8,229 research outputs found

    Shadows Cast on the Screen?

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    Accented Body and Beyond: a Model for Practice-Led Research with Multiple Theory/Practice Outcomes

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    Dance has always been a collaborative or interdisciplinary practice normally associated with music or sound and visual arts/design. Recent developments with technology have introduced additional layers of interdisciplinary work to include live and virtual forms in the expansion of what Fraleigh (1999:11) terms ‘the dancer oriented in time/space, somatically alive to the experience of moving’. This already multi-sensory experience and knowledge of the dancer is now layered with other kinds of space/time and kinetic awarenesses, both present and distant, through telematic presence, generative systems and/or sensors. In this world of altered perceptions and ways of being, the field of dance research is further opened up to alternative processes of inquiry, both theoretically and in practice, and importantly in the spaces between the two

    Designing Normative Theories for Ethical and Legal Reasoning: LogiKEy Framework, Methodology, and Tool Support

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    A framework and methodology---termed LogiKEy---for the design and engineering of ethical reasoners, normative theories and deontic logics is presented. The overall motivation is the development of suitable means for the control and governance of intelligent autonomous systems. LogiKEy's unifying formal framework is based on semantical embeddings of deontic logics, logic combinations and ethico-legal domain theories in expressive classic higher-order logic (HOL). This meta-logical approach enables the provision of powerful tool support in LogiKEy: off-the-shelf theorem provers and model finders for HOL are assisting the LogiKEy designer of ethical intelligent agents to flexibly experiment with underlying logics and their combinations, with ethico-legal domain theories, and with concrete examples---all at the same time. Continuous improvements of these off-the-shelf provers, without further ado, leverage the reasoning performance in LogiKEy. Case studies, in which the LogiKEy framework and methodology has been applied and tested, give evidence that HOL's undecidability often does not hinder efficient experimentation.Comment: 50 pages; 10 figure

    Designing a visual component of communication within 3D avatar virtual worlds

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    Merged with duplicate record 10026.1/2600 on 08.20.2017 by CS (TIS)Over the last few years 3D avatar virtual worlds (AVW) have emerged on the Internet. These are computer generated, multi-user, graphical spaces within which people meet, form social groups and interact with each other in real time, typically through the exchange of text or audio messages. Each user is represented within the space by a digital image known as an avatar, which is usually humanoid in form, and is predominantly under the control of the person it represents. This thesisd escribesa creativep roject that is concernedw ith aspectso f social communication between users of "Ws. In particular, an avatar is designed that is capable of performing body language, and a set of useful gestures are implemented that support aspects of social interaction and integrate with verbal discourse in a meaningful way. In addition to this, a number of scenic properties are derived that enable better comprehension of the non verbal communication, e. g. spatial arrangement, camera position and lighting effects. The research consists of a number of interrelated design activities which include reviewing the literature on avatar design in order to locate goals and variety of the project, therefore building on the on the work of others; a comparative review of three popular 3D AVWs to explore the design problem; a study that aims to gain an understanding of the social dynamics involved; the adaptation of a diagrammatic technique for the purpose of modelling social interaction; the development of 2D and 3D prototype techniques exploring the application of the social interaction modelling technique; a body of creative work developing ideas for conveying non verbal communication and the appraisal of the effectiveness of this creative work. The research contributes to the field of avatar design in a number of ways. Firstly, it develops our understanding of social dynamics in virtual worlds. Secondly, it postulates modes of non verbal communication for both individuals and social groups that supports multi-participatory social discourse. Additionally, a number of useful research techniques have been devised, such as a linear diagramming technique that can be used to represent the structure of conversation thereby facilitating the exploration and understanding of the dynamics of AVW social discourse. The work is of interest to those working in the field of avatar and multi-user virtual world design. It may also be of interest to anyone thinking of using an avatar virtual world for the application of collaborative leaming, collaborative games and conferencing

