500 research outputs found

    Telepresence and Transgenic Art

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    Immersive Participation:Futuring, Training Simulation and Dance and Virtual Reality

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    Dance knowledge can inform the development of scenario design in immersive digital simulation environments by strengthening a participant’s capacity to learn through the body. This study engages with processes of participatory practice that question how the transmission and transfer of dance knowledge/embodied knowledge in immersive digital environments is activated and applied in new contexts. These questions are relevant in both arts and industry and have the potential to add value and knowledge through crossdisciplinary collaboration and exchange. This thesis consists of three different research projects all focused on observation, participation, and interviews with experts on embodiment in digital simulation. The projects were chosen to provide a range of perspectives across dance, industry and futures studies. Theories of embodied cognition, in particular the notions of the extended body, distributed cognition, enactment and mindfulness, offer critical lenses through which to explore the relationship of embodied integration and participation within immersive digital environments. These areas of inquiry lead to the consideration of how language from the field of computer science can assist in describing somatic experience in digital worlds through a discussion of the emerging concepts of mindfulness, wayfinding, guided movement and digital kinship. These terms serve as an example of how the mutability of language became part of the process as terms applied in disparate disciplines were understood within varying contexts. The analytic tools focus on applying a posthuman view, speculation through a futures ethnography, and a cognitive ethnographical approach to my research project. These approaches allowed me to examine an ecology of practices in order to identify methods and processes that can facilitate the transmission and transfer of embodied knowledge within a community of practice. The ecological components include dance, healthcare, transport, education and human/computer interaction. These fields drove the data collection from a range of sources including academic papers, texts, specialists’ reports, scientific papers, interviews and conversations with experts and artists.The aim of my research is to contribute both a theoretical and a speculative understanding of processes, as well as tools applicable in the transmission of embodied knowledge in virtual dance and arts environments as well as digital simulation across industry. Processes were understood theoretically through established studies in embodied cognition applied to workbased training, reinterpreted through my own movement study. Futures methodologies paved the way for speculative processes and analysis. Tools to choreograph scenario design in immersive digital environments were identified through the recognition of cross purpose language such as mindfulness, wayfinding, guided movement and digital kinship. Put together, the major contribution of this research is a greater understanding of the value of dance knowledge applied to simulation developed through theoretical and transformational processes and creative tools

    Haptic Media Scenes

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    The aim of this thesis is to apply new media phenomenological and enactive embodied cognition approaches to explain the role of haptic sensitivity and communication in personal computer environments for productivity. Prior theory has given little attention to the role of haptic senses in influencing cognitive processes, and do not frame the richness of haptic communication in interaction design—as haptic interactivity in HCI has historically tended to be designed and analyzed from a perspective on communication as transmissions, sending and receiving haptic signals. The haptic sense may not only mediate contact confirmation and affirmation, but also rich semiotic and affective messages—yet this is a strong contrast between this inherent ability of haptic perception, and current day support for such haptic communication interfaces. I therefore ask: How do the haptic senses (touch and proprioception) impact our cognitive faculty when mediated through digital and sensor technologies? How may these insights be employed in interface design to facilitate rich haptic communication? To answer these questions, I use theoretical close readings that embrace two research fields, new media phenomenology and enactive embodied cognition. The theoretical discussion is supported by neuroscientific evidence, and tested empirically through case studies centered on digital art. I use these insights to develop the concept of the haptic figura, an analytical tool to frame the communicative qualities of haptic media. The concept gauges rich machine- mediated haptic interactivity and communication in systems with a material solution supporting active haptic perception, and the mediation of semiotic and affective messages that are understood and felt. As such the concept may function as a design tool for developers, but also for media critics evaluating haptic media. The tool is used to frame a discussion on opportunities and shortcomings of haptic interfaces for productivity, differentiating between media systems for the hand and the full body. The significance of this investigation is demonstrating that haptic communication is an underutilized element in personal computer environments for productivity and providing an analytical framework for a more nuanced understanding of haptic communication as enabling the mediation of a range of semiotic and affective messages, beyond notification and confirmation interactivity

    Honolulu Weekly. Volume 20, Number 2, 2010-01-13

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    Generating Mobility and Power Through Art

