29 research outputs found

    Mobile connections : curator's statement.

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    The Mobile Connections exhibition at the Futuresonic 2004 festival explored how mobile and locative media reconfigure social, cultural and information space. It looked beyond computing in its current form, towards the social and cultural possibilities opened by a new generation of networked, location-aware media. It sought an art of mobile communications: asking, are there any forms of expression that are intrinsic or unique to mobile and locative media

    Filtering Chaos: an Audio/Visual Performance

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    Filtering Chaos is an Audio/Visual (A/V) Performance. The idea of the project is to reveal the need of filtering different kinds of urban life noises in order to achieve a point of balance and harmony. The composition consists of a real-time A/V Setup, centralized around a computer that handles all the audio and video content. Most of the sounds and visuals are pre-recorded and pre-rendered, which means that the performance is focuses on the manipulation and control of the content. There were a lot of technical challenges during the creation of the piece, but the main challenge was to find the way of delivering the message in the most interesting and compelling way. Fortunately, the project was successfully implemented with a lot of promising comments for the future.https://remix.berklee.edu/graduate-studies-production-technology/1311/thumbnail.jp

    Repurposed Interface, Repurposed Medium, Repurposed Content

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    This physical computing project proposes a circle of re-purposing, in which both the interface and content are repurposed, and portions of the content are updated according to geographical location of its exhibition. The artefact employed is a repurposed bicycle intended to navigate computer-based environments. There is a history of cycle repurposing for this intention, from Jeffrey Shaw’s Media Art project The Legible City to commercial sports cycle simulators such as Tacx; however, very few projects propose a repurposing of a cycle interface along with the content, as well as a geographically-specific repurposing. The main research concern continues a 25-year project by the author into the formal and material uses of ‘found, sampled and stolen’ (Media N, 2012) objects. While this concept has been explored in extensive terms in relation to Sound and Media Art, in Interaction Design the uses of repurposed materials has yet to be extensively theorised. This paper proposes a provocation in the form of a repurposed artefact, not merely for the purpose of denying originality, but as a means of illustrating how repurposing can create a skewed version of the original(s) and therefore create new meaning. In the face of limited resources, repurposing also serves as a potentially advantageous option for Interaction Designers

    Sound design for a system of 1000 distributed independent audio-visual devices

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    This paper describes the sound design for Bloom, a light and sound installation made up of 1000 distributed independent audio-visual pixel devices, each with RGB LEDs, Wifi, Accelerometer, GPS sensor, and sound hardware. These types of systems have been explored previously, but only a few systems have exceeded 30-50 devices and very few have included sound capability, and therefore the sound design possibilities for large systems of distributed audio devices are not well understood. In this article we describe the hardware and software implementation of sound synthesis for this system, and the implications for design of media for this context

    Sound Design for a System of 1000 Distributed Independent Audio-Visual Devices

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    This paper describes the sound design for Bloom, a light and sound installation made up of 1000 distributed independent audio-visual pixel devices, each with RGB LEDs, Wifi, Accelerometer, GPS sensor, and sound hardware. These types of systems have been explored previously, but only a few systems have exceeded 30-50 devices and very few have included sound capability, and therefore the sound design possibilities for large systems of distributed audio devices are not yet well understood. In this article we describe the hardware and software implementation of sound synthesis for this system, and the implications for design of media for this context

    Creative media + the internet of things = media multiplicities

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    © 2018 ISAST. This paper proposes the term “media multiplicities” to describe contemporary media artworks that create multiples of “internet of things” devices. It discusses the properties that distinguish media multiplicities from other forms of media artwork, provides parameters for categorizing media multiplicities, and discusses aesthetic and creative factors in the production of media multiplicities

    Emptiness

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    96 PĂĄginas.Emptiness es un video experimental que representa una crĂ­tica concreta a la sociedad contemporĂĄnea. Esta crĂ­tica se expresa a travĂ©s de la ruptura de la realidad y la fragmentaciĂłn del ser, haciendo Ă©nfasis en los distintos egos que aprisionan al espĂ­ritu, la mente, y a la humanidad. Para esto, se crean dos mundos simbĂłlicos que representan la realidad y la consciencia, haciendo referencia a los distintos estados alterados de la mente, mostrando asĂ­ la lucha interna de todo individuo que desea salirse del paradigma conductista ya establecido por la sociedad para eliminar el individuo ficticio y convertirse en un ser universal. ​

    Come Closer:Encouraging Collaborative Behaviour in a Multimedia Environment

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    Facilitating Creative Exploratory Search with Multiple Networked Audio Devices Using HappyBrackets

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    We present an audio-focused creative coding toolkit for deploying music programs to remote networked devices. It is designed to support efficient creative exploratory search in the context of the Internet of Things (IoT), where one or more devices must be configured, programmed and interact over a network, with applications in digital musical instruments, networked music performance and other digital experiences. Users can easily monitor and hack what multiple devices are doing on the fly, enhancing their ability to perform “exploratory search” in a creative workflow. We present two creative case studies using the system: the creation of a dance performance and the creation of a distributed musical installation. Analysing different activities within the production process, with a particular focus on the trade-off between more creative exploratory tasks and more standard configuring and problem-solving tasks, we show how the system supports creative exploratory search for multiple networked devices
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