences with respect to its impact on young people (14-35 demographic) with the narratives of veterans in Scotland. As part of the AHRC Immersive Experiences program, Their Memory was created to explore how game design techniques and immersive technology could be used to enhance existing historical research and enrich narratives to bring expansive experiences to hard-to-reach audiences. The project worked directly with the veterans’ charity, Poppyscotland, to create an environment and experience that would resonate with new audiences, and explore documentary and storytelling techniques for the commemoration of war and conflict. The design of the project evolved through co-design sessions with veterans and young people and culminated in the creation of a short, thought-provoking, narrative-driven experience. The VR experience enabled players to connect with the memories of veterans in Scotland and exploring the different conflicts or situations they experienced and how they make sense of them. The project brought together cross-sector expertise to research how immersive experiences can help memory-based organizations in engaging with wider audiences, raise awareness, and diversify current learning outputs. The paper details the design and development of the Virtual Reality project, through co-design, and how this engaged the audience and evolved the experience created. The paper includes a summative evaluation of events conducted with schoolchildren to assess the project and concludes with how the project evidences impact upon audiences and the potential for both technology and the experience

    Unreliable Narrators for Troubled Times: The Menacing “Digitalisation of Subjectivity” in Black Mirror

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    This article offers an examination of the television series Black Mirror (2011-) using a theoretical framework for studying post-classical narrative complexity. Its basic proposition is that narrative fracturing and misleading points of view are used in Black Mirror to offer a critique of the excessive confidence in digital technology and social networks as regulators of human subjectivity. While a mission historically attributed to science fiction is the exploration of a particular contemporary issue by expressing it in fiction form, Black Mirror offers an innovative twist on this objective by incorporating the narrative complexity of the mind-game film through the perspective of distorted subjectivities. In nearly every episode, the conflict that arises highlights the dangers inherent to the naturalisation of technological devices that virtually become appendages of the human body. Most episodes explore the negative consequences of the unrestrained use of new technologies to control memories, regulate personal relationships or reduce all human experience to data. The absence of any debate questioning their value results in a completely alienated society that feeds on the fictionalisation of politics and private life, in which individuals are incapable of distinguishing between reality and fiction, or even between what is happening outside and inside their own minds

    Mobile Devices at the Cinema Theatre

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    The pre-show experience is a significant part of the movie industry. Moviegoers, on average arrive 24 min before when the previews start. Previews have been a part of the movie experience for more than a hundred years and are a culturally significant aspect of the whole experience. Over the last decade, the premovie in-theatre experience has grown to a $600 million industry. This growth continues to accelerate. Since 2012, this industry has increased by 150%. Consequently, there is an industry-wide demand for innovation in the pre-movie area. In this paper, we describe Paths, an innovative multiplayer real-time socially engaging game that we designed, developed and evaluated. An iterative refinement application development methodology was used to create the game. The game may be played on any smartphone and group interactions are viewed on the large theatre screen. This paper also reports on the quasiexperimental mixed method study with repeated measures that was conducted to ascertain the effectiveness of this new game. The results show that Paths is very engaging with elements of suspense, pleasant unpredictability and effective team building and crowd-pleasing characteristics

