154 research outputs found

    All-Women Initiatives in Art and Technology 1986-2020. Atenea: Mentoring and Networking Project in Steam

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    [ES] La presente tesis doctoral es una exploración sobre las iniciativas auto-organizadas de mujeres que han surgido en la intersección del arte y la tecnología a nivel internacional. Estas iniciativas comunitarias han ido apareciendo en lugares donde existe una escena de arte y nuevos medios, la cual es generalmente de dominación masculina y baja en diversidad. Este trabajo de investigación es un mapeo de este fenómeno tecno-social y artístico, tratando de identificar las primeras prácticas. A través de entrevistas, encuestas y métodos de investigación etnográfica, esta tesis aspira a comprender el contexto que ha dado lugar a semejantes iniciativas a lo largo de tres décadas y media, examinando las diferentes tipologías por los formatos, extensión, espacio y estructura que éstas han adoptado para afrontar la situación de las mujeres en estas áreas. Existe un vació de referencias sobre formas organizativas y de comisariado en las áreas de arte y tecnología. Además, la literatura general señala las subculturas digitales de los noventa, tales como el ciberfeminismo y el movimiento DIY, como los primeros y principales referentes para las alianzas de mujeres y el activismo translocal en la era digital. Sin embargo, las estrategias de colaboración y segregación en áreas de arte y tecnología no han sido analizadas desde los estudios feministas desde una perspectiva histórica en profundidad. Por lo tanto, esta tesis establece la relación entre dichas iniciativas con la historia de los grupos de mujeres artistas y espacios de arte alternativos, la historia de las mujeres en el arte de nuevos medios y la cultura de redes. Las nuevas tecnologías de la información y comunicación han permitido nuevas formas de comunicación y conectividad transfronterizas; sin embargo, este trabajo investiga en qué medida estas iniciativas dependen de las TIC para el establecimiento de su comunidad, comparado con los formatos analógicos. Con los resultados, esta tesis aspira a convertirse en una fuente de referencias que enriquezca la escasa bibliografía de la temática, proporcionando una lista de formas organizativas y de comisariado, así como las practicas más tempranas nunca publicadas, y en conjunto contribuir a la historiografía actual sobre mujeres. Por último, a la vez que se comenta la situación actual de las mujeres en las áreas de arte y tecnología, este trabajo presenta Atenea, un proyecto de mentorización y networking para mujeres en las artes y carreras STEM. Atenea está compuesto de un programa de actividades con diferentes actividades organizativas y de comisariado, así como una plataforma de networking. Adicionalmente, el proyecto tiene un programa enfocado en transmitir conocimientos STEM a niñas a través de prácticas artísticas con tecnología de la mano de mujeres artistas nacionales como mentoras.[CAT] La present tesi doctoral és una exploració sobre les iniciatives autoorganitzades de dones que han sorgit en la intersecció de l'art i la tecnologia a nivell internacional. Aquestes iniciatives comunitàries han anat apareixent en llocs on hi ha una escena d'art i nous mitjans, la qual és generalment de dominació masculina i baixa en diversitat. Aquest treball de recerca és un mapeig d'aquest fenomen tecno-social i artístic, tractant d'identificar les primeres pràctiques. A través d'entrevistes, enquestes i mètodes d'investigació etnogràfica, aquesta tesi aspira a comprendre el context que ha donat lloc a semblants iniciatives al llarg de tres dècades i mig, examinant les diferents tipologies pels formats, extensió, espai i estructura que aquestes han adoptat per afrontar la situació de les dones en aquestes àrees. Hi ha un buit de referències sobre formes organitzatives i de comissariat en les àrees d'art i tecnologia. A més, la literatura general assenyala les subcultures digitals dels noranta, com ara el ciberfeminisme i el moviment DIY, com els primers i principals referents per a les aliances de dones i l'activisme translocal en l'era digital. No obstant això, les estratègies de col·laboració i segregació en àrees d'art i tecnologia no han estat analitzades des dels estudis feministes des d'una perspectiva històrica en profunditat. Per tant, aquesta tesi estableix la relació entre aquestes iniciatives amb la història dels grups de dones artistes i espais d'art alternatius, la història de les dones en l'art de nous mitjans i la cultura de xarxes. Les noves tecnologies de la informació i comunicació han permès noves formes de comunicació i connectivitat transfrontereres; però, aquest treball investiga en quina mesura aquestes iniciatives depenen de les TIC per a l'establiment de la seva comunitat, comparat amb els formats analògics. Amb els resultats, aquesta tesi aspira a convertir-se en una font de referències que enriqueixi l'escassa bibliografia de la temàtica, proporcionant una llista de formes organitzatives i de comissariat, així com les pràctiques més primerenques mai publicades, i en conjunt contribuir a la historiografia actual sobre dones. Finalment, alhora que es comenta la situació actual de les dones en les àrees d'art i tecnologia, aquest treball presenta Atenea, un projecte de mentorització i networking per a dones en les arts i carreres STEM. Atenea està compost d'un programmea d'activitats amb diferents activitats organitzatives i de comissariat, així com una plataforma de networking. Addicionalment, el projecte té un programmea enfocat a transmetre coneixements STEM a nenes a través de pràctiques artístiques amb tecnologia de la mà de dones artistes nacionals com mentores.[EN] This dissertation explores a series of all-women self-organised initiatives that have emerged at the intersection of art and technology internationally. These grassroot initiatives have continued to appear in places where there is a new media arts scene, generally male-dominated and low in diversity. This research work is a mapping of this techno-social and artistic phenomenon, attempting to identify its earliest practices. Through interviews, surveys and ethnographic research, this thesis seeks to comprehend the context that has given rise to such initiatives over three decades and half, examining the different typologies by formats, extension, space and structure that they have adopted to address the situation of women in these fields. There is a void of references on all-women curatorial and organisational forms in art and technology. Moreover, general literature points at digital subcultures of the 1990s such as cyberfeminism and DIY movement as first referents for women's alliance and translocal activism in the digital age. However, collaboration and segregation strategies in new media arts have not been discussed in feminist scholarship from a deeper historical perspective. Therefore, this dissertation elaborates the linkage of such initiatives to early history of all-women art groups and alternative art spaces, history of women in new media arts and to network cultures. New information and communication technologies have enabled new forms of communication and connectivity cross-borders; however, this work investigates in which measure these initiatives are dependent upon ICT for the establishment of a community, compared to analog formats. With the results, this dissertation aims to become a source of references that enriches the scarce bibliography on the topic, providing a list of curatorial and organisational forms with the earliest and unpublished practices that altogether contribute to current women's historiography. Lastly, while discussing the current situation of women in art and technology fields, this works presents Atenea, a mentoring and networking platform for women in Arts and STEM careers. Atenea is comprised of a programme having different organizational, curatorial and networking activities. Additionally, the platform has a project focused on teaching STEM skills to girls through new media arts with female artists as mentors. Keywords: All-women, self-organised, initiatives, new media arts, digital arts, electronic arts, art, technology, activism, mapping, alternative art spaces, collaboration, segregation, ICT, digital age, virtual, community, network cultures, feminism, cyberfeminism, Atenea, STEM, STEAM, girls, organisational, curatorial, networking platform, mentoring,Robles Mateo, E. (2020). All-Women Initiatives in Art and Technology 1986-2020. Atenea: Mentoring and Networking Project in Steam [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/159248TESI

