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Building Teacherly Roles Together 共同构建教师角色
Pub Date : 2021-09-30 DOI: 10.2218/airea.5470
Peter Stanley Kingston
Given that learner agency in making meaning from subjective learning experiences is central to constructivism, how can teachers provide structure without diminishing that agency? This paper comprises an a/r/tographic analysis of a practice-based research project situated outside formal education, which shares the teacher’s role across a community learning group. This group collectively chose and researched a new topic for each session, sharing this research in session and discussing the lesson this made. This model not only provides the basis for a consensual education, but also offers opportunity for empowerment through collectively taking ownership of learning, demonstrating that as engaged learners we can shape the structures through which we build learning agency. As education and culture shape each other, so learners emerge as critical citizens able to re/form community and culture for mutual benefit, open in turn to being re/formed by them. Understanding learning as a creative process, this paper juxtaposes Gert Biesta’s concept of creative practice as a dialogue with the world against the re-emergent concept of cultural democracy. Education re/produces cultural values; by not assuming control of learners’ education for them – by not inhabiting the role of teacher – we do not diminish the space for new, emergent structures to be realised. This paper seeks to show that by performing the teacher’s functions between us, we increase our intrinsic motivation for learning, also allowing for possibilities of new knowledge emerging. As will be shown, constructivism needs no singular teachers, only people to learn alongside and share the practice of learning with.
考虑到从主观学习经验中获得意义的学习者能动性是建构主义的核心,教师如何在不削弱这种能动性的情况下提供结构?本文对一个位于正规教育之外的基于实践的研究项目进行了a/r/地理分析,该项目在社区学习小组中分享了教师的角色。这个小组在每一节课上都集体选择和研究一个新的主题,在课上分享这个研究,并讨论这个研究得出的教训。这种模式不仅为双方同意的教育提供了基础,而且还通过集体承担学习的所有权提供了授权的机会,表明作为参与的学习者,我们可以塑造我们建立学习代理的结构。由于教育和文化相互塑造,因此学习者成为具有批判性的公民,能够为互惠互利而重塑社区和文化,并反过来被他们重塑。本文将学习理解为一个创造性的过程,并将Gert Biesta的创造性实践概念作为与世界的对话与重新出现的文化民主概念并置。教育产生文化价值;通过不承担对学习者教育的控制,通过不扮演教师的角色,我们并没有减少实现新的、紧急结构的空间。本文试图表明,通过在我们之间履行教师的职能,我们增加了学习的内在动机,也允许新知识出现的可能性。正如将要展示的,建构主义不需要单一的老师,只需要与之一起学习和分享学习实践的人。
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引用次数: 0
Concept Generation 概念的一代
Pub Date : 2021-09-30 DOI: 10.1017/cbo9781316095843.013
Ben Landau
Concept Generation is an event where participants create new innovations from market led criteria and trade this intellectual property for beer and peanuts. This critical and comedic project engages participants with a design process appropriated from surrealist techniques, in order to glibly mine the depths of product and service niches, where creative industries have not yet ventured. This workshop investigates the spectrum between creative industries and aesthetic art practice and asks participants to form their own critical position. The social contract between the host and the participant is transparent – the event is free, but participants must create marketable ideas to pitch to the artist, in order to exchange their concept for a beer. The artist has sole right over the intellectual property. This exchange mirrors the exploitation of precarious creative workers, for whom work and lifestyle blend, where a workshop can also become a party. Concept Generation presents the mutability of work and leisure, of consumption and production, of art practice and creative industry, and of creative thinking and marketing. In a satire of ideation, participants are asked to sell their ridiculous idea, and many get carried away with the farce. Production is the only imperative, and the more ridiculous the ideas are, the more we believe they might actually succeed.
