42 research outputs found
AutoGraff: towards a computational understanding of graffiti writing and related art forms.
The aim of this thesis is to develop a system that generates letters and pictures with a style that is immediately recognizable as graffiti art or calligraphy. The proposed system can be used similarly to, and in tight integration with, conventional computer-aided geometric design tools and can be used to generate synthetic graffiti content for urban environments in games and in movies, and to guide robotic or fabrication systems that can materialise the output of the system with physical drawing media. The thesis is divided into two main parts. The first part describes a set of stroke primitives, building blocks that can be combined to generate different designs that resemble graffiti or calligraphy. These primitives mimic the process typically used to design graffiti letters and exploit well known principles of motor control to model the way in which an artist moves when incrementally tracing stylised letter forms. The second part demonstrates how these stroke primitives can be automatically recovered from input geometry defined in vector form, such as the digitised traces of writing made by a user, or the glyph outlines in a font. This procedure converts the input geometry into a seed that can be transformed into a variety of calligraphic and graffiti stylisations, which depend on parametric variations of the strokes
Changing times: resilience
info:eu-repo/semantics/publishedVersio
Electronic Literature as Digital Humanities
This book is available as open access through the Bloomsbury Open programme and is available on www.bloomsburycollections.com. Electronic Literature as Digital Humanities: Contexts, Forms & Practices is a volume of essays that provides a detailed account of born-digital literature by artists and scholars who have contributed to its birth and evolution. Rather than offering a prescriptive definition of electronic literature, this book takes an ontological approach through descriptive exploration, treating electronic literature from the perspective of the digital humanities (DH)––that is, as an area of scholarship and practice that exists at the juncture between the literary and the algorithmic. The domain of DH is typically segmented into the two seemingly disparate strands of criticism and building, with scholars either studying the synthesis between cultural expression and screens or the use of technology to make artifacts in themselves. This book regards electronic literature as fundamentally DH in that it synthesizes these two constituents. Electronic Literature as Digital Humanities provides a context for the development of the field, informed by the forms and practices that have emerged throughout the DH moment, and finally, offers resources for others interested in learning more about electronic literature
Text in Visualization: Extending the Visualization Design Space
This thesis is a systematic exploration and expansion of the design space of data visualization specifically with regards to text. A critical analysis of text in data visualizations reveals gaps in existing frameworks and the use of text in practice. A cross-disciplinary review across fields such as typography, cartography and technical applications yields typographic techniques to encode data into text and provides the scope for the expanded design space. Mapping new attributes, techniques and considerations back to well understood visualization principles organizes the design space of text in visualization. This design space includes: 1) text as a primary data type literally encoded into alphanumeric glyphs, 2) typographic attributes, such as bold and italic, capable of encoding additional data onto literal text, 3) scope of mark, ranging from individual glyphs, syllables and words; to sentences, paragraphs and documents, and 4) layout of these text elements applicable most known visualization techniques and text specific techniques such as tables. This is the primary contribution of this thesis (Part A and B).
Then, this design space is used to facilitate the design, implementation and evaluation of new types of visualization techniques, ranging from enhancements of existing techniques, such as, extending scatterplots and graphs with literal marks, stem & leaf plots with multivariate glyphs and broader scope, and microtext line charts; to new visualization techniques, such as, multivariate typographic thematic maps; text formatted to facilitate skimming; and proportionally encoding quantitative values in running text – all of which are new contributions to the field (Part C). Finally, a broad evaluation across the framework and the sample visualizations with cross-discipline expert critiques and a metrics based approach reveals some concerns and many opportunities pointing towards a breadth of future research work now possible with this new framework. (Part D and E)
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The Crisis of Language in Contemporary Japan: Reading, Writing, and New Technology
My dissertation is an ethnographically inspired theoretical exploration of the crises of reading and writing in contemporary Japan. Each of the five chapters examines concrete instances of reading and writing practices that have been problematized in recent decades. By calling attention to underlying moral assumptions, established sociocultural protocols, and socio-technological conditions of the everyday, I theorize the concept of embodied reading and writing thresholds. The scope of analysis is partly informed by popular discourse decrying a perceived decline in reading and writing proficiency among Japanese youth. This alleged failing literacy figures as a national crisis under the assumption that the futurity of children's national language proficiency metonymically correlates with the future well being of its national cultural body. In light of heightened interests in the past, present, and future of books, and a series of recent state interventions on the prospect of "national" text culture, it is my argument that ongoing tensions surrounding the changing media landscape and symbolic relations to the world do not merely reflect changes in styles of language, structures of spatiotemporal awareness, or forms of knowledge production. Rather, they indicate profound transformations and apprehensions among the lives mediated and embodied by the very system of signification that has come under scrutiny in the post-Lost Decade Japan (03/1991-01/2002). My dissertation offers an unique point of critical intervention into 1) various forms of tension arising from the overlapping media technologies and polarized population, 2) formations of reading and writing body (embodiment) at an intersection of heterogeneous elements and everyday disciplining, 3) culturally specific