11 research outputs found
IoT and Wireless Sensor Network for Interactive Waka Structure
Partnership between technologists, engineers and artists often produces new forms of interactive and complex artworks. This paper discusses the role of a smart interactive art structure and reviews the novel ways in which it can serve the intended purpose. The interactive waka project is a multi-disciplinary project which involves in the production of an interactive six-meter-tall COR-TEN plate steel waka (traditional canoe) sculpture informed by MÄtauranga MÄori (MÄori knowledge) about the Matariki star cluster. (Pleiades). This smart interactive structure will be will be located besides the Waikato river in Hamilton, New Zealand. The waka sculpture as a smart structure serves several main interrelating purposes that are centred on its symbolic, architectonic, and interactive functions. The use of human and environmental monitoring will enable co-constitutive real-time interactions, which will themselves be performatively incorporated into the field of relations. All the information gathered from the wireless sensors will be sent to the cloud, where it will be processed to determine how the waka structure's light and sound patterns should behave. The waka structure will be self-contained in terms of power, using sustainable energy sources such as solar, and will not be active unless humans are present. Data collected through the environmental wireless sensors network will be publically available through a website, using an open-source platform and the smart interactive structure will be gifted to the City of Hamilton in New Zealand
Variable 4: A Dynamical Composition for Weather Systems
Variable 4 is a multichannel sound installation that uses meteorological sensors and a multi-layered array of algorithmic processes to transform weather data into musical patterns in real time. This paper describes the work in detail, outlining its historical context, systems infrastructure and installation specifics. The piece is discussed in relation to sonification and environmental installation, and observations are made on the process of siting a complex sound work in the natural world
Beyond Decoding: Art Installations and Mediation of Audiences
This is the final version of the article. Available from the publisher via the link in this record.This article uses case studies of visual art installations to elaborate an alternative view of the way art is experienced by museum and gallery visitors. In particular, it is argued that the orthodox and influential decoding perspective in the sociology of art overlooks the situated and experiential nature of art, especially when art takes the form of installations. In order to study experiences of art installations, this article draws on recent developments in cultural sociology and the sociology of music to reintroduce the idea of mediation into thinking about and with art. A focus on processes of mediation allows me to address the communications and interactions which emerged at the particular art installation under consideration here, a piece called PharmaConcert by Evgeniy Chertoplyasov that was displayed at the Winzavod Art Centre in Moscow in 2011. Detailed analysis of the forms of interactions at this exhibition shows that as audience members perceive artworks, they transform abstract expectations of artworks into a series of specific and situated actions. Simultaneously, other mediation processes reassemble the audiences through shared experience of contested meanings of an artwork. The paper challenges the orthodox sociological notion of what an audience is and instead sees audiences as an emerging form of communication and interaction specific to a particular artwork / installation
Mobile-Based Interactive Music for Public Spaces
With the emergence of modern mobile devices equipped with various types of built-in sensors, interactive art has become easily accessible to everyone, musicians and non-musicians alike. These efficient computers are able to analyze human activity, location, gesture, etc., and based on this information dynamically change, or create an artwork in realtime. This thesis presents an interactive mobile system that solely uses the standard embedded sensors available in current typical smart devices such as phones, and tablets to create an audio-only augmented reality for a singled out public space in order to explore the potential for social-musical interaction, without the need for any significant external infrastructure
ARTree. Designing & evaluating handheld augmented reality art
Augmented reality is a technology combining physical and virtual objects. This study aimes to explore the use of this technology in art. The prototype ARTree was developed through contributions from an artist, and consists of a physical tree and virtual objects representing the four seasons. A qualitative usability test was conducted where users were observed while interacting with ARTree, and expressed their thoughts and actions through the use of the think aloud technique. Findings from the evaluation were that users interact with AR art in an exploring way, experiencing it as a task. Findings also revealed that users find it more comfortable to interact with the paper markers that the 3D objects are connected to, than to move the tree and the branches.INFO390MASV-INF
The kinesfield : a study of movement-based interactive and choreographic art
Merged with duplicate record 10026.1/680 on 14.03.2017 by CS (TIS)Through the exploration of practice and theory, this thesis aims to elucidate the
characteristics of movement-based interactive art and the kinesfield, a term developed
during the course of the research to describe the publics' body-medium. Movement-based
interactive art is based on choreographed movements of the body, media and specialized
technologies which facilitate new forms of participatory movement experience. This
emergent art form has initiated new methods of experiencing and presenting dance in the
public domain.
lt is argued that this leads to new artistic developments which may constitute a paradigm
shift of the concept of the body-medium in the field of dance. To understand whether the
shift is indeed paradigmatic, and to contribute to the development of dance and technology,
this study introduces and applies the concept of the kinesfield to extend the theory of the
body-medium as kinesphere, first proposed by Laban, and to challenge its characteristics in
the context of movement-based interactive art.