“概念一代”是一个活动,参与者根据市场导向的标准创造新的创新,并用这些知识产权换取啤酒和花生。这个具有批判性和喜剧性的项目让参与者参与到超现实主义技术的设计过程中,以巧妙地挖掘创意产业尚未涉足的产品和服务利基的深度。本次工作坊探讨了创意产业与美学艺术实践之间的关系,并要求参与者形成自己的批判立场。主办方和参与者之间的社会契约是透明的——活动是免费的,但参与者必须创造有市场的想法,向艺术家推销,以便用他们的想法换取啤酒。艺术家对知识产权拥有独家权利。这种交换反映了对不稳定的创意工作者的剥削,对他们来说,工作和生活方式融合在一起,工作室也可以成为派对。概念生成呈现了工作与休闲、消费与生产、艺术实践与创意产业、创意思维与营销的可变性。在一个讽刺创意的活动中,参与者被要求推销他们荒谬的想法,许多人被这场闹剧冲昏了头脑。生产是唯一必要的,越是荒谬的想法,我们就越相信它们可能会成功。
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引用次数: 0
Designing Collective Artist Residencies  设计集体艺术家驻地
Pub Date : 2021-09-30 DOI: 10.2218/airea.5314
N. Eernstman, K. Pearson, A. Wals, Åse Eliason Bjurström, Anke De Vrieze
Starting with an argument for a humanistic approach to climate change, this paper discusses the concept of the ‘Collective Artist Residency’ as a practicable means for engaging with complex socio-ecological issues that require collective answers. Through our analysis of the research project ‘Imaginative Disruptions,’ we propose that there is a need for creative spaces that include artists and non-artists alike, and which engender aimless play, inquisitive making and dialogic contemplation in the face of issues which are too painful, overwhelming and complex to rationally comprehend. We further argue that such residencies can generate comfortable, and even light-hearted, spaces in which people can be uncomfortable together. In other words, environments that feel safe and caring but that also encourage us to challenge status quos and experiment with alternatives via emotional, aesthetic, cognitive, somatic and social processing. The paper closes with five (suggested) guiding principles for designing a Collective Art Residency that supports groups of people to co-reflect upon their fragility whilst re-imagining present and future possibilities for being in the world: deeply participatory, balanced between comfortable / uncomfortable emotions, highly experiential, cross-sectoral and intergenerational, place-based.
本文从对气候变化的人文主义方法的争论开始,讨论了“集体艺术家驻地”的概念,作为参与需要集体答案的复杂社会生态问题的可行手段。通过对“富有想象力的破坏”研究项目的分析,我们提出需要一个包括艺术家和非艺术家在内的创意空间,在面对过于痛苦、压倒性和复杂而无法理性理解的问题时,它会产生无目的的游戏、好奇的制作和对话式的思考。我们进一步认为,这样的居住可以产生舒适,甚至轻松的空间,人们可以在一起感到不舒服。换句话说,环境让人感到安全和关怀,但也鼓励我们挑战现状,并通过情感、审美、认知、身体和社会处理来尝试其他选择。论文最后提出了五个(建议的)设计集体艺术驻地的指导原则,支持人们共同反思他们的脆弱性,同时重新想象世界上现在和未来的可能性:深度参与,在舒适/不舒服的情绪之间取得平衡,高度体验,跨部门和代际,基于地点。
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引用次数: 1
Åčçëñtß
Pub Date : 2020-10-07 DOI: 10.2218/airea.5043
Richy Carey
In 2018 I was appointed to the position of Glasgow’s first UNESCO City of Music artist-in-residence. Over the course of a year I worked with numerous community groups and choirs across the city to collaboratively devise and realise a new choral/film work, titled Åčçëñtß, which was performed by an audience of over three hundred and fifty people at its premiere at the Glasgow Royal Concert Halls in 2019. Åčçëñtß explores accents as a sonorous social matter – staccatos and lilts, patterns of difference in our voices, as sonic markers of place and community – sounds that I have come to understand as resonating between our individual and collective identities. This paper presents some of the thoery orientating my compositional praxis, speaking nearby a reflective account of some of the compositional considerations and processes undertaken through the project. Through it I explore Karen Barad’s methodology of diffractive thought, Trinh T. Minh-ha’s notion of speaking nearby within the interval, Pauline Oliveros’ practice of Deep Listening, thinking towards how these might meet through my praxis to come close to Timothy Corrigan’s Refractive Cinema. Åčçëñtß speaks to the complexity of authorship and agency in distributed, collaborative composition and the motive relationships between sound and image, spectacle and spectator – between the individual and the communal.