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    This paper explores ideas of mobility and power using the case study Pedalpower for Bybrua, commissioned for ‘Stavanger 2008’ – Capital of Culture. Three pedal powered generators were made available to the community of Pedersgata - during daylight hours these devices were located in a number of public sites and situations - during nighttime, the stored energy was released as part of a pedestrian lighting system installed beneath the City Road Bridge ‘Bybrua’. This paper will focus on the only mobile generator; Bridgit – so called for it’s capacity to offer transit from one side of the bridge to the other. In an oil rich nation what would it mean to introduce more modest forms of energy production? How would the installation of a human powered lighting system change the way people perceived the underpass space? How might ‘human power’ change human behavior? What might the social, economic and environmental benefits be? This project demonstrates a number of practical interventions inspired by the critical writings of Ivan Illich and Henri Lefebvre. These sculptural devices allow the problems of contemporary mobility to be seen as generative opportunities – both in terms of dialogue and energy

    Wafaa Bilal’s Domestic Tension: A politics of performance in gamic space

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    I argue that considering the performance, the artist and the elements of the performance– in this case, a robotic paintball gun– as boundary objects sets the stage for a political strategy that reaches across demographic and ideological lines in politically charged art. This thesis is anchored in a close reading of the video blogs that Wafaa Bilal posted as an ongoing diary during the 31 day performance Domestic Tension (2007) and considers the use of boundary objects as means to create social space in performance artwork. This consideration is contextualised through other artworks using similar themes of violence in the social and political contexts in which they occurred. The two most specific examples discussed are Francisco Goya’s painting The Executions of the Third of May, 1808 (1814 Oil on canvas) and Chris Burdon’s infamous performance and subsequent film “Shoot!”. This strategy is predicated on granting a form of agency to art objects. The theoretical underpinnings of this analysis are found in the work of Anthropologist Alfred Gell, Sociologists Bruno Latour, Michel Callon and John Law and the work of Susan Leigh Star and James R. Griesemer. I suggest that one of the effects of granting agency to non-human actors (actants) is that it creates fluid spaces, especially in the context of performances that resemble digital games. This allows us to contextualise digital games both historically vis-a-vis similar themes in other media, and better analyze the activation of art works, especially performative ones, in our currently internet connected age