    Narratives of ocular experience in interactive 360° environments

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    The purpose of this research project was to examine how immersive digital virtual technologies have the potential to expand the genre of interactive film into new forms of audience engagement and narrative production. Aside from addressing the limitations of interactive film, I have explored how interactive digital narratives can be reconfigured in the wake of immersive media. My contribution to knowledge stems from using a transdisciplinary synthesis of the interactive systems in film and digital media art, which is embodied in the research framework and theoretical focal point that I have titled Cynematics (chapter 2). Using a methodology that promotes iterative experimentation I developed a series of works that allowed me to practically explore the limitations of interactive film systems that involve non-haptic user interaction. This is evidenced in the following series of works: Virtual Embodiment, Narrative Maze, Eye Artefact Interactions and Routine Error - all of which are discussed in chapter 4 of this thesis. Each of these lab experiments collectively build towards the development of novel interactive 360° film practices. Funneling my research towards these underexplored processes I focused on virtual gaze interaction (chapters 4-6), aiming to define and historically contextualise this system of interaction, whilst critically engaging with it through my practice. It is here that gaze interaction is cemented as the key focus of this thesis. The potential of interactive 360° film is explored through the creation of three core pieces of practice, which are titled as follows: Systems of Seeing (chapter 5), Mimesis (chapter 6), Vanishing Point (chapter 7). Alongside the close readings in these chapters and the theoretical developments explored in each are the interaction designs included in the appendix of the thesis. These provide useful context for readers unable to experience these site-specific installations as virtual reality applications. After creating these systems, I established terms to theoretically unpack some of the processes occurring within them. These include Datascape Mediation (chapter 2), which frames agency as a complex entanglement built on the constantly evolving relationships between human and machine - and Live-Editing Practice (chapter 7), which aims to elucidate how the interactive 360° film practice designed for this research leads to new way of thinking about how we design, shoot and interact with 360° film. Reflecting on feedback from exhibiting Mimesis I decided to define and evaluate the key modes of virtual gaze interaction, which led to the development of a chapter and concept referred to as The Reticle Effect (chapter 6). This refers to how a visual overlay that is used to represent a user's line of sight not only shapes their experience of the work, but also dictates their perception of genre. To navigate this, I combined qualitative and quantitative analysis to explore user responses to four different types of gaze interaction. In preparing to collect this data I had to articulate these different types of interaction, which served to demarcate the difference between each of these types of gaze interaction. Stemming from this I used questionnaires, thematic analysis and data visualisation to explore the use and response to these systems. The results of this not only supports the idea of the reticle effect, but also gives insight into how these different types of virtual gaze interaction shape whether these works are viewed as games or as types of interactive film. The output of this allowed me to further expand on interactive 360° film as a genre of immersive media and move beyond the realm of interactive film into new technological discourses, which serves to validate the nascent, yet expansive reach of interactive 360° film as a form of practice. The thesis is concluded by framing this research within the wider discourse of posthuman theory as given that the technologies of immersive media perpetuate a state of extended human experience - how we interact and consider the theories that surround these mediums needs to be considered in the same way. The practice and theory developed throughout this thesis contribute to this discourse and allow for new ways of considering filmic language in the wake of interactive 360° film practice

    In Darwin’s Garden: an evolutionary exploration of augmented reality in practice

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    This book is part of the Springer Advanced Information and Knowledge Processing Series and will be published under Springer's Open Access policy.This chapter discusses the rapid developments in augmented reality and mixed reality technologies, from a practitioner’s perspective of making the augmented reality sculptural work In Darwin’s Garden. From its conception in 2012, to its exhibition at Carbon Meets Silicon II in 2017, the advances in augmented reality technology led to an interplay between the goal of the creators and the technological realisation of that vision. The art, design and technology involved, generated a reactive process that was mired in external influences as the accessibility to augmented reality became commercially valuable and subsequently restricted. This chapter will be of interest to anyone who wants to understand more about the possibilities, technologies and processes involved in realising mixed reality practice and about the commercial culture that supports it

    A personalized system for scalable distribution of multimedia content in multicast wireless networks

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    The final publication is available at Springer via http://dx.doi.org/10.1007/s11042-014-2139-3This paper presents a novel architecture for scalable multimedia content delivery over wireless networks. The architecture takes into account both the user preferences and context in order to provide personalized contents to each user. In this way, third-party applications filter the most appropriate contents for each client in each situation. One of the key characteristics of the proposal is the scalability, which is provided, apart from the use of filtering techniques, through the transmission in multicast networks. In this sense, content delivery is carried out by means of the FLUTE (File Delivery over Unidirectional Transport) protocol, which provides reliability in unidirectional environments through different mechanisms such as AL-FEC (Application Layer Forward Error Correction) codes, used in this paper. Another key characteristic is the context-awareness and personalization of content delivery, which is provided by means of context information, user profiles, and adaptation. The system proposed is validated through several empirical studies. Specifically, the paper presents evaluations of two types that collect objective and subjective measures. The first evaluate the efficiency of the transmission protocol, analyzing how the use of appropriate transmission parameters reduces the download time (and thus increasing the Quality of Experience), which can be minimized by using caching techniques. On the other hand, the subjective measures present a study about the user experience after testing the application and analyze the accuracy of the filtering process/strategy. Results show that using AL-FEC mechanisms produces download times until four times lower than when no protection is used. Also, results prove that there is a code rate that minimizes the download time depending on the losses and that, in general, code rates 0.7 and 0.9 provide good download times for a wide range of losses. On the other hand, subjective measures indicate a high user satisfaction (more than 80 %) and a relevant degree of accuracy of the content adaption.This work is supported in part by the Ministerio de Economia y Competitividad of the Government of Spain under project COMINN (IPT-2012-0883-430000) and by the project PAID/2012/313 from the PAID-05-12 program of the Vicerrectorado de Investigacion of the Universitat Politecnica de Valencia.De Fez Lava, I.; Gil Pascual, M.; Fons Cors, JJ.; Guerri Cebollada, JC.; Pelechano Ferragud, V. (2014). A personalized system for scalable distribution of multimedia content in multicast wireless networks. 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