    Reframing the Paradigms of Inner Bodies

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    Awareness of our environments both external and internal are in continuous flux and highly mediated by technologies we have created. The research project we shall discuss is situated at the pivotal point of reframing our perception and consciousness in the context of the current in silico culture. More to the point, we shall refer to inroads into the bi-modal computer-generated simulations of blood flow patterns, in the pathological situation of a brain aneurysm, leading not only to the understanding of the phenomenon but also to the optimal communication of its complexity. This new approach, removed from both in vivo as well as in vitro, brings together visual and sound artists, computer engineers, designers and cognitive scientists with the essential goal of restructuring and re-configuring our understanding of self. This being said, the need to create ways that allow remodeling and reframing our perceptions through easily interactive tools that are also increasingly autonomous is at the core of the research we shall be presenting. Through novel approaches and complex technological mediation, the accompanying conscious experiences co-evolve and develop in complexity. The aim is for this project to serve as an example and starting point for stimulating debate

    Sensuous proximity in research methods with expert teams, media sports, and esports practices

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    This paper examines epistemological issues in game studies research, specifically exploring qualitative research approaches to networked, expert computer game teams who engage in esports practices. Expert teams deliver their expert practice in part through interembodied sensitivities to sensorial team-based phenomena, which is made across multiple bodies and machines in the process of play. Drawing on fieldwork with World of Warcraft Arena tournament esports teams and research methods orientations from games studies, sensuous ethnography, and sports studies, a position of sensuous proximity in games research is explored and developed as a suite of research guidelines for engaging with esports teams high performance practices. I suggest a research approach that involves differing lenses and stances in the study of embodied team play, and varying scales of sensuous proximity to the layers of expert team practices that augmens the notion of playing research in game studies.This paper examines epistemological issues in game studies research, specifically exploring qualitative research approaches to networked, expert computer game teams who engage in esports practices. Expert teams deliver their expert practice in part through interembodied sensitivities to sensorial team-based phenomena, which is made across multiple bodies and machines in the process of play. Drawing on fieldwork with World of Warcraft Arena tournament esports teams and research methods orientations from games studies, sensuous ethnography, and sports studies, a position of sensuous proximity in games research is explored and developed as a suite of research guidelines for engaging with esports teams high performance practices. I suggest a research approach that involves differing lenses and stances in the study of embodied team play, and varying scales of sensuous proximity to the layers of expert team practices that augmens the notion of playing research in game studies

    The Translocal Event and the Polyrhythmic Diagram

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    This thesis identifies and analyses the key creative protocols in translocal performance practice, and ends with suggestions for new forms of transversal live and mediated performance practice, informed by theory. It argues that ontologies of emergence in dynamic systems nourish contemporary practice in the digital arts. Feedback in self-organised, recursive systems and organisms elicit change, and change transforms. The arguments trace concepts from chaos and complexity theory to virtual multiplicity, relationality, intuition and individuation (in the work of Bergson, Deleuze, Guattari, Simondon, Massumi, and other process theorists). It then examines the intersection of methodologies in philosophy, science and art and the radical contingencies implicit in the technicity of real-time, collaborative composition. Simultaneous forces or tendencies such as perception/memory, content/ expression and instinct/intellect produce composites (experience, meaning, and intuition- respectively) that affect the sensation of interplay. The translocal event is itself a diagram - an interstice between the forces of the local and the global, between the tendencies of the individual and the collective. The translocal is a point of reference for exploring the distribution of affect, parameters of control and emergent aesthetics. Translocal interplay, enabled by digital technologies and network protocols, is ontogenetic and autopoietic; diagrammatic and synaesthetic; intuitive and transductive. KeyWorx is a software application developed for realtime, distributed, multimodal media processing. As a technological tool created by artists, KeyWorx supports this intuitive type of creative experience: a real-time, translocal “jamming” that transduces the lived experience of a “biogram,” a synaesthetic hinge-dimension. The emerging aesthetics are processual – intuitive, diagrammatic and transversal
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