2018年,我被任命为格拉斯哥首位联合国教科文组织音乐之城驻场艺术家。在一年的时间里,我与全市众多社区团体和合唱团合作,共同设计并实现了一部名为Åčçëñtß的新的合唱/电影作品,该作品于2019年在格拉斯哥皇家音乐厅首演,观众超过350人。Åčçëñtß将口音作为一种铿锵的社会问题来探索——断断续续和轻快,我们声音中的差异模式,作为地方和社区的声音标记——我逐渐理解这些声音是我们个人和集体身份之间的共鸣。本文介绍了一些指导我的构图实践的理论,并在此基础上对整个项目中所进行的一些构图考虑和过程进行了反思。通过它,我探索了Karen Barad的衍射思维方法,Trinh T. Minh-ha在间隔内附近说话的概念,Pauline Oliveros的深度倾听的实践,思考如何通过我的实践来接近Timothy Corrigan的折射电影。Åčçëñtß讲述了作者和代理在分布式,协作组成中的复杂性,以及声音和图像,奇观和观众之间的动机关系-个人和社区之间的关系。
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引用次数: 0
Capturing, Exploring and Sharing People’s Emotional Bond with Places in the City using Emotion Maps 使用情感地图捕捉、探索和分享人们与城市中各个地方的情感联系
Pub Date : 2018-09-18 DOI: 10.2218/airea.2799
Shenando Stals, M. Smyth, Oli Mival
With the vision of ubiquitous computing becoming increasingly realized through smart city solutions, the proliferation of smartphones and smartwatches, and the rise of the quantified-self movement, a new technological layer is being added to the urban environment. This technological layer offers the possibility to capture, track, measure, visualize, and augment our experience of the urban environment. But to that end, there is a growing need to better understand the triangular relationship between person, place, and technology. Urban HCI studies are increasingly focusing on emotion and affect to create a better understanding of people’s experience of the city, and to investigate how technology could potentially play a role in augmenting this urban lived experience. Artist Christian Nold for example, used wearable technology to measure people's arousal levels as they walked freely through the urban environment, identifying locations in the city that evoked an emotional response from people. After these walks, people’s arousal levels were superimposed on a map of the city and participants were asked to interpret their own data, resulting in aggregated, fully annotated, and beautifully visualized emotion maps of the city. Based on a systematic review of emotions maps in existing literature, and our own work which seeks to understand how people’s experiences of places in the urban environment that are meaningful to them on a personal level, for example the place where they have met their partner, could potentially inform the design of future technological devices and services, this journal paper discusses the strengths, limitations and potential of capturing, representing, exploring and sharing this personal, geo-located emotion data with other people using emotion maps. Although our analysis seems to indicate that emotion maps in their current form are only of limited efficacy in accurately capturing, representing and communicating the profound, complex emotional bond that people have with personally meaningful places in the city, there appears to be potential for the use of emotion maps as a provocation in a speculative design approach.
随着智能城市解决方案、智能手机和智能手表的普及以及量化自我运动的兴起,无处不在的计算日益成为现实,城市环境正在增加一个新的技术层面。这一技术层提供了捕捉、跟踪、测量、可视化和增强我们对城市环境体验的可能性。但为了达到这个目的,我们越来越需要更好地理解人、地点和技术之间的三角关系。城市HCI研究越来越关注情感和影响,以更好地理解人们对城市的体验,并研究技术如何在增强城市生活体验方面发挥潜在作用。例如,艺术家克里斯蒂安·诺尔德(Christian Nold)使用可穿戴技术测量人们在城市环境中自由行走时的觉醒水平,识别城市中引起人们情绪反应的地点。在这些散步之后,人们的觉醒水平被叠加在城市地图上,参与者被要求解释他们自己的数据,从而得到汇总的、完全注释的、漂亮的可视化城市情感地图。基于对现有文献中情感地图的系统回顾,以及我们自己的工作,即试图理解人们在城市环境中对他们个人层面有意义的地方的体验,例如他们遇到伴侣的地方,如何可能为未来技术设备和服务的设计提供信息,这篇期刊论文讨论了捕捉、表现、探索和分享这种个人的优势、限制和潜力。使用情感地图与他人进行地理定位的情感数据。虽然我们的分析似乎表明,目前形式的情感地图在准确捕捉、表现和传达人们与城市中个人有意义的地方之间深刻而复杂的情感纽带方面的效果有限,但似乎有可能将情感地图用作投机设计方法的一种挑衅。
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引用次数: 2
Scientific method and creative process for wearable technologies from invention to innovation 可穿戴技术从发明到创新的科学方法和创造过程
