2,445 research outputs found

    Categorical Subjects

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    Introduction to Gravity Models of Migration & Trade

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    This lesson introduces gravity models as a means for determining the probable distribution of entities across space in historical datasets. It does so through a case study of historical migration patterns.Peer reviewe

    Dermis

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    I create situations that hold onto spaces or things. That psychic energy can be transferred to a viewer. Iā€™m curious about this transference and The Aesthetics of Disengagement and the empathetic nature of making work. I often engage the viewer through overwhelm (such as: texturally, amount of objects, length of performance, mark makingā€¦) to create anxiety/tension around a body or around how a body relates to space. To create this overwhelm, I use ritual, repetitive labor that is between obsessive and meditative. In this boundary, I wonder about whether art is healing or can be. Iā€™m interested in creating spaces for the viewer that are nest, but also partially tenuous or, sometimes, trap-likeā€” comfortable and uncomfortable. This spatial and bodily tension parallels the Gothic genreā€™s claustrophobic spaces and Elaine Scarry. Finally, Iā€™m also curious, in relation to the extreme time scales I use, about the line between art and life.

    The Puppets Look Like Flowers At Last

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    The urge to uncover aspects of human condition permeates my work, from the fundamental curiosity of a child tearing apart their doll to uncover what lies within to continuing a quest in uncovering basic human urges through my puppet animated dramas and tragedies. There is a controversial line between the childlike and the adult-like that can be ambiguous, and at some times more discernible while other times less. I create handcrafted stop-frame puppet animations that explore self-conscious emotions such as embarrassment, shame, and envy within unpredictable life scenarios. These are animations about inner life, attempting to resolve conflicting elements of the human psyche. At first glance, these puppets might appear scary, but upon closer observation the viewer may realize it is the puppet who is scared

    Gaze in a real-world social interaction: A dual eye-tracking study

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    People communicate using verbal and non-verbal cues, including gaze cues. Gaze allocation can be influenced by social factors; however, most research on gaze cueing has not considered these factors. The presence of social roles was manipulated in a natural, everyday collaborative task while eye movements were measured. In pairs, participants worked together to make a cake. Half of the pairs were given roles (ā€œChefā€ or ā€œGathererā€) and the other half were not. Across all participants we found, contrary to the results of static-image experiments, that participants spent very little time looking at each other, challenging the generalisability of the conclusions from lab-based paradigms. However, participants were more likely than not to look at their partner when receiving an instruction, highlighting the typical coordination of gaze cues and verbal communication in natural interactions. The mean duration of instances in which the partners looked at each other (partner gaze) was longer in the roles condition, and these participants were quicker to align their gaze with their partners (shared gaze). In addition, we found some indication that when hearing spoken instructions, listeners in the roles condition looked at the speaker more than listeners in the no roles condition. We conclude that social context can affect our gaze behaviour during a social interaction

    Malarial Hemoglobinuria.

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    Real-time Body Tracking and Projection Mapping in the Interactive Arts

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    Projection mapping, a subtopic of augmented reality, displays computer-generated light visualizations from projectors onto the real environment. A challenge for projection mapping in performing interactive arts is dynamic body movements. Accuracy and speed are key components for an immersive application of body projection mapping and dependent on scanning and processing time. This thesis presents a novel technique to achieve real-time body projection mapping utilizing a state of the art body tracking device, Microsoftā€™s Azure Kinect DK, by using an array of trackers for error minimization and movement prediction. The device\u27s Sensor and Bodytracking SDKs allow multiple device synchronization. We combine our tracking results from this feature with motion prediction to provide an accurate approximation for body joint tracking. Using the new joint approximations and the depth information from the Kinect, we create a silhouette and map textures and animations to it before projecting it back onto the user. Our implementation of gesture detection provides interaction between the user and the projected images. Our results decreased the lag time created from the devices, code, and projector to create a realistic real-time body projection mapping. Our end goal was to display it in an art show. This thesis was presented at Burning Man 2019 and Delfines de San Carlos 2020 as interactive art installations
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