The brief article contemplates the conceptualization, conception and execution of the computer art project entitled “Make me up!”, a proposal for a self-expression experience of the digital genre make that unites facial recognition technology, urban art and activism, fashion as an expression of identity, performativity and (eco) feminism. Through the idea of the all-screen and the transmedia language, the SPARK AR application is used for modeling digital masks, based on graffiti images and paste up up by artivists feminists from Brazil, Portugal and Italy. Through the experience of creating the artifact based on a research project in artistic practice and digital culture, it is intended to contribute to the discussion on the convergence relations between aesthetics, digital technology, augmented reality and urban art in dialogue with the instagranism culture in a post-digital and post-pandemic context. The realization of the Make me up! is a proposal for collaboration by the authors and is limited to the objective of number five of the UN 2030 Agenda, to promote gender equity in the world, and in particular, to the indicator that aims to amplify the use of basic technologies, information and communication to promote women's empowerment.
这篇简短的文章思考了计算机艺术项目“Make me up!”的构思、构思和执行。,这是一个关于数字类型的自我表达体验的提议,它将面部识别技术、城市艺术和行动主义、作为身份表达的时尚、表演和(生态)女权主义结合起来。通过全屏和跨媒体语言的理念,SPARK AR应用程序基于巴西、葡萄牙和意大利的艺术家女权主义者的涂鸦图像和粘贴,用于建模数字面具。通过基于艺术实践和数字文化研究项目的创作经验,旨在与后数字和后流行病背景下的instagranism文化对话,探讨美学、数字技术、增强现实和城市艺术之间的融合关系。实现了《Make me up!》是由作者提出的合作建议,仅限于联合国2030年议程的第五个目标,即促进世界性别平等,特别是旨在扩大使用基本技术、信息和通信以促进妇女赋权的指标。
{"title":"Make me up!: Uma proposta de artefacto digital performativo em tempos de ressignificação da arte urbana pós-pandemia","authors":"Juliana Wexel, Selma Pereira","doi":"10.1145/3483529.3483767","DOIUrl":"https://doi.org/10.1145/3483529.3483767","url":null,"abstract":"The brief article contemplates the conceptualization, conception and execution of the computer art project entitled “Make me up!”, a proposal for a self-expression experience of the digital genre make that unites facial recognition technology, urban art and activism, fashion as an expression of identity, performativity and (eco) feminism. Through the idea of the all-screen and the transmedia language, the SPARK AR application is used for modeling digital masks, based on graffiti images and paste up up by artivists feminists from Brazil, Portugal and Italy. Through the experience of creating the artifact based on a research project in artistic practice and digital culture, it is intended to contribute to the discussion on the convergence relations between aesthetics, digital technology, augmented reality and urban art in dialogue with the instagranism culture in a post-digital and post-pandemic context. The realization of the Make me up! is a proposal for collaboration by the authors and is limited to the objective of number five of the UN 2030 Agenda, to promote gender equity in the world, and in particular, to the indicator that aims to amplify the use of basic technologies, information and communication to promote women's empowerment.","PeriodicalId":442152,"journal":{"name":"10th International Conference on Digital and Interactive Arts","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114257245","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
As publicações científicas desempenham um papel substancial na transmissão de informação e difusão do conhecimento para a sociedade, no entanto verificamos que ainda não houve uma adaptação de paradigma para o mundo digital na leitura e partilha de informação. Assim, abordou-se a temática das anotações enquanto ferramenta que permite criar uma camada de conhecimento sobre texto científico original, funcionando como instrumento potenciador da produção e transmissão de conhecimento associado ao consumo de literatura científica. O design pode deste modo contribuir para incrementar a produção e transmissão do conhecimento, enquanto agente de mediação de processos e conteúdos, para que sejam percebidos e compreendidos por um público mais alargado: entre a ciência e a sociedade. O presente estudo pretende constituir um instrumento de análise para a avaliação de uma nova abordagem da utilização das anotações no contexto da comunicação da ciência, enquanto sistema cognitivo, para simplificar e facilitar o processo de compreensão do discurso científico, na expectativa de contribuir para uma melhor eficácia da transmissão e produção do conhecimento científico, introduzindo a possibilidade de partilha das anotações enquanto proto-interpretações do texto. Para tal, propõe-se um modelo para um sistema de anotações que pretende tirar partido das características intrínsecas de cada suporte e fomentar a sua adaptação a um sistema que incorpore uma interacção simplificada, intuitiva e útil para as tarefas de anotação e gestão dessa informação. Scientific publications play a substantial role in the transmission of information and dissemination of knowledge towards society, however, we find that there has not yet been a paradigm shift towards the digital world in reading and sharing of information. Therefore, the topic of annotations was approached as a tool that allows the creation of a layer of knowledge over original scientific information, functioning as an instrument to enhance the production