1,255 research outputs found

    Investigating the software artwork creation process from an Agile perspective.

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    The software artwork creation process is investigated using interviews with the artists, Brogan Bunt, Pierre Proske, Nathaniel Stern, Joshua Goldberg and Pall Thayer. This research asks the questions: How do practising software artist experience their development process? How does this process compare with the Agile software development process? How can conclusions made from a comparison between the Agile process and the discussions held with practising software artists shed light on the areas where the Agile process can assist artists and areas which might be avoided? The creative process was investigated from a cognitive psychological angle. The software development process was investigated from an Agile process point of view. Concepts connected with software as art medium provides the themes that face artists who choose software as medium. This study illuminates aspects of the Agile process that may assist software artists as well as highlight areas of the process that may disrupt the creative process. A process that is iterative, allows different cognitive styles and supports collaboration is recommended. Tools such as source code control and exploratory testing can support artwork documentation and exploration of the medium. The practical component of this research relates to the philosophical themes of the underlying software visibility in software art and a visual interpretation of the software development process

    ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.

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    The domain of materials for design is changing under the influence of an increased technological advancement, miniaturization and democratization. Materials are becoming connected, augmented, computational, interactive, active, responsive, and dynamic. These are ICS Materials, an acronym that stands for Interactive, Connected and Smart. While labs around the world are experimenting with these new materials, there is the need to reflect on their potentials and impact on design. This paper is a first step in this direction: to interpret and describe the qualities of ICS materials, considering their experiential pattern, their expressive sensorial dimension, and their aesthetic of interaction. Through case studies, we analyse and classify these emerging ICS Materials and identified common characteristics, and challenges, e.g. the ability to change over time or their programmability by the designers and users. On that basis, we argue there is the need to reframe and redesign existing models to describe ICS materials, making their qualities emerge

    Proceedings of the Second International Workshop on Physicality, Physicality 2007

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    Software as an art. The aesthetic influence in software development

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    This thesis uses literature and quantitative interviews to look closer at how aesthetics and software development is connected. The thesis springs of from Warren Sacks claim, in “The Software Arts”, that at the centre of computing is the liberal arts. In this book Sack only focused on language and programming something that this thesis found lacking. Since aesthetics is a large part of humanities and the liberal arts, it can therefore be argued that aesthetics is also a part of the centre of computing. Because of this this thesis is investigating not just at programming but software management and software design as well, to see where aesthetics can be seen and how it has affected software development. The thesis therefore gives definition and explanation to what aesthetics is in the three topics just mentioned, programming, software management and software design. Before using these definitions to create a fourth definition around the aesthetics of software development. The thesis is trying to show the aesthetic beauty of software development and argues that there are more to software development then coding and mathematics. It also takes a closer look at outside forces that has helped change what developers have found aesthetic through the last few decades. The method this thesis used allowed the arguments to build on scientific articles and check these up towards what developers in businesses thought about aesthetics. The findings were that the developers in the businesses showed a great interest in some aesthetic attributes, specifically working to create a good product for the user gave them positive feelings.Denne master oppgava bruker litteratur og intervjuer til Ă„ se nĂŠrmere pĂ„ hvordan estetikk og system utvikling hengersammen og pĂ„virker hverandre. Oppgava tar utgangspunkt i Warren Sack sin bok "The Software Arts". Sack argumentere i denne boka at de liberal arts er kjerna i databehandling. MĂ„ten Sack argumentere for dette er ved Ă„ se pĂ„ historie og sprĂ„k (programmering). Denne oppgava argumentere at de liberal arts er et for stort tema til Ă„ kunne argumentere imot og at man mĂ„ se nĂŠrmere pĂ„ hver enkel bit innad i det. Derfor omhandler denne oppgava estetikk i systemutvikling, systemhĂ„ndtering, programmering og programvare design. MĂ„let er Ă„ finne ut hva de som jobber med dette tenker og fĂžler for Ă„ kunne se hvordan de pĂ„virker produktet som blir lagd. Oppgava gir ogsĂ„ overblikk over hvordan dette har endret seg i tritt med samfunnet, fra et produktfokus mot et brukerfokus, pĂ„ rundt 2000 tallet. Oppgava viser til at det finnes noe estetisk vakkert med systemutvikling og emnene funnet i det. Det blir ogsĂ„ argumentert for at det er mer til systemutvikling enn programmering, noe som gjĂžr at andre utdanninger som ikke er innenfor data har en plass i utviklingen av programvare. Metodene som oppgava brukte, gjorde at argumenter kunne begrunnes seg i forsker artikler med kommentarer ifra utviklere rundt hva de mente er estetisk med systemutvikling. Funnene som ble gjort viser at det er estetiske attributter med systemutvikling. Ett eksempel er utvikleres positive fĂžlelser rundt Ă„ lage et produkt som brukarene trenger og fĂ„r nytte av.Mastergradsoppgave i digital kulturDIKULT350MAHF-DIKU