Pub Date : 2018-06-19 DOI: 10.2218/AIREA.2763
L. Tenuta, Susanna Testa
The aim of this paper is demonstrating how in the contemporary scene the boundaries between scientific method and creative process are increasingly blurred finding innovation as the point of intersection of this discursive separation. The analysis identifies the object of investigation in the emergent field of fashion wearables. In fact, the introduction of digital tools has had a significant impact on the fashion system, and wearable technologies represent the result of a new systemic interaction among diverse approaches belonging to different sectors. In this context, our purpose is to identify the moment when invention, seen as technological progress, becomes innovation, integrating and affecting people’s lives. To this end, the paper is firstly aimed in analyzing through case studies the different methods to design innovative fashion products. Both technology driven innovation and design driven innovation based methodologies are examined. The two strategies are compared and described in terms of phases, actors involved and validation of the obtained results, underlining the crucial stages of the process: the definition of the target and the scenario and the phase of product testing. This involves both traditional methods of data analysis for the technological functioning, based on numerically quantifiable parameters, and experimental verification based on the object-final user relationship. This test aims at “measuring” the effectiveness of the products in terms of comfort, usability, aesthetics and interaction. It is this methodological transdisciplinary practice that carries appreciable results concerning innovation. This approach leads to an emphasis of the designer’s cross role and it represents an opportunity for the academic research as well as for the market.
本文的目的是证明在当代的场景中,科学方法和创作过程之间的界限是如何日益模糊的,发现创新是这种话语分离的交叉点。该分析确定了时尚可穿戴设备新兴领域的调查对象。事实上,数字工具的引入对时尚系统产生了重大影响,可穿戴技术代表了属于不同部门的不同方法之间新的系统互动的结果。在这种情况下,我们的目的是确定发明,被视为技术进步,成为创新,整合和影响人们生活的时刻。为此,本文首先旨在通过案例分析分析时尚创新产品设计的不同方法。两种技术驱动的创新和设计驱动的创新为基础的方法进行了检查。这两种策略在阶段、涉及的参与者和所获得结果的验证方面进行了比较和描述,强调了过程的关键阶段:目标和场景的定义以及产品测试阶段。这既涉及基于数字可量化参数的技术功能数据分析的传统方法,也涉及基于对象-最终用户关系的实验验证。这个测试旨在“衡量”产品在舒适度、可用性、美观性和交互性方面的有效性。正是这种方法论上的跨学科实践,在创新方面带来了可观的成果。这种方法强调了设计师的交叉角色,它为学术研究和市场提供了机会。
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引用次数: 1
Revealing the Invisible City 揭秘隐形城市
Pub Date : 2018-06-18 DOI: 10.2218/AIREA.2764
A. Rios, L. E. Fernandez, He Cui, Shuyuan Huang
This article discusses “Exposing the Invisible: A Brain-driven Audiovisual Walk”, an audiovisual installation that was part of the Digital Media Studio Project entitled Invisible Cities. Commencing with an analysis of the research, and experimental and compositional strategies we devised for the installation, we will explore the possibilities afforded from the creative combination of sounds, visuals, emotions and places, in relation to more general aesthetic considerations relevant to data sonification and visualisation. Our approach understands visualisation as a bridge interlinking the emotions with various types of visual elements and sonification as a translation of the inaudible into the sphere of the audible; most importantly, the combination of both as an instrument for comprehending the human-city bond via the embodied sensory experience of place. Our practice, inspired from the interaction between the lived body and the (urban) environment, uses the EEG data with an artistic approach in order to reflect upon and re-interpret this bond.