and transmission of knowledge associated with the consumption of scientific literature. Design can contribute towards an increase in the production and transmission of knowledge, as a mediator of processes and contents, so that they are perceived and understood by a wider audience: between science and society. We aim to analyze new approaches in the use of annotations in the context of science communication, as a cognitive system, to simplify and aid the process of understanding scientific discourse, in the hope of contributing towards the transmission and production of scientific knowledge, introducing the possibility of sharing annotations as proto-interpretations of the text. As such, in this paper, we propose a model for an annotation system that strives to extract the best characteristics of both paper and digital platforms and adapt these functionalities into a system with a simple, intuitive interaction for annotating and managing information
{"title":"Contributos para um Sistema de Anotações no Contexto da Comunicação Científica","authors":"Sandra Cruz, Vasco Branco, Francisco Providência","doi":"10.1145/3483529.3483703","DOIUrl":"https://doi.org/10.1145/3483529.3483703","url":null,"abstract":"As publicações científicas desempenham um papel substancial na transmissão de informação e difusão do conhecimento para a sociedade, no entanto verificamos que ainda não houve uma adaptação de paradigma para o mundo digital na leitura e partilha de informação. Assim, abordou-se a temática das anotações enquanto ferramenta que permite criar uma camada de conhecimento sobre texto científico original, funcionando como instrumento potenciador da produção e transmissão de conhecimento associado ao consumo de literatura científica. O design pode deste modo contribuir para incrementar a produção e transmissão do conhecimento, enquanto agente de mediação de processos e conteúdos, para que sejam percebidos e compreendidos por um público mais alargado: entre a ciência e a sociedade. O presente estudo pretende constituir um instrumento de análise para a avaliação de uma nova abordagem da utilização das anotações no contexto da comunicação da ciência, enquanto sistema cognitivo, para simplificar e facilitar o processo de compreensão do discurso científico, na expectativa de contribuir para uma melhor eficácia da transmissão e produção do conhecimento científico, introduzindo a possibilidade de partilha das anotações enquanto proto-interpretações do texto. Para tal, propõe-se um modelo para um sistema de anotações que pretende tirar partido das características intrínsecas de cada suporte e fomentar a sua adaptação a um sistema que incorpore uma interacção simplificada, intuitiva e útil para as tarefas de anotação e gestão dessa informação. Scientific publications play a substantial role in the transmission of information and dissemination of knowledge towards society, however, we find that there has not yet been a paradigm shift towards the digital world in reading and sharing of information. Therefore, the topic of annotations was approached as a tool that allows the creation of a layer of knowledge over original scientific information, functioning as an instrument to enhance the production and transmission of knowledge associated with the consumption of scientific literature. Design can contribute towards an increase in the production and transmission of knowledge, as a mediator of processes and contents, so that they are perceived and understood by a wider audience: between science and society. We aim to analyze new approaches in the use of annotations in the context of science communication, as a cognitive system, to simplify and aid the process of understanding scientific discourse, in the hope of contributing towards the transmission and production of scientific knowledge, introducing the possibility of sharing annotations as proto-interpretations of the text. As such, in this paper, we propose a model for an annotation system that strives to extract the best characteristics of both paper and digital platforms and adapt these functionalities into a system with a simple, intuitive interaction for annotating and managing information","PeriodicalId":442152,"journal":{"name":"10th International Conference on Digital and Interactive Arts","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122283287","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Web Design and Web Development have been in a continuous evolution state ever since the first web page was made publicly available, enabling the development of innovative ways to inter-act and communicate with people. This paper proposed an installation that continuously presents automatically generated web pages based on a computational design system that explores the use of algorithmic design processes for brutalist web page generation reflecting the semantic meaning of its content. The content is gathered from the Wikipedia API, from randomly selected words available in the API. Although conceptually and visually the outputs are Brutalism Websites, this approach effortlessly can be modified to generate outputs taking into consideration other visual and conceptual styles. This way, the proposed installation reflects how the Artificial Intelligence approaches may be impactful in the future of Web Design and Web Development.
