16 research outputs found
ZwischenrÀume - A Case Study in the Evaluation of Interactive Sound Installations
(Abstract to follow
Machines That Learn: Aesthetics of Adaptive Behaviors in Agent-based Art
Since the post-war era, artists have been exploring the use of embodied, artificial agents. This artistic activity runs parallel to research in computer science, in domains such as Cybernetics, Artificial Intelligence and Artificial Life. This thesis offers an account of a particular facet of this broader work â namely, a study of the artistic practice of agent-based, adaptive computational artistic installations that make use of Machine Learning methods. Machine Learning is a sub-field of the computer science area of Artificial Intelligence that employs mathematical models to classify and make predictions based on data or experience rather than on logical rules.
These artworks that integrate Machine Learning into their structures raise a number of important questions: (1) What new forms of aesthetic experience do Machine Learning methods enable or make possible when utilized outside of their intended context, and are instead carried over into artistic works? (2) What characterizes the practice of using adaptive computational methods in agent-based artworks? And finally, (3) what kind of worldview are these works fostering?
To address these questions, I examine the history of Machine Learning in both art and science, illustrating how artists and engineers alike have made use of these methods historically. I also analyze the defining scientific characteristics of Machine Learning through a practitionerâs lens, concretely articulating how properties of Machine Learning interplay in media artworks that behave and evolve in real time. I later develop a framework for understanding machine behaviors based on the morphological aspects of the temporal unfolding of agent behaviors as a tool for comprehending both adaptive and non-adaptive behaviors in works of art. Finally, I expose how adaptive technologies suggest a new worldview for art that accounts for the performative engagement of agents adapting to one another, which implies a certain way of losing control in the face of the indeterminacy and the unintelligibility of alien agencies and their behaviors
Tanz der Dinge/Things that dance: Jahrbuch TanzForschung 2019
Tanzen erweckt Dinge zum Leben - Tanzen ist verkörpertes Leben in Beziehung zu vielen anderen Lebensformen, Materialien und Substanzen, die sich in einem animierten Kosmos bewegen und transformieren. Dieses Buch untersucht die transformativen Choreographien von Wesen, Elementen und Körpern, die in AtmosphĂ€ren des Werdens schweben. Es vereint die Perspektiven von KĂŒnstler_innen und Forscher_innen auf die Welt der Materialien - organisch und kĂŒnstlich, menschlich und nicht-menschlich. Ihre Essays und Kunstwerke richten den Fokus auf die Eigenschaften von Materialien, auf die Wahrnehmung dessen, was sich bewegt und bewegt werden kann, auf den Fluss der Beziehungen von Körpern und Dingen, auf Verstrickungen mit unserer Umwelt
Performing the digital: performativity and performance studies in digital cultures
How is performativity shaped by digital technologies - and how do performative practices reflect and alter techno-social formations? "Performing the Digital" explores, maps and theorizes the conditions and effects of performativity in digital cultures. Bringing together scholars from performance studies, media theory, sociology and organization studies as well as practitioners of performance, the contributions engage with the implications of digital media and its networked infrastructures for modulations of affect and the body, for performing cities, protest, organization and markets, and for the performativity of critique. With contributions by Marie-Luise Angerer, Timon Beyes, Scott deLahunta and Florian Jenett, Margarete Jahrmann, Susan Kozel, Ann-Christina Lange, Oliver Leistert, Martina Leeker, Jon McKenzie, Sigrid Merx, Melanie Mohren and Bernhard Herbordt, Imanuel Schipper and Jens Schröter
Semiotik der digitalen Medienkunst
Kunstformen, die sich digitaler Technologien bedienen bzw. diese kritisch reflektieren, gewinnen zunehmend an PopularitĂ€t und haben sich bedingt durch die rasche technologische Entwicklung in den letzten Jahren stark verĂ€ndert. Innovative kĂŒnstlerische Konzepte gehen in Richtung multimodaler Gestaltung und einer Ăffnung des Kunstwerks gegenĂŒber dem Publikum und seiner Umgebung. FĂŒr die BeschĂ€ftigung mit diesen komplex gestalteten digitalen Kunstformen wird in der vorliegenden Arbeit ein Modell zur Kunstbetrachtung entwickelt, das sich auf soziologische Aspekte der Werkinterpretation konzentriert und damit ein alternatives Konzept zu einer rein formal-Ă€sthetischen Kunstbetrachtung anbietet. Sein Beitrag soll eine Betrachtung von Kunst und Kultur als Kommunikation sein, die einerseits den Austausch zwischen KĂŒnstlerIn, Kunstwerk, Publikum und Umgebung in ihren Fokus legt und andererseits diesen Austausch anhand der Beschreibung konkreter semiotischer Ressourcen, die in digitalen Kunstwerken zur Kommunikation verwendet werden, nachvollziehbar macht. Die Basis fĂŒr dieses Modell bildet die Semiotik und eine funktionale Sichtweise, die in einer multimodalen Theorie miteinander verbunden wird. Diese Multimodale Theorie, die sich aus der Systemisch Funktionalen Linguistik entwickelt hat, wendet ihr soziologisches Konzept und ihre funktionalen Kategorien auf die Beschreibung einzelner und den Zusammenhang verschiedener Zeichensysteme (Sprache, Bild, Sound, Gestik, Mimik, dreidimensionale RĂ€ume, etc.) in unterschiedlichen Genres, wie z.B. Alltagstexten, Wissenschaftsdiskursen und Kunst an. Die meisten multimodalen Analysen beschĂ€ftigen sich bisher mit der Kombination von nur zwei verschiedenen Zeichensystemen (Modi) in einem Werk. In der vorliegenden Arbeit wird durch die Anwendung auf den Bereich der digitalen Medienkunst das multimodale Modell hinsichtlich einer Kombination mehrerer Modi erweitert. Diese Arbeit liefert somit einerseits einen Beitrag zur Erweiterung der multimodalen Theorie im Bereich der Linguistik und Semiotik und andererseits einen Beitrag zur Kunst- und Medientheorie. Mit dem hier entworfenen Modell werden in dieser Arbeit ausgewĂ€hlte Gestaltungsprinzipien der digitalen Medienkunst eingehend betrachtet, die in den letzten Jahren zunehmend an Bedeutung gewinnen. Dies sind Themenbereich wie Transformation, Modifikation und Ăbertragung, die Auflösung physischer Grenzen durch virtuelle RĂ€ume, die âSichtbarmachung des Unsichtbarenâ und die TeleprĂ€senz, kohĂ€rente oder wenig kohĂ€rente Strukturen der Gestaltung sowie neue Publikumsperspektiven, die sich durch die Einbeziehung digitaler Technologien ergeben.Art-forms, which use digital technologies for production and design and which reflect these technologies critically, are becoming increasingly popular. Caused by technological development, art production and design has changed considerably during the last years. Nowadays digital artworks are generated multimodally and integrate the visitor and the environment as represented and interactive participants into their work. In order to explore the meaning making potential of these artworks, I develop a systemic functional framework of analysis. This framework combines a sociological and a formal approach and offers an alternative perspective to enrich our knowledge and perception when engaging with art. It enables researchers to relate art and culture with communicative events and to analyse the interaction and exchange going on between artist, artwork, visitor and environment by describing semiotic resources that are used to generate digital artworks.