这篇文章讨论的是“揭露不可见:大脑驱动的视听行走”,这是数字媒体工作室项目“看不见的城市”的一部分。从对研究的分析,以及我们为装置设计的实验和构图策略开始,我们将探索声音,视觉,情感和场所的创造性组合所提供的可能性,以及与数据声学和可视化相关的更一般的美学考虑。我们的方法是将视觉化理解为连接情感与各种视觉元素的桥梁,将声音化理解为将听不见的内容转化为听得到的内容;最重要的是,两者的结合作为一种工具,通过具体的地方感官体验来理解人与城市的联系。我们的设计灵感来自于生活的身体和(城市)环境之间的相互作用,利用脑电图数据和艺术的方法来反思和重新解释这种联系。
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引用次数: 0
Grasping Elapsing 把握在流逝
Pub Date : 2018-06-16 DOI: 10.2218/airea.2760
Peter Williams
An iterative series of hybrid media installations and generative, participatory performance projects, Grasping Elapsing (2003-present) attempts to show embodied thought process by creating open-ended connections among object, image, archive, digital process and word. The project is comprised of a combination of installations, performances, images created by the artist over time, images created by participants in prior and current performances/installations, live-sourced, appropriated images accessed through software, generative software that processes combinations of the above-described images, and a Twitter feed/archive.  Given the highly-temporal nature of the project, it is difficult to analyze specific juxtapositions that might arise. This report will therefore mainly address the projects’ ongoing conceptual framework while referencing specific moments in time where it might be helpful for contemporary readers. The current iteration, Grasping Elapsing 3.1 is a digitally-augmented participatory performance with a “live” component of approximately twenty minutes and an indefinitely-extended digital component which is conducted online. The piece expresses a convergence of history, place and present moment through the use of digital practices and face-to-face discussion. It is conducted with an audience that, after an approximately eight-minute introduction, is invited to participate by contributing images through the use of scanning. The entire piece is enacted at a table with a large projection behind it. The artist sits at the table facing audience-participants. Throughout the performance, the artist delivers spoken-word content and participatory instructions. On the table are a laptop computer which the artist uses to improvisationally control a custom-made software application designed specifically for the performance. The application displays artist-produced, appropriated and past-and-current participant-contributed imagery, and also imagery generatively processed from combinations of all of the above-mentioned source materials. The output of this application is shown on the projection screen. Also on the table is a flatbed scanner which participants use to digitize images for contribution to the piece; scanned images are automatically added to a databank from which the application draws in real time.
这是一系列迭代的混合媒体装置和生成的、参与式的表演项目,《抓住流逝》(2003年至今)试图通过在物体、图像、档案、数字过程和文字之间建立开放式的联系来展示具体化的思维过程。该项目由装置、表演、艺术家随时间创作的图像、之前和当前的表演/装置参与者创作的图像、通过软件访问的实时来源、专有图像、处理上述图像组合的生成软件以及Twitter feed/存档组成。考虑到项目的高度时效性,很难分析可能出现的具体并置现象。因此,本报告将主要讨论项目正在进行的概念框架,同时引用可能对当代读者有所帮助的特定时刻。当前的迭代,抓取流逝3.1是一个数字增强的参与式表演,具有大约20分钟的“现场”部分和无限延长的在线数字部分。这件作品通过使用数字实践和面对面的讨论来表达历史、地点和现在的融合。在经过大约八分钟的介绍后,观众被邀请通过使用扫描提供图像来参与。整个作品是在一张桌子上完成的,桌子后面有一个大投影。艺术家坐在桌前,面对着观众。在整个表演过程中,艺术家提供口头内容和参与性指导。桌子上有一台笔记本电脑,艺术家用它来即兴控制一个专门为表演设计的定制软件应用程序。该应用程序显示艺术家制作的、挪用的和过去和现在的参与者贡献的图像,以及从上述所有源材料组合生成处理的图像。这个应用程序的输出显示在投影屏幕上。桌子上还有一个平板扫描仪,参与者用它来数字化图像,为作品做出贡献;扫描的图像被自动添加到数据库中,应用程序可以实时绘制。
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引用次数: 0
Data-driven visibility 数据驱动的可见性
Pub Date : 2018-06-16 DOI: 10.2218/AIREA.2833
A. Jønsson, Loes Bogers
Through artistic interventions into the computational backbone of maternity services, the artists behind the Body Recovery Unit explore data production and its usages in healthcare governance. Taking their artwork The National Catalogue Of Savings Opportunities. Maternity, Volume 1: London (2017) as a case study, they explore how artists working with ‘live’ computational culture might draw from critical theory, Science and Technology Studies as well as feminist strategies within arts-led enquiry. This paper examines the mechanisms through which maternal bodies are rendered visible or invisible to managerial scrutiny, by exploring the interlocking elements of commissioning structures, nationwide information standards and databases in tandem with everyday maternity healthcare practices on the wards in the UK. The work provides a new context to understand how re-prioritisation of ‘natural’ and ‘normal’ births, breastfeeding, skin-to-skin contact, age of conception and other factors are gaining momentum in sync with cost-reduction initiatives, funding cuts and privatisation of healthcare services.
