41,284 research outputs found

    Wearable performance

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    This is the post-print version of the article. The official published version can be accessed from the link below - Copyright @ 2009 Taylor & FrancisWearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment. Wearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment

    The lives of others: an interactive installation

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    “The lives of others” is an interactive audiovisual installation that is based on a voyeuristic approach of the binomial inside / outside and private / public, between the finished product presentable to the public and the mechanism that generates it. This mechanism consisting of physical devices and logical-mathematical instructions usually remains in the private sphere, is the interior of the work that is not seen, which belongs only to the creator / author. “the lives of others” quest for demystify the separation of the visual apparatus and the mechanism that generates this external system, making both visible and bringing to the public sphere the elements usually hidden.info:eu-repo/semantics/publishedVersio

    Sensing and mapping for interactive performance

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    This paper describes a trans-domain mapping (TDM) framework for translating meaningful activities from one creative domain onto another. The multi-disciplinary framework is designed to facilitate an intuitive and non-intrusive interactive multimedia performance interface that offers the users or performers real-time control of multimedia events using their physical movements. It is intended to be a highly dynamic real-time performance tool, sensing and tracking activities and changes, in order to provide interactive multimedia performances. From a straightforward definition of the TDM framework, this paper reports several implementations and multi-disciplinary collaborative projects using the proposed framework, including a motion and colour-sensitive system, a sensor-based system for triggering musical events, and a distributed multimedia server for audio mapping of a real-time face tracker, and discusses different aspects of mapping strategies in their context. Plausible future directions, developments and exploration with the proposed framework, including stage augmenta tion, virtual and augmented reality, which involve sensing and mapping of physical and non-physical changes onto multimedia control events, are discussed

    Bioengineered Textiles and Nonwovens – the convergence of bio-miniaturisation and electroactive conductive polymers for assistive healthcare, portable power and design-led wearable technology

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    Today, there is an opportunity to bring together creative design activities to exploit the responsive and adaptive ‘smart’ materials that are a result of rapid development in electro, photo active polymers or OFEDs (organic thin film electronic devices), bio-responsive hydrogels, integrated into MEMS/NEMS devices and systems respectively. Some of these integrated systems are summarised in this paper, highlighting their use to create enhanced functionality in textiles, fabrics and non-woven large area thin films. By understanding the characteristics and properties of OFEDs and bio polymers and how they can be transformed into implementable physical forms, innovative products and services can be developed, with wide implications. The paper outlines some of these opportunities and applications, in particular, an ambient living platform, dealing with human centred needs, of people at work, people at home and people at play. The innovative design affords the accelerated development of intelligent materials (interactive, responsive and adaptive) for a new product & service design landscape, encompassing assistive healthcare (smart bandages and digital theranostics), ambient living, renewable energy (organic PV and solar textiles), interactive consumer products, interactive personal & beauty care (e-Scent) and a more intelligent built environment

    A modular and interactive OLED-based lighting system

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    The concept of a flexible, large-area, organic light emitting diode (OLED)-based lighting system with a modular structure and built-in intelligent light management is introduced. Such a flexible, thin, portable lighting system with discreetly integrated electronics is important in order to allow the implementation of the lighting system into a variety of places, such as cars and temporary expedition areas. A modular construction of an OLED lighting panel makes it possible to control each OLED cell individually. This not only enables us to counteract aging or degradation effects in the OLED cells but it also allows individual OLED module brightness control to support human or ambient interaction based on integrated or centralized sensors. Moreover, integrating the driving electronics in the backplane of an OLED module improves the energy efficiency of operating large OLED panels. The thin, modular construction and individual, dynamic control are successfully demonstrated

    ArcAid interactive archery assistant

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    This paper describes the design process of a bow aiming system, called ArcAid, which is an interactive archery assistant. The main goal of ArcAid is to introduce a way for beginner Robin Hoods to learn the art of archery to its fullest. In order to achieve this goal, our smartphone-based design focuses on a fun and interactive learning process that gives constant feedback to the user on how to hit a certain goal. A SPIKE high- end laser sensor is used for the distance measurement and the smartphone’s accelerometer is used to define the angle of inclination. To measure the force on the arrow and the displacement of the string, a flex sensor is attached upon one of the arcs of the bow. All sensor data is processed in an Arduino Nano microprocessor and feedback to the user is given by a dedicated smartphone app. In this paper, we mainly focus on the construction, mechanics and electronics of the ArcAid bow and on the design of the mobile app, which is the game controller. Furthermore, we briefly discuss some future development ideas
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