The developed framework is a multimodal approach, based on semiotics and functional theory, which applies a sociological concept and functional categories to the analysis of multimodal texts. This multimodal approach enables researchers to explain how different semiotic systems or modes (language, image, sound, body language, facial expression and three-dimensional spaces, etc.) are related to each other in different genres such as every day language, scientific texts and art to realise meanings.
Hitherto multimodal analysis has basically focused on the combination and relation of only two modes in a text (i.e. language and image). By analysing artworks that are generated of verbal, visual and acoustic modes of communication as well as physical objects in three-dimensional space the multimodal approach is extended in this thesis. Thus this work will contribute to multimodal research and art and media theory. With this framework of analysis major principles of design in digital art, that have become significant within the last years, can be explained. Principles that are addressed in this thesis are: transformation, modification and translation from one mode into another, virtual environments and telepresence, creating new visitor perspectives and interactive concepts as well as cohesion in digital art
Intrinsic Motivation in Computational Creativity Applied to Videogames
PhD thesisComputational creativity (CC) seeks to endow artificial systems with creativity.
Although human creativity is known to be substantially driven by
intrinsic motivation (IM), most CC systems are extrinsically motivated. This
restricts their actual and perceived creativity and autonomy, and consequently
their benefit to people. In this thesis, we demonstrate, via theoretical arguments
and through applications in videogame AI, that computational intrinsic
reward and models of IM can advance core CC goals.
We introduce a definition of IM to contextualise related work. Via two
systematic reviews, we develop typologies of the benefits and applications of
intrinsic reward and IM models in CC and game AI. Our reviews highlight
that related work is limited to few reward types and motivations, and we thus
investigate the usage of empowerment, a little studied, information-theoretic
intrinsic reward, in two novel models applied to game AI.
We define coupled empowerment maximisation (CEM), a social IM model,
to enable general co-creative agents that support or challenge their partner
through emergent behaviours. Via two qualitative, observational vignette
studies on a custom-made videogame, we explore CEMâs ability to drive
general and believable companion and adversary non-player characters which
respond creatively to changes in their abilities and the game world.
We moreover propose to leverage intrinsic reward to estimate peopleâs
experience of interactive artefacts in an autonomous fashion. We instantiate
this proposal in empowerment-based player experience prediction (EBPXP)
and apply it to videogame procedural content generation. By analysing think-aloud
data from an experiential vignette study on a dedicated game, we
identify several experiences that EBPXP could predict.
Our typologies serve as inspiration and reference for CC and game AI
researchers to harness the benefits of IM in their work. Our new models can
increase the generality, autonomy and creativity of next-generation videogame
AI, and of CC systems in other domains
Library buildings around the world
"Library Buildings around the World" is a survey based on researches of several years. The objective was to gather library buildings on an international level starting with 1990
Wood. Rethinking Material
Als organisches Baumaterial erfĂ€hrt Holz in Zeiten der Klimakrise eine besondere WertschĂ€tzung. Eingebunden in umweltschonende RessourcenkreislĂ€ufe zeigt sich seine Innovationskraft, wenn es als Material Bestandteil neuer technologischer Entwicklungen und hybrider Verwendungen wird, die aktuellen und komplexen architektonischen Aufgaben gewachsen sind. Das neue Denken des Materials Holz als hochmodernem und verĂ€nderlichem Baustoff der Zukunft hat gerade erst begonnen. GAM. 17 nimmt Holz in seiner Vielschichtigkeit und seinem architektonischen Potenzial neu in den Blick und stellt dabei konstruktive und gestalterische Konzepte vor, die die Möglichkeiten des Materials fĂŒr eine klimafreundlichere Bauwirtschaft ausloten. ErgĂ€nzt wird dies durch einen RĂŒckblick in die Geschichte des Holzbaus und seine ideologischen Verstrickungen, die die Weiterentwicklung des Baustoffs lange erschwert haben. Mit BeitrĂ€gen von Reyner Banham, Urs Hirschberg, Anne Isopp, Jens Ludloff, Laila Seewang, Stephan TrĂŒby, Anselm Wagner und andere