    Interdisciplinary Film & Digital Media 2015 APR Self-Study & Documents

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    UNM Interdisciplinary Film & Digital Media APR self-study report, review team report, response to review report, and initial action plan for Spring 2015, fulfilling requirements of the Higher Learning Commission. IFDM was absorbed by the Cinematic Arts Department following this review

    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

    Eight Biennial Report : April 2005 – March 2007

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    Review of three-dimensional human-computer interaction with focus on the leap motion controller

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    Modern hardware and software development has led to an evolution of user interfaces from command-line to natural user interfaces for virtual immersive environments. Gestures imitating real-world interaction tasks increasingly replace classical two-dimensional interfaces based on Windows/Icons/Menus/Pointers (WIMP) or touch metaphors. Thus, the purpose of this paper is to survey the state-of-the-art Human-Computer Interaction (HCI) techniques with a focus on the special field of three-dimensional interaction. This includes an overview of currently available interaction devices, their applications of usage and underlying methods for gesture design and recognition. Focus is on interfaces based on the Leap Motion Controller (LMC) and corresponding methods of gesture design and recognition. Further, a review of evaluation methods for the proposed natural user interfaces is given

    Situated Displays in Telecommunication

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    In face to face conversation, numerous cues of attention, eye contact, and gaze direction provide important channels of information. These channels create cues that include turn taking, establish a sense of engagement, and indicate the focus of conversation. However, some subtleties of gaze can be lost in common videoconferencing systems, because the single perspective view of the camera doesn't preserve the spatial characteristics of the face to face situation. In particular, in group conferencing, the `Mona Lisa effect' makes all observers feel that they are looked at when the remote participant looks at the camera. In this thesis, we present designs and evaluations of four novel situated teleconferencing systems, which aim to improve the teleconferencing experience. Firstly, we demonstrate the effectiveness of a spherical video telepresence system in that it allows a single observer at multiple viewpoints to accurately judge where the remote user is placing their gaze. Secondly, we demonstrate the gaze-preserving capability of a cylindrical video telepresence system, but for multiple observers at multiple viewpoints. Thirdly, we demonstrated the further improvement of a random hole autostereoscopic multiview telepresence system in conveying gaze by adding stereoscopic cues. Lastly, we investigate the influence of display type and viewing angle on how people place their trust during avatar-mediated interaction. The results show the spherical avatar telepresence system has the ability to be viewed qualitatively similarly from all angles and demonstrate how trust can be altered depending on how one views the avatar. Together these demonstrations motivate the further study of novel display configurations and suggest parameters for the design of future teleconferencing systems
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