42,046 research outputs found

    Representing Altered States of Consciousness in Computer Arts

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    It has been proposed that among the earliest known artworks produced by humans may have been representations of altered states of consciousness (ASCs). With the advent of modern computer technology that enables the creation of almost any sound or image imaginable, the possibility of representing the subjective visual and aural components of hallucinatory experiences with increased realism emerges. In order to consider how these representations could be created, this paper provides a discussion of existing work that represents ASCs. I commence by providing an overview of ASCs and a brief history of their use in culture. This provides the necessary background through which we may then consider the variety of art and music that represents ASCs, including: shamanic art and music, modern visual art, popular music, film and video games. Through discussion of the ways in which these examples represent ASC, a concept of ‘ASC Simulation’ is proposed, which emphasises realistic representations of ASCs. The paper concludes with a brief summary of several creative projects in computer music and arts that explore this area

    Designing Game Audio Based on Avatar-Centred Subjectivity

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    This chapter explores a selection of practical approaches for designing video game audio based on the subjective perception of a player avatar. The authors discuss several prototype video game systems developed as part of their practice-led research, which provide interactive audio systems that represent the aural experience of a virtual avatar undergoing an altered state of consciousness. Through the discussion of these prototypes, the authors expose a variety of possible approaches for sound design in order to represent the subjective perceptual experiences of a player avatar

    Philosophy and Art: Changing Landscapes for Aesthetics

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    MINDtouch embodied ephemeral transference: Mobile media performance research

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    This is the post-print version of the final published article that is available from the link below. Copyright @ Intellect Ltd 2011.The aim of the author's media art research has been to uncover any new understandings of the sensations of liveness and presence that may emerge in participatory networked performance, using mobile phones and physiological wearable devices. To practically investigate these concepts, a mobile media performance series was created, called MINDtouch. The MINDtouch project proposed that the mobile videophone become a new way to communicate non-verbally, visually and sensually across space. It explored notions of ephemeral transference, distance collaboration and participant as performer to study presence and liveness emerging from the use of wireless mobile technologies within real-time, mobile performance contexts. Through participation by in-person and remote interactors, creating mobile video-streamed mixes, the project interweaves and embodies a daisy chain of technologies through the network space. As part of a practice-based Ph.D. research conducted at the SMARTlab Digital Media Institute at the University of East London, MINDtouch has been under the direction of Professor Lizbeth Goodman and sponsored by BBC R&D. The aim of this article is to discuss the project research, conducted and recently completed for submission, in terms of the technical and aesthetic developments from 2008 to present, as well as the final phase of staging the events from July 2009 to February 2010. This piece builds on the article (Baker 2008) which focused on the outcomes of phase 1 of the research project and initial developments in phase 2. The outcomes from phase 2 and 3 of the project are discussed in this article

    Brains, Selves and Spirituality in the History of Cybernetics

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    Paper presented at the Templeton Workshop, ‘Transhumanism and the Meanings of Progress,’ Arizona State University, 24-25 April 200

    Exploring ‘events’ as an information systems research methodology

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    This paper builds upon existing research and commentary from a variety of disciplinary sources including Information Systems, Organisational and Management Studies, and the Social Sciences that focus upon the meaning, significance and impact of ‘events’ in both an organisational and a social sense. The aim of this paper is to define how the examination of the event is an appropriate, viable and useful Information Systems methodology. Our argument is that focusing on the ‘event’ enables the researcher to more clearly observe and capture the complexity, multiplicity and mundaneity of everyday lived experience. The use and notion of ‘event’ has the potential to reduce the methodological dilemmas associated with the micromanagement of the research process – an inherent danger of traditional and ‘virtual' ethnographic approaches. Similarly, this paper addresses the over-emphasis upon managerialist, structured and time-fixated praxis that is currently symptomatic of Information Systems research. All of these concerns are pivotal points of critique found within eventoriented literature. An examination of event-related theory within interpretative disciplines directs the focus of this paper towards the more specific realm of the ‘event scene’. The notion of the ‘event scene’ originated in the action based (and anti-academy) imperatives of the Situationists and emerged in an academic sense as critical situational analysis. Event scenes are a focus for contemporary critical theory where they are utilised as a means of representing theoried inquiry in order to loosen the restrictions that historical and temporally bound analysis imposes upon most interpretative approaches. The use of event scenes as the framework for critiquing established conceptual assumptions is exemplified by their use in CTheory. In this journal's version and articulation of the event scene poetry, commentary, multi-vocal narrative and other techniques are legitimated as academic forms. These various forms of multi-dimensional expression are drawn upon to enrich the understandings of the ‘event’, to extricate its meaning and to provide a sense of the moment from which the point of analysis stems. The objective of this paper is to advocate how Information Systems research can (or should) utilize an event scene oriented methodology

    Spectators’ aesthetic experiences of sound and movement in dance performance

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    In this paper we present a study of spectators’ aesthetic experiences of sound and movement in live dance performance. A multidisciplinary team comprising a choreographer, neuroscientists and qualitative researchers investigated the effects of different sound scores on dance spectators. What would be the impact of auditory stimulation on kinesthetic experience and/or aesthetic appreciation of the dance? What would be the effect of removing music altogether, so that spectators watched dance while hearing only the performers’ breathing and footfalls? We investigated audience experience through qualitative research, using post-performance focus groups, while a separately conducted functional brain imaging (fMRI) study measured the synchrony in brain activity across spectators when they watched dance with sound or breathing only. When audiences watched dance accompanied by music the fMRI data revealed evidence of greater intersubject synchronisation in a brain region consistent with complex auditory processing. The audience research found that some spectators derived pleasure from finding convergences between two complex stimuli (dance and music). The removal of music and the resulting audibility of the performers’ breathing had a significant impact on spectators’ aesthetic experience. The fMRI analysis showed increased synchronisation among observers, suggesting greater influence of the body when interpreting the dance stimuli. The audience research found evidence of similar corporeally focused experience. The paper discusses possible connections between the findings of our different approaches, and considers the implications of this study for interdisciplinary research collaborations between arts and sciences

    Beyond Prometheus: Creativity, discourse, ideology and the Anthropocene

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    This article considers the strange confluence of the rhetoric of creativity and commerce at key points across the “Great Acceleration”. It argues that although the idea of creativity has its most common contemporary expression in art, it does not in fact emerge from the discourse of art. Rather, the idea of creativity as a specifically human possession emerges from the discourse of nature at the end of the eighteenth century, and particularly in the proliferation of natural scientific ideas about “natural creation”. It argues that if a global response to climate change necessitates a more enlightened remaking of ideas, industries and communities, then one of the ideas that must be “remade” is the Promethean aspect of the idea of creativity, and the relationship it articulates between human beings and the planetary environment we inhabit
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