    FACING EXPERIENCE: A PAINTER’S CANVAS IN VIRTUAL REALITY

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    Full version unavailable due to 3rd party copyright restrictions.This research investigates how shifts in perception might be brought about through the development of visual imagery created by the use of virtual environment technology. Through a discussion of historical uses of immersion in art, this thesis will explore how immersion functions and why immersion has been a goal for artists throughout history. It begins with a discussion of ancient cave drawings and the relevance of Plato’s Allegory of the Cave. Next it examines the biological origins of “making special.” The research will discuss how this concept, combined with the ideas of “action” and “reaction,” has reinforced the view that art is fundamentally experiential rather than static. The research emphasizes how present-day virtual environment art, in providing a space that engages visitors in computer graphics, expands on previous immersive artistic practices. The thesis examines the technical context in which the research occurs by briefly describing the use of computer science technologies, the fundamentals of visual arts practices, and the importance of aesthetics in new media and provides a description of my artistic practice. The aim is to investigate how combining these approaches can enhance virtual environments as artworks. The computer science of virtual environments includes both hardware and software programming. The resultant virtual environment experiences are technologically dependent on the types of visual displays being used, including screens and monitors, and their subsequent viewing affordances. Virtual environments fill the field of view and can be experienced with a head mounted display (HMD) or a large screen display. The sense of immersion gained through the experience depends on how tracking devices and related peripheral devices are used to facilitate interaction. The thesis discusses visual arts practices with a focus on how illusions shift our cognition and perception in the visual modalities. This discussion includes how perceptual thinking is the foundation of art experiences, how analogies are the foundation of cognitive experiences and how the two intertwine in art experiences for virtual environments. An examination of the aesthetic strategies used by artists and new media critics are presented to discuss new media art. This thesis investigates the visual elements used in virtual environments and prescribes strategies for creating art for virtual environments. Methods constituting a unique virtual environment practice that focuses on visual analogies are discussed. The artistic practice that is discussed as the basis for this research also concentrates on experiential moments and shifts in perception and cognition and references Douglas Hofstadter, Rudolf Arnheim and John Dewey. iv Virtual environments provide for experiences in which the imagery generated updates in real time. Following an analysis of existing artwork and critical writing relative to the field, the process of inquiry has required the creation of artworks that involve tracking systems, projection displays, sound work, and an understanding of the importance of the visitor. In practice, the research has shown that the visitor should be seen as an interlocutor, interacting from a first-person perspective with virtual environment events, where avatars or other instrumental intermediaries, such as guns, vehicles, or menu systems, do not to occlude the view. The aesthetic outcomes of this research are the result of combining visual analogies, real time interactive animation, and operatic performance in immersive space. The environments designed in this research were informed initially by paintings created with imagery generated in a hypnopompic state or during the moments of transitioning from sleeping to waking. The drawings often emphasize emotional moments as caricatures and/or elements of the face as seen from a number of perspectives simultaneously, in the way of some cartoons, primitive artwork or Cubist imagery. In the imagery, the faces indicate situations, emotions and confrontations which can offer moments of humour and reflective exploration. At times, the faces usurp the space and stand in representation as both face and figure. The power of the placement of the caricatures in the paintings become apparent as the imagery stages the expressive moment. The placement of faces sets the scene, establishes relationships and promotes the honesty and emotions that develop over time as the paintings are scrutinized. The development process of creating virtual environment imagery starts with hand drawn sketches of characters, develops further as paintings on “digital canvas”, are built as animated, three-dimensional models and finally incorporated into a virtual environment. The imagery is generated while drawing, typically with paper and pencil, in a stream of consciousness during the hypnopompic state. This method became an aesthetic strategy for producing a snappy straightforward sketch. The sketches are explored further as they are worked up as paintings. During the painting process, the figures become fleshed out and their placement on the page, in essence brings them to life. These characters inhabit a world that I explore even further by building them into three dimensional models and placing them in computer generated virtual environments. The methodology of developing and placing the faces/figures became an operational strategy for building virtual environments. In order to open up the range of art virtual environments, and develop operational strategies for visitors’ experience, the characters and their facial features are used as navigational strategies, signposts and methods of wayfinding in order to sustain a stream of consciousness type of navigation. Faces and characters were designed to represent those intimate moments of self-reflection and confrontation that occur daily within ourselves and with others. They sought to reflect moments of wonderment, hurt, curiosity and humour that could subsequently be relinquished for more practical or purposeful endeavours. They were intended to create conditions in which visitors might reflect upon their emotional state, v enabling their understanding and trust of their personal space, in which decisions are made and the nature of world is determined. In order to extend the split-second, frozen moment of recognition that a painting affords, the caricatures and their scenes are given new dimensions as they become characters in a performative virtual reality. Emotables, distinct from avatars, are characters confronting visitors in the virtual environment to engage them in an interactive, stream of consciousness, non-linear dialogue. Visitors are also situated with a role in a virtual world, where they were required to adapt to the language of the environment in order to progress through the dynamics of a drama. The research showed that imagery created in a context of whimsy and fantasy could bring ontological meaning and aesthetic experience into the interactive environment, such that emotables or facially expressive computer graphic characters could be seen as another brushstroke in painting a world of virtual reality

    Cybertheatres: Emergent Networked Performance Practices

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    This thesis explores the emergent genre of cybertheatres or networked performance, that is, performance that employs the Internet and/or other types of networking technologies (telecommunication, mobile) and attitudes. I argue that networking technologies produce hybrid spacetimes or heterotopias (Foucault), which function as stages for networked performances, a novel and increasingly popular field of practice and research. The aims of this project are to a) articulate networked performance as a distinct genre, which is a hybrid between theatre/performance and networking technologies, b) situate this within a lineage of performance practice, c) identify and analyse its principal ontological and dramaturgical elements and, d) explore appropriate curatorial strategies for its presentation to a spectrum of audiences. To achieve these aims I undertake a critical analysis of cybertheatres, starting from 1967 and focusing on current practices. My analysis unfolds through engagement with discussions along two pivotal conceptual vectors, and through applied exploration of two core elements of practice: The conceptual vectors along which this thesis develops are: 1. Space: I examine the spatial nature of the networks that host cybertheatres, employing British group Blast Theory as my case-study. 2. Presence: I question the validity of the presence vs. absence dichotomy within networked environments. I investigate this through the work of Belgian duo Entropy8Zuper!, relaunched as Tale of Tales. Further on, I undertake a practical exploration relating to the subject of the curation of cybertheatres. I reflect upon and evaluate the three-day event Intimacy: Across Digital and Visceral Pelformance (December 2007), which I initiated, produced, co-directed and cocurated, to propose curatorial strategies that are appropriate to emergent practices in general and cybertheatres in particular. I close by a shift of voice from the author to the collective: I join the collaborative project Deptford. TV as a method of studying artistic, curatorial and social platforms that demonstrate Web 2.0 attitudes, and argue for the genre's particular potential for new forms of social engagement within a computer-mediated culture
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