20 research outputs found

    The computer as an irrational cabinet.

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    This thesis and its accompanying project are concerned with the use of digital technology in the representation of material culture. The thesis aims to find ways of using such technology that are appropriate to our present needs and to its potential. The computer is a technology which we understand, interact with and relate to through metaphor. I propose that many of the metaphors through which we understand it invoke the idea of an enclosed space. The use of such a trope might seem suitable when using computers for representing museum collections, or material culture in general, since it invokes the enclosed space of the museum. I examine how this idea of enclosure is manifested in computer developments such as virtual reality and artificial intelligence. I also look at how these developments are congruent with perspectival modes of visual representation privileged in the modern era. I argue that such metaphors and forms of representation, whether manifested in visual arts, the museum, or computer applications are problematic, bound up as they are with modern western ideas of mastery and transcendence, which are presently being subjected to critiques from various quarters. Throughout the modern era there have been forms of representation which have contested the dominant visual mode of modernity. These include the art of the Baroque in the seventeenth and eighteenth centuries and, in this century, the work of the Surrealists. In contrast to the rational, orthogonal space of modernity, both these deal with complex and fragmented representations of spaces and time. Such developments have been discussed as forms of representation appropriate to contemporary concerns about knowledge They also have a corollary in computing developments, such as multimedia and hypermedia, Yet, I argue, those working in multimedia have in the main failed to exploit the potential of such developments to enable new ways of representing knowledge. I propose looking to both the Baroque and Surrealism to find possible models and strategies for use in multimedia in the representation of material culture. In relation to this I describe practical work done in conjunction with this thesis which uses these models as the basis of a piece of multimedia software for the representation of material culture

    Software Takes Command

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    This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Software has replaced a diverse array of physical, mechanical, and electronic technologies used before 21st century to create, store, distribute and interact with cultural artifacts. It has become our interface to the world, to others, to our memory and our imagination - a universal language through which the world speaks, and a universal engine on which the world runs. What electricity and combustion engine were to the early 20th century, software is to the early 21st century. Offering the the first theoretical and historical account of software for media authoring and its effects on the practice and the very concept of 'media,' the author of The Language of New Media (2001) develops his own theory for this rapidly-growing, always-changing field. What was the thinking and motivations of people who in the 1960 and 1970s created concepts and practical techniques that underlie contemporary media software such as Photoshop, Illustrator, Maya, Final Cut and After Effects? How do their interfaces and tools shape the visual aesthetics of contemporary media and design? What happens to the idea of a 'medium' after previously media-specific tools have been simulated and extended in software? Is it still meaningful to talk about different mediums at all? Lev Manovich answers these questions and supports his theoretical arguments by detailed analysis of key media applications such as Photoshop and After Effects, popular web services such as Google Earth, and the projects in motion graphics, interactive environments, graphic design and architecture. Software Takes Command is a must for all practicing designers and media artists and scholars concerned with contemporary media

    Software Takes Command

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    This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Software has replaced a diverse array of physical, mechanical, and electronic technologies used before 21st century to create, store, distribute and interact with cultural artifacts. It has become our interface to the world, to others, to our memory and our imagination - a universal language through which the world speaks, and a universal engine on which the world runs. What electricity and combustion engine were to the early 20th century, software is to the early 21st century. Offering the the first theoretical and historical account of software for media authoring and its effects on the practice and the very concept of 'media,' the author of The Language of New Media (2001) develops his own theory for this rapidly-growing, always-changing field. What was the thinking and motivations of people who in the 1960 and 1970s created concepts and practical techniques that underlie contemporary media software such as Photoshop, Illustrator, Maya, Final Cut and After Effects? How do their interfaces and tools shape the visual aesthetics of contemporary media and design? What happens to the idea of a 'medium' after previously media-specific tools have been simulated and extended in software? Is it still meaningful to talk about different mediums at all? Lev Manovich answers these questions and supports his theoretical arguments by detailed analysis of key media applications such as Photoshop and After Effects, popular web services such as Google Earth, and the projects in motion graphics, interactive environments, graphic design and architecture. Software Takes Command is a must for all practicing designers and media artists and scholars concerned with contemporary media