{"title":"Algorithmic Experiments in the Design of Brutalist Web Pages","authors":"José N. Rebelo, Sérgio M. Rebelo, Artur Rebelo","doi":"10.1145/3483529.3483746","DOIUrl":"https://doi.org/10.1145/3483529.3483746","url":null,"abstract":"Web Design and Web Development have been in a continuous evolution state ever since the first web page was made publicly available, enabling the development of innovative ways to inter-act and communicate with people. This paper proposed an installation that continuously presents automatically generated web pages based on a computational design system that explores the use of algorithmic design processes for brutalist web page generation reflecting the semantic meaning of its content. The content is gathered from the Wikipedia API, from randomly selected words available in the API. Although conceptually and visually the outputs are Brutalism Websites, this approach effortlessly can be modified to generate outputs taking into consideration other visual and conceptual styles. This way, the proposed installation reflects how the Artificial Intelligence approaches may be impactful in the future of Web Design and Web Development.","PeriodicalId":442152,"journal":{"name":"10th International Conference on Digital and Interactive Arts","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125934695","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Why do we possibly need Sociological (Re)search Games? EU Horizon 2020-27 is a new European program for research funding [1]. It establishes, as one of its core strategic ideas, the investment on projects about digital media, articulated with other areas’ instruments and resources, to develop innovative methods for knowledge production and transfer. At present, games are the faster growing segment of digital industry and services. And serious games constitute an efficient way of sharing knowledge, as a genre that teach or allow training various activities or skills, within a critical posture [2]. E.g., health skills; marketing or political campaigns; and cultural heritage qualifications for both professionals and publics at an art museum or gallery. This project's initial big idea is to demonstrate that digital games, and specifically serious games, can be used as one of the most operational research methodological tools, within any kind of knowledge, be it scientific, technical, artistic or other. As we will argue below, there is a lack of literature and game development on this behalf, in particular within Social Sciences. Therefore, our main purpose is to develop both (a) a Sociological reflection on serious games and (b) serious games’ practical tools, e.g. Sociological (re)search games for education and training on social and cultural processes. In particular, targets include universities and corporations that maintain partnership relations with cultural institutions as a museum or gallery, in order to develop knowledge transfer and sharing among them, and among them and other social actors, such as cultural publics.
{"title":"Sociological (Re)search Games: Play and transfer cultural knowledge among social sciences, museum staff and publics","authors":"Pedro Andrade","doi":"10.1145/3483529.3483660","DOIUrl":"https://doi.org/10.1145/3483529.3483660","url":null,"abstract":"Why do we possibly need Sociological (Re)search Games? EU Horizon 2020-27 is a new European program for research funding [1]. It establishes, as one of its core strategic ideas, the investment on projects about digital media, articulated with other areas’ instruments and resources, to develop innovative methods for knowledge production and transfer. At present, games are the faster growing segment of digital industry and services. And serious games constitute an efficient way of sharing knowledge, as a genre that teach or allow training various activities or skills, within a critical posture [2]. E.g., health skills; marketing or political campaigns; and cultural heritage qualifications for both professionals and publics at an art museum or gallery. This project's initial big idea is to demonstrate that digital games, and specifically serious games, can be used as one of the most operational research methodological tools, within any kind of knowledge, be it scientific, technical, artistic or other. As we will argue below, there is a lack of literature and game development on this behalf, in particular within Social Sciences. Therefore, our main purpose is to develop both (a) a Sociological reflection on serious games and (b) serious games’ practical tools, e.g. Sociological (re)search games for education and training on social and cultural processes. In particular, targets include universities and corporations that maintain partnership relations with cultural institutions as a museum or gallery, in order to develop knowledge transfer and sharing among them, and among them and other social actors, such as cultural publics.","PeriodicalId":442152,"journal":{"name":"10th International Conference on Digital and Interactive Arts","volume":"102 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122504131","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper suggests that integration of Augmented Reality (AR) with Visual Storytelling in non-scientific professional contexts is needed to improve communication of scientific research. The use of AR technology in Visual Storytelling for communication of scientific research enables science communicators to better communicate, and non-scientific audiences to experience and therefore better understand scientific data and its relevance to society. The paper urges the development of new principles and methods of Visual Storytelling with AR for effective communication of scientific research and findings that can also be translated into Design practice.