    Lilium: Exploring Collaborative Artificial Intelligence

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    Lilium is an Interactive Media and Game Development Major Qualifying Project created to test the bounds of cooperative play with teammates controlled by Artificial Intelligence (AI). The AI interfaces with an experimental, real-time planning application called Disco4Games. Lilium is a single-player, 3D action role playing game built in Unity featuring unique levels, characters, and sound created in a highly detailed, futuristic style. This project was an experience in bringing together the interdisciplinary aspects of game development

    Ascension

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    https://digitalcommons.georgiasouthern.edu/ascen/1002/thumbnail.jp

    Prototyping Models of Climate Change: New Approaches to Modelling Climate Change Data. 3D printed models of Climate Change research created in collaboration with Climate Scientists

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    Prototyping Models of Climate Change: New Approaches to Modelling Climate Change Data, identifies a gap in existing knowledge on the topic of 3D Printed, three dimensional creative visualisations of data on the impact of climate change. Communication, visualisation and dissemination of scientific research data to the general-public is a priority of science organisations. Creative visualisation projects that encourage meaningful cross-disciplinary collaboration are urgently needed, from a communication standpoint and, to act as models for agile responsive means of addressing climate change. Three-dimensional creative visualisations can give audiences alternate and more direct means of understanding information by engaging visual and haptic experience. This project contributes new knowledge in the field by way of an innovative framework and praxis for the communication and dissemination of climate change information across the disciplines of contemporary art, design and science. The focus is on projects that can effectively and affectively, communicate climate science research between the disciplines and the general-public. The research generates artefacts using 3D printing techniques. A contribution to new knowledge is the development of systems and materials for 3D printing that embody principles of sustainable fabrication. The artefacts or visualisations produced as part of the research project are made from sustainable materials that have been rigorously developed and tested. Through a series of collaborations with climate scientists, the research investigates methodologies and techniques for modelling and fabricating three-dimensional artefacts that represent climate change data. The collaborations and the research outputs are evaluated using boundary object theory. Expanding on existing boundary object categories, the research introduces new categories with parameters specifically designed to evaluate creative practice- science collaborations and their outputs

    The Case of Inter-Expert Creative Collaboration in Science Gallery Dublin: A Discourse Analytical Approach

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    The phenomenon of creativity has been a focus of enquiry by psychologists for many years. Compared with individual creativity, much less is known about creativity in collaborative contexts (Glăveanu, 2010; Sawyer, 2010). Taking a sociocultural view of creativity, this study contributes to an emerging strand of research that focusses centrally on how creativity unfolds in the performance of creative collaboration. The research design followed an inductive path conducive to theory building and employed a single case study method (Yin, 2009). Science Gallery Dublin, part of Trinity College Dublin (TCD), is presented as a special place for creative collaboration. In response to calls for further detail about how ideas emerge in group contexts (Glăveanu, 2017; Hargadon and Beckhy, 2006; Harvey and Chia-Yu, 2013; Harvey, 2014; Kurtzberg and Amabile, 2010), this study contributes to the literature in a number of ways. It describes a kind of talk - Idea Talk - that is presented as characteristic of and instrumental in the collaborative development of ideas and solutions. It presents a ‘Creative Convergence framework’ as a model that seeks to explain how ideas emerge through interdisciplinary dialogue. Findings of the study also challenge an established doctrine of creative collaboration and brainstorming which holds that equality of participation is desirable. The implications for practice include an enhanced understanding of the organisational and contextual features that can positively contribute to creative collaborations. The Idea Talk and Creative Convergence contributions, combined with further observations relating to the hosting and facilitation of groups, provide leaders and participants with new insights into how creativity emerges in groups

    Numerical Evaluation of Research Project Performance

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    When dealing with research of any kind there are no set guidelines other than general frameworks on how to measure the performance of the research. This presents a large problem for most Institutions and Principle Investigators trying to conduct research proficiently. Because there are no performance management plans on how to conduct research proficiently, Project Management techniques were implemented using an Agile system to measure the performance of research.Using an Agile system for research allows the researcher to develop key performance indicators that shows how proficiently the research is being conducted. This will also allow the user to see any areas in the research where there are bottlenecks that will impede the research progress. This performance management system should also allow users to understand how to implement experiments steps at the same time to ensure the research gets done as promptly as possible.Altogether this performance management system will be a highly detailed research performance plan that is not limited to types of research fields and budgetary restrictions. This performance management plan will enable researchers to conduct research as efficiently and effectively as possible with highly specialized plans

    Drones, Signals, and the Techno-Colonisation of Landscape

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    This research project is a cross-disciplinary, creative practice-led investigation that interrogates increasing military interest in the electromagnetic spectrum (EMS). The project’s central argument is that painted visualisations of normally invisible aspects of contemporary EMS-enabled warfare can reveal useful, novel, and speculative but informed perspectives that contribute to debates about war and technology. It pays particular attention to how visualising normally invisible signals reveals an insidious techno-colonisation of our extended environment from Earth to orbiting satellites
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