conditions and articulations of the effects of "universal" technologies, 4) prospects of "proper" national reading and writing culture, and 5) questions of cultural transformation and transmission. I hope that the diverse set of events explored in respective chapters provide, as a whole, a broader perspective of the institutional and technological background as well as an intimate understanding of culturally specific circumstances in Japan. Insofar as this is an attempt to conduct a nuanced inquiry into the culturally specific configurations and articulations of a global phenomenon, each ethnographic moment is carefully contextualized to reflect Japan specific conditions while avoiding the pitfall of culturalist assumptions. Understanding how an existing system of representation, technological imperatives and sociohistorical predicaments have coalesced to form a unique constellation is the first step in identifying how the practice of reading and writing becomes a site of heated national debate in Japan. Against theories that problematize the de-corporealizing effects of digital technology within reading and writing, I emphasize the material specificity of contemporary reading and writing practices
Design revolutions: IASDR 2019 Conference Proceedings. Volume 4: Learning, Technology, Thinking
In September 2019 Manchester School of Art at Manchester Metropolitan University was honoured to host the bi-annual conference of the International Association of Societies of Design Research (IASDR) under the unifying theme of DESIGN REVOLUTIONS. This was the first time the conference had been held in the UK. Through key research themes across nine conference tracks – Change, Learning, Living, Making, People, Technology, Thinking, Value and Voices – the conference opened up compelling, meaningful and radical dialogue of the role of design in addressing societal and organisational challenges. This Volume 4 includes papers from Learning, Technology and Thinking tracks of the conference
Electronic Literature as Digital Humanities
This book is available as open access through the Bloomsbury Open programme and is available on www.bloomsburycollections.com. Electronic Literature as Digital Humanities: Contexts, Forms & Practices is a volume of essays that provides a detailed account of born-digital literature by artists and scholars who have contributed to its birth and evolution. Rather than offering a prescriptive definition of electronic literature, this book takes an ontological approach through descriptive exploration, treating electronic literature from the perspective of the digital humanities (DH)––that is, as an area of scholarship and practice that exists at the juncture between the literary and the algorithmic. The domain of DH is typically segmented into the two seemingly disparate strands of criticism and building, with scholars either studying the synthesis between cultural expression and screens or the use of technology to make artifacts in themselves. This book regards electronic literature as fundamentally DH in that it synthesizes these two constituents. Electronic Literature as Digital Humanities provides a context for the development of the field, informed by the forms and practices that have emerged throughout the DH moment, and finally, offers resources for others interested in learning more about electronic literature
Drawing out interaction: Lines around shared space.
PhdDespite advances in image, video, and motion capture technologies, human interactions are frequently
represented as line drawings. Intuitively, drawings provide a useful way of filtering complex, dynamic
sequences to produce concise representations of interaction. They also make it possible to represent
phenomena such as topic spaces, that do not have a concrete physical manifestation. However, the
processes involved in producing these drawings, the advantages and limitations of line drawings as
representations, and the implications of drawing as an analytic method have not previously been
investigated. This thesis explores the use of drawings to represent human interaction and is informed
by the prior experience and abilities of the investigator as a practising visual artist. It begins by
discussing the drawing process and how it has been used to capture human activities. Key drawing
techniques are identified and tested against an excerpt from an interaction between architects. A series
of new drawings are constructed to depict one scene from this interaction, highlighting the contrasts
between each drawing technique and their impact on the way shared spaces are represented. A second
series of original drawings are produced exploring new ways of representing these spaces, leading to
a proposal for a field-based approach that combines gesture paths, fields, and human figures to create
a richer analytic representation. A protocol for using this approach to analyse video in practice is
developed and evaluated though a sequence of three participatory workshops for researchers in human
interaction. The results suggest that the field based process of drawing facilitates the production of
spatially enriched graphical representations of qualitative spaces. The thesis concludes that the use of
drawing to explore non-metric approaches to shared interactional space, has implications for research
in human interaction, interaction design, clinical psychology, anthropology, and discourse analysis,
and will find form in new new approaches to contemporary artistic practice.Engineering and Physical Sciences Research Council (EPSRC)
Vidding
Vidding is a well-established remix practice where fans edit an existing film, music video, TV show, or other performance and set it to music of their choosing. Vids emerged forty years ago as a complicated technological feat involving capturing footage from TV with a VCR and syncing with music—and their makers and consumers were almost exclusively women, many of them queer women. The technological challenges of doing this kind of work in the 1970s and 1980s when vidding began gave rise to a rich culture of collective work, as well as conventions of creators who gathered to share new work and new techniques. While the rise of personal digital technology eventually democratized the tools vidders use, the collective aspect of the culture grew even stronger with the advent of YouTube, Vimeo, and other channels for sharing work. Vidding: A History emphasizes vidding as a critical, feminist form of fan practice. Working outward from interviews, VHS liner notes, convention programs, and mailing list archives, Coppa offers a rich history of vidding communities as they evolved from the 1970s through to the present. Built with the classroom in mind, the open-access electronic version of this book includes over one-hundred vids and an appendix that includes additional close readings of vids