{"title":"Enhancing Science Communication through AR Driven Visual Storytelling: Suggested Approach and Study","authors":"A. Tyurina","doi":"10.1145/3483529.3483727","DOIUrl":"https://doi.org/10.1145/3483529.3483727","url":null,"abstract":"This paper suggests that integration of Augmented Reality (AR) with Visual Storytelling in non-scientific professional contexts is needed to improve communication of scientific research. The use of AR technology in Visual Storytelling for communication of scientific research enables science communicators to better communicate, and non-scientific audiences to experience and therefore better understand scientific data and its relevance to society. The paper urges the development of new principles and methods of Visual Storytelling with AR for effective communication of scientific research and findings that can also be translated into Design practice.","PeriodicalId":442152,"journal":{"name":"10th International Conference on Digital and Interactive Arts","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127386913","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The installation takes Castelo Branco Embroidery and the textile technology involved as a starting point, materializes the design motifs, and deconstructs the fabric as if the fabric that was being embroidered exploded., expanding through the exhibition space. The Embroidery of Castelo Branco is traditional from the Beira Baixa region, in the interior of Portugal, and is considered the result of the meeting of cultures between West and East, with a strong European influence. The motifs of this Embroidery design result from the convergence of the design and engravings made in Europe in the 17th and 18th centuries, in Portuguese tiles, in Indian textiles, and in Chinese porcelain. Resumo. A instalação artística toma como ponto de partida o Bordado de Castelo Branco e a tecnologia têxtil envolvida, materializamos os motivos do desenho e desconstruímos o tecido como se o tecido que estava a ser bordado explodisse da tela, expandindo-se pelo espaço expositivo. O Bordado de Castelo Branco é tradicional da região da Beira Baixa, no interior de Portugal, e considera-se que seja fruto do encontro das culturas entre o Ocidente e o Oriente, com forte influência europeia. Os motivos do desenho deste Bordado resultam da convergência do desenho e das gravuras que se faziam na Europa nos séculos XVII e XVIII, na azulejaria portuguesa, nos têxteis indianos e na porcelana chinesa.
装置以Castelo Branco Embroidery和所涉及的纺织技术为出发点,将设计主题物质化,并解构织物,就像正在刺绣的织物爆炸一样。,通过展览空间进行扩展。布兰科城堡(Castelo Branco)的刺绣是葡萄牙内陆贝拉拜萨(Beira Baixa)地区的传统刺绣,被认为是东西方文化交汇的结果,受到了强烈的欧洲影响。这种刺绣图案的图案源于17世纪和18世纪欧洲的图案和雕刻,葡萄牙瓷砖,印度纺织品和中国瓷器。Resumo。一个安装系统系统(artística),一个技术(têxtil envolvida),一个技术(têxtil envolvida),一个材料(materiizamos),一个动机(动机),一个技术(desconstruímos),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(技术),一个技术(爆炸),一个扩展(扩展),一个技术(技术),一个空间(扩展),一个空间(空间)。O O Bordado de Castelo Branco O传统文化中心O O da Beira Baixa,没有葡萄牙的内部,我们考虑到seja fruto do encontrol作为西方和东方的文化中心,以及influência欧洲的文化中心。我们的动机是什么?我们的目标是什么?我们的目标是什么?我们的目标是什么?我们的目标是什么?我们的目标是什么?我们的目标是什么?
