1,757 research outputs found

    Dataremix: Aesthetic Experiences of Big Data and Data Abstraction

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    This PhD by published work expands on the contribution to knowledge in two recent large-scale transdisciplinary artistic research projects: ATLAS in silico and INSTRUMENT | One Antarctic Night and their exhibited and published outputs. The thesis reflects upon this practice-based artistic research that interrogates data abstraction: the digitization, datafication and abstraction of culture and nature, as vast and abstract digital data. The research is situated in digital arts practices that engage a combination of big (scientific) data as artistic material, embodied interaction in virtual environments, and poetic recombination. A transdisciplinary and collaborative artistic practice, x-resonance, provides a framework for the hybrid processes, outcomes, and contributions to knowledge from the research. These are purposefully and productively situated at the objective | subjective interface, have potential to convey multiple meanings simultaneously to a variety of audiences and resist disciplinary definition. In the course of the research, a novel methodology emerges, dataremix, which is employed and iteratively evolved through artistic practice to address the research questions: 1) How can a visceral and poetic experience of data abstraction be created? and 2) How would one go about generating an artistically-informed (scientific) discovery? Several interconnected contributions to knowledge arise through the first research question: creation of representational elements for artistic visualization of big (scientific) data that includes four new forms (genomic calligraphy, algorithmic objects as natural specimens, scalable auditory data signatures, and signal objects); an aesthetic of slowness that contributes an extension to the operative forces in Jevbratt’s inverted sublime of looking down and in to also include looking fast and slow; an extension of Corby’s objective and subjective image consisting of “informational and aesthetic components” to novel virtual environments created from big 3 (scientific) data that extend Davies’ poetic virtual spatiality to poetic objective | subjective generative virtual spaces; and an extension of Seaman’s embodied interactive recombinant poetics through embodied interaction in virtual environments as a recapitulation of scientific (objective) and algorithmic processes through aesthetic (subjective) physical gestures. These contributions holistically combine in the artworks ATLAS in silico and INSTRUMENT | One Antarctic Night to create visceral poetic experiences of big data abstraction. Contributions to knowledge from the first research question develop artworks that are visceral and poetic experiences of data abstraction, and which manifest the objective | subjective through art. Contributions to knowledge from the second research question occur through the process of the artworks functioning as experimental systems in which experiments using analytical tools from the scientific domain are enacted within the process of creation of the artwork. The results are “returned” into the artwork. These contributions are: elucidating differences in DNA helix bending and curvature along regions of gene sequences specified as either introns or exons, revealing nuanced differences in BLAST results in relation to genomics sequence metadata, and cross-correlation of astronomical data to identify putative variable signals from astronomical objects for further scientific evaluation

    16th Biennial Symposium on Arts & Technology Proceedings

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    The equipped explorer : virtual reality as a medium for learning

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    Thesis: Ph. D., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2018.Cataloged from PDF version of thesis.Includes bibliographical references (pages 177-183).What opportunities does virtual reality offer to improve the way we learn? In this thesis, I investigate the ways that constructivist approaches, in particular exploratory and experiential learning, can be uniquely supported by immersive virtual worlds. Against the background of these learning theories, I introduce a design framework that centers around defining a medium of virtuality that is fundamentally social, and uses capture of movement and interaction as a key means for creating interactive scenarios and narrative. Within the world conjured by this medium, the Equipped Explorer learns, reviews, creates and communicates using tools that I propose and classify according to a taxonomy. A series of prototypes and design explorations are used as proofs of concept for aspects of the design framework. Experimental studies are used to investigate foundational questions concerning the learning benefits of using VR over 2D interactive media, and the viability of social interaction and collaboration in VR. I reflect on the implications of this framework and my experimental results to extrapolate how they might impact the future classroom and the practice of learning and discovery more broadly. Finally, I discuss what kinds of research might be needed to maximize that impact moving forward.by Scott Wilkins Greenwald.Ph. D

    Reliving past architecture: virtual heritage and the reproduction of history through creative modes of heritage visualisation

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    Virtual heritage is a modern technological application that aims to transfer the experience of historic buildings, urban spaces and cities into an engaging experience of real-life quality for the ordinary people. Computer-simulated environments can simulate physical presence in places in the real world offering digital display of lost heritage that conveys inherent values in the education process for students in both pre-university as well as graduate education. For architecture and archaeological students, in particular, it virtually transfers them to another world where they engage with architectonics and quality of architecture. For conservators, historians and archaeologists, it helps develop a rich library and digital archive of details, information and data necessary in restoring historical sites, as well as heritage preservation where the 3D virtual models contain accurate data and help for restoration. This paper reports on recently completed research project on the development of virtual heritage platforms for medieval culture. It uncovers a conceptual framework for the development of virtual heritage platforms as a research, educational and engagement tool that brings historic spaces and buildings back to the recognition of the public eye of the ordinary user. It not only reproduces historical scenes through physical modelling of archaeological sites or data, but, more importantly, through serial narratives where life is explored and practised in motion, and where cultural-feed brings meaning, experiences and understanding to the socio-cultural context. The paper introduces a brief analysis of virtual heritage platforms that offer a variety of methods, techniques, contexts, and outputs that are suitable to different purposes and audiences. It offers a brief conclusion on how virtual heritage offer unique and unprecedented insights into historic architecture that would be otherwise invisible or unimaginable
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