    Cultural Heritage on line

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    The 2nd International Conference "Cultural Heritage online – Empowering users: an active role for user communities" was held in Florence on 15-16 December 2009. It was organised by the Fondazione Rinascimento Digitale, the Italian Ministry for Cultural Heritage and Activities and the Library of Congress, through the National Digital Information Infrastructure and Preservation Program - NDIIP partners. The conference topics were related to digital libraries, digital preservation and the changing paradigms, focussing on user needs and expectations, analysing how to involve users and the cultural heritage community in creating and sharing digital resources. The sessions investigated also new organisational issues and roles, and cultural and economic limits from an international perspective

    Arcades, let's plays, and avant-gardes

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    Modes of Interaction in Computational Architecture

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    This thesis is an enquiry into the importance and influence of interaction in architecture, the importance of which is observed through different modes of interaction occurring in various aspects of architectural discourse and practice. Interaction is primarily observed through the different use of software within architectural practice and in the construction of buildings, façades and systems. In turn, the kind of influences software has on architecture is one of the underlying questions of this thesis. Four qualities: Concept, Materiality, Digitization and Interactivity, are proposed as a theoretical base for the analysis and assessment of different aspects of computational architecture. These four qualities permeate and connect the diverse areas of research discussed, including architecture, cybernetics, computer science, interaction design and new media studies, which in combination provide the theoretical background. The modalities of computational architecture analysed here are, digital interior spaces, digitized design processes and communicational exterior environments. The analysis is conducted through case studies: The Fun Palace, Generator Project, Water Pavilion, Tower of Winds, Institute du Monde Arabe, The KPN building, Aegis Hyposurface, BIX Façade, Galleria Department Store, Dexia Tower, and also E:cue, Microstation, Auto-Cad, Rhino, Top Solid and GenerativeComponents software. These are important for discussion because they present different architectural concepts and thoughts about interactivity within architecture. The analytical processes used in the research distinguished and refined, eight modes of interaction: (1) interaction as a participatory process; (2) cybernetic mutualism; (3) thematic interaction; (4) human-computer interaction during architectural design production; (5) interaction during digital fabrication; (6) parametric interaction; (7) kinetic interaction with dynamic architectural forms; and (8) interaction with façades. Out of these, cybernetic mutualism is the mode of interaction proposed by this thesis

    Research Methods for the Digital Humanities

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    In holistic Digital Humanities studies of information infrastructure, we cannot rely solely on the selection of any given techniques from various disciplines. In addition to selecting our research methods pragmatically, for their relative efficacy at answering a part of a research question, we must also attend to the way in which those methods complement or contradict one another. In my study on West African network backbone infrastructure, I use the tools of different humanities, social-sciences, and computer science disciplines depending not only on the type of information that they help glean, but also on how they can build upon one another as I move through the phases of the study. Just as the architecture of information infrastructure includes discrete “layers” of machines, processes, human activity, and concepts, so too does the study of that architecture allow for multiple layers of abstraction and assumption, each a useful part of a unified, interdisciplinary approach

    Cultural Heritage Storytelling, Engagement and Management in the Era of Big Data and the Semantic Web

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    The current Special Issue launched with the aim of further enlightening important CH areas, inviting researchers to submit original/featured multidisciplinary research works related to heritage crowdsourcing, documentation, management, authoring, storytelling, and dissemination. Audience engagement is considered very important at both sites of the CH production–consumption chain (i.e., push and pull ends). At the same time, sustainability factors are placed at the center of the envisioned analysis. A total of eleven (11) contributions were finally published within this Special Issue, enlightening various aspects of contemporary heritage strategies placed in today’s ubiquitous society. The finally published papers are related but not limited to the following multidisciplinary topics:Digital storytelling for cultural heritage;Audience engagement in cultural heritage;Sustainability impact indicators of cultural heritage;Cultural heritage digitization, organization, and management;Collaborative cultural heritage archiving, dissemination, and management;Cultural heritage communication and education for sustainable development;Semantic services of cultural heritage;Big data of cultural heritage;Smart systems for Historical cities – smart cities;Smart systems for cultural heritage sustainability