The concept of the kinesfield is employed to describe the relational dynamic of movement
interactions which traverse the body and material forms in unbounded space. By this
account, the body-medium is not defined geometrically, as in Laban's theory, but as a
temporal and spatial field. The kinesfield accounts for a complexity of movement
characteristics which pertain to the dynamic and relational experiences which occur
between the biological body and its natural and atmospheric surroundings, natural forces,
and its socio-cultural milieu.
The argument unfolds as a triangulation of three movement-based interactive artworks
(Shifting Ground, trajets, and Raumspielpuzzle) presented during the course of the thesis,
my physical and experiential knowledge in the field of dance and an interdisciplinary
literature investigation in the fields of dance, physiology/psychology/cognitive science,
philosophy and sociology, plastic arts and cinema. This written document is accompanied
by a CD-ROM which serves as an electronic appendix including images, videos and
diagrams of the works referenced in the written thesis.This thesis is a discussion of the experiential and conceptual characteristics which underpin the choreographic research of three movement-based interactive artworks I, Shifting Ground ( 1999), trajets (2000) and Raumspielpuzzle (2003). 2 In addition to elucidating an emergent mode of choreographic practice,3 this thesis proposes a new term which offers a description of the body-medium4 materialised in choreographic movement-based interactive art, namely the kinesfield
A usabilidade numa instalação interactiva digital
Tese de mestrado. Multimédia. Faculdade de Engenharia. Universidade do Porto. 200
Design Strategies for Adaptive Social Composition: Collaborative Sound Environments
In order to develop successful collaborative music systems a variety
of subtle interactions need to be identified and integrated. Gesture
capture, motion tracking, real-time synthesis, environmental
parameters and ubiquitous technologies can each be effectively used
for developing innovative approaches to instrument design, sound
installations, interactive music and generative systems. Current
solutions tend to prioritise one or more of these approaches, refining
a particular interface technology, software design or compositional
approach developed for a specific composition, performer or
installation environment. Within this diverse field a group of novel
controllers, described as âTangible Interfacesâ have been developed.
These are intended for use by novices and in many cases follow a
simple model of interaction controlling synthesis parameters through
simple user actions. Other approaches offer sophisticated
compositional frameworks, but many of these are idiosyncratic and
highly personalised. As such they are difficult to engage with and
ineffective for groups of novices. The objective of this research is to
develop effective design strategies for implementing collaborative
sound environments using key terms and vocabulary drawn from the
available literature. This is articulated by combining an empathic
design process with controlled sound perception and interaction
experiments. The identified design strategies have been applied to
the development of a new collaborative digital instrument. A range
of technical and compositional approaches was considered to define
this process, which can be described as Adaptive Social Composition.
Dan Livingston
Designing performance systems for audience inclusion
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2012.Cataloged from PDF version of thesis.Includes bibliographical references (p. 154-168).We define the concept of the Hyperaudience and a unique approach towards designing real-time interactive performance systems: the design of these systems encourages audience participation and augments the experience of audience members through interconnected networks. In doing so, it embraces concepts found in ubiquitous computing, affective computing, interactive arts, music, theatrical tradition, and pervasive gaming. In addition, five new systems are demonstrated to develop a framework for thinking about audience participation and orchestrating social co-presence in and beyond the performance space. Finally, the principles and challenges that shaped the design of these five systems are defined by measuring, comparing, and evaluating their expressiveness and communicability.by Akito Van Troyer.S.M
Augmenting an improvised practice on the viola da gamba
This thesis examines my improvisatory practice on the viola da gamba and its augmentation with mixed-music computer systems.
It comprises creative work and an extended written commentary and discussion.
My creative work is presented in two albums of music â solo viola da gamba improvisation, and viola da gamba and mixed-music computer systems â and supplementary recorded material.
The written commentary looks in depth at the presented creative work. I use the first, solo album to examine my improvisatory practice. To explore augmenting this practice with systems, I look in detail at my performances with gruntCount by Martin Parker, Laminate by myself and derivations by Ben Carey. Examples of these performances are presented in the second album.
Scrutiny of these three systems leads to extended discussion of the following topics:
1. Taxonomy: What are these systems? What are the characteristics they display? Do these systems fit into a standard classification scheme?
2. Ontology: Do performances with these systems instantiate musical works? What are the criteria that would help us to decide? How much of my practice is therefore underpinned by musical works?
3. Copyright: Who is responsible for the musical output with these systems? Who is a legal/musical author in such performances?
To conclude, I compare my improvisatory practice with and without systems and identify learnings arising from this research