通过对产妇服务的计算主干进行艺术干预,身体恢复股背后的艺术家探索数据生产及其在医疗保健治理中的应用。他们的作品《全国储蓄机会目录》《母性》,第1卷:伦敦(2017)作为一个案例研究,他们探讨了艺术家如何在“现场”计算文化中工作,从批判理论、科学技术研究以及艺术主导探究中的女权主义策略中汲取灵感。本文通过探索委托结构、全国信息标准和数据库的联锁要素与英国病房的日常产科保健实践相结合,探讨了产妇机构在管理审查中呈现可见或不可见的机制。这项工作提供了一个新的背景,以了解如何重新确定“自然”和“正常”分娩、母乳喂养、皮肤接触、怀孕年龄和其他因素的优先次序,与降低成本的举措、削减资金和保健服务私有化同步获得动力。
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引用次数: 0
Digital interactions 数字交互
Pub Date : 2018-06-13 DOI: 10.2218/airea.2732
Eleni-Ira Panourgia, Finbar Wheelaghan, Xue Yang
This article discusses a prototype that explores the simultaneous manipulation of three-dimensional digital forms and sound. Our multi-media study examines the aesthetic affordances of tight parameter couplings between digital three-dimensional objects and sound objects based on notions of process and user-machine interaction. It investigates how effective cohesion between visual, spatial and sonic might be established through changes perceived in parallel; what Michel Chion refers to as 'synchresis'. Drawing from Mike Blow's work On the Simultaneous Perception of Sound and Three-Dimensional Objects and processual art, this prototype uses computer technology for forming and mediating a creative practice involving 3D animation, sound synthesis, digital signal processing and programming. Our practice-based approach entails the rendering of a three-dimensional digital object in Processing whose form changes over time according to specific actions. Spatial data is sent via Open Sound Control (OSC) to Max MSP in real time, where sound is synthesized and then manipulated. Sonic parameters such as amplitude, spectral density/width and timbre are controlled by select spatial parameters from the three-dimensional object. Sound processing is realized based on the changing of the three-dimensional object in time through basic actions such as splitting, distorting, cutting, shattering and rotating. We use digital technology to look beyond basic synchronisation of sound and vision to a more complex cohesion of percepts, based on changes to myriad sonic and visual parameters experienced concurrently.
本文讨论了一个原型,探索三维数字形式和声音的同时操作。我们的多媒体研究考察了基于过程和用户-机器交互概念的数字三维物体和声音物体之间紧密参数耦合的美学启示。它探讨了如何通过平行感知的变化来建立视觉、空间和声音之间的有效衔接;Michel Chion称之为“同步”。借鉴Mike Blow的作品《On the Simultaneous Perception of Sound and Three-Dimensional Objects》和过程艺术,这个原型使用计算机技术来形成和调解一个涉及3D动画、声音合成、数字信号处理和编程的创造性实践。我们基于实践的方法需要在Processing中渲染三维数字对象,其形式会根据特定的动作随时间而变化。空间数据通过开放声音控制(OSC)实时发送到Max MSP,在那里声音被合成,然后被操纵。声波参数如振幅、谱密度/宽度和音色是通过选择三维物体的空间参数来控制的。声音处理是基于三维物体的时间变化,通过劈裂、扭曲、切割、破碎、旋转等基本动作来实现的。我们使用数字技术超越声音和视觉的基本同步,以同时经历的无数声音和视觉参数的变化为基础,探索更复杂的感知凝聚力。
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引用次数: 1
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Airea: Arts and Interdisciplinary Research
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