    An investigation into the attitudes of teachers in Port Elizabeth to the inplementation of computer assisted learning

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    In general, insufficient research has been done to validate the usefulness and relevance of computers in educational settings (Hitchcock, 2000; Robinson et al., 2003; Baillie et al., 2000; Housego et al., 2000; Valdez et al., 2004). Schools therefore tend to adopt educational technologies before determining whether and how the technology will be used to its full capacity, or what the human and educational impact would be on learners and teachers (Hobson et al., 1998; McCabe et al., 2003; Hugo, 2002). In South Africa the eEducation policy, scripted by the Department of Education (DOE), has been created as an implementation and integration plan for educational technologies in South African schools, where all South African learners at schools are to be functionally computer literate by the year 2013 (DOE, 2003c). However, a limited amount of research has been performed investigating the educational relevance or optimal method for Computer Assisted Learning (CAL) implementation in South African schools. The purpose of the undertaken research study is to create an understanding of teachers’ attitudes toward CAL implementation and integration, as well as to provide insight into the optimal CAL implementation and integration methods in South African schools. The research problem under study therefore is: What are teachers’ attitudes toward the implementation and integration of CAL systems in South African schools? The research study is performed within the quantitative research paradigm and can be described as both exploratory and descriptive in orientation. In the context of this research the population under study is Grade 10 Mathematics teachers that teach in the city of Port Elizabeth. Out of a total of 153 teachers who form part of the study population, 78 successfully completed survey instruments, returning a high yield of 51% of the total study population. The analysis of the total teacher sample group provides the most statistically robust analysis breakdown of the study, and therefore can be reported with a high level of confidence. However, as the study is exploratory in nature, the analysis of various subject breakdowns have been included and iii reported in the study to provide anecdotal insight across diverse variable groups. Subject breakdowns include gender, demographic groups, and age groups, levels of qualifications and level of computer use experience. The findings indicate that teachers in general feel very positive about the use of computers in schools, specifically for teaching purposes, and believe the use of computers in education is inevitable but provides value in the educational context. Though teachers demonstrate high levels of access to computers and fairly capable computer abilities, they demonstrate low levels of awareness of available computer facilities, as well as low levels of computer use. The findings therefore indicate a need for greater integration of CAL systems into the curricula and greater training opportunities. However, teachers show that they have a preference for traditional teaching methods to CAL instructional methods, demonstrating a specific preference for traditional chalk and whiteboard media. The findings suggest that teachers do not value computers for their instructional purposes, but rather for their practical educational related activities. The findings also suggest that the use of computers to teach is not a priority of education related computer use. Teachers indicate that a variety of both traditional and modern media is best suited to various educational activities. With regard to CAL instruction, teachers demonstrate a preference for a teaching scenario where teachers use computers to prepare and teach lessons, but learners only perform exercises on computers under teacher supervision. Teachers demonstrate greater aversion to teaching situations where learners learn independently off computers. Teachers therefore indicate that Drill and Practice and Testing software are the most suitable for general CAL implementation and use, in support of previous studies in South Africa. Finally, from a developmental perspective in the context of South Africa, teachers overwhelmingly indicate that the widespread implementation of CAL systems should not occur before all schools have their basic needs of water, sanitation, electricity and human resources fulfilled

    Proceedings of the 3rd international conference on disability, virtual reality and associated technologies (ICDVRAT 2000)

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    The proceedings of the conferenc
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