{"title":"Inside the embroidery. The rematerialization of traditional embroidery in a post-digital approach: No interior do bordado. A rematerialização do bordado numa vertente pós-digital","authors":"Selma Pereira, A. Marcos","doi":"10.1145/3483529.3483766","DOIUrl":"https://doi.org/10.1145/3483529.3483766","url":null,"abstract":"The installation takes Castelo Branco Embroidery and the textile technology involved as a starting point, materializes the design motifs, and deconstructs the fabric as if the fabric that was being embroidered exploded., expanding through the exhibition space. The Embroidery of Castelo Branco is traditional from the Beira Baixa region, in the interior of Portugal, and is considered the result of the meeting of cultures between West and East, with a strong European influence. The motifs of this Embroidery design result from the convergence of the design and engravings made in Europe in the 17th and 18th centuries, in Portuguese tiles, in Indian textiles, and in Chinese porcelain. Resumo. A instalação artística toma como ponto de partida o Bordado de Castelo Branco e a tecnologia têxtil envolvida, materializamos os motivos do desenho e desconstruímos o tecido como se o tecido que estava a ser bordado explodisse da tela, expandindo-se pelo espaço expositivo. O Bordado de Castelo Branco é tradicional da região da Beira Baixa, no interior de Portugal, e considera-se que seja fruto do encontro das culturas entre o Ocidente e o Oriente, com forte influência europeia. Os motivos do desenho deste Bordado resultam da convergência do desenho e das gravuras que se faziam na Europa nos séculos XVII e XVIII, na azulejaria portuguesa, nos têxteis indianos e na porcelana chinesa.","PeriodicalId":442152,"journal":{"name":"10th International Conference on Digital and Interactive Arts","volume":"72 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131294575","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
P. C. Teles, Juliano Prado, Guilherme Z. L. Avila, Klebert Pallucci Cardoso, Rosana Campinas
The present manuscript presents, describes and analyzes the work "Antigenous 2.021 - Currency Resistances", an interactive sculpture that sets, guides and induces its audience to act and contemplate of a poetic diversity composed of sound expressions, ranging from synthetic textures to understandable noises and sounds, and colorful luminous animations (pulsating and flowing) on pictures in classic frames with organic expressions in high relief, whose holes at the top of their reliefs emanate spot lights (in laser). The installation brings in its poetics the purpose of evoking intimate memories, concerns and feelings about invasions (ours and others) and resistances suffered, committed and expressed, based on the protagonism established by the audience through the linear approach of people in front of pieces on display. Resumo: O presente manuscrito apresenta, descreve e analisa a obra "Antigenous 2.021 - Current Resistances", uma escultura interativa que ambienta, conduz e induz a sua audiência à realização e à contemplação de uma diversidade poética composta de expressões sonoras, que variam de texturas sintéticas à ruídos e sonoridades compreensíveis, e animações luminosas coloridas (pulsantes e em fluxo) sobre quadros em molduras clássicas com expressões orgânicas em alto-relevo, cujos orifícios no topo de seus relevos emanam luzes pontuais (em laser). A instalação traz em sua poética o propósito de evocar íntimas lembranças, inquietações e sensações acerca de invasões (nossas e alheias) e resistências a elas sofridas, cometidas e externadas, a partir do protagonismo estabelecido pela audiência por meio da aproximação linear das pessoas diante das peças em exibição.
本稿件介绍、描述和分析了作品“Antigenous 2.021 - Currency resistance”,这是一个互动雕塑,它设置、引导和诱导观众行动和思考由声音表情组成的诗意多样性,从合成的纹理到可理解的噪音和声音,以及经典框架中具有高浮雕有机表情的图片上的彩色发光动画(脉动和流动)。浮雕顶部的孔洞发出聚光灯(激光)。该装置以诗意为目的,唤起对入侵(我们的和他人的)的亲密记忆、关注和感受,以及对遭受、承诺和表达的抵抗,以观众通过人们在展品前的线性方式建立的主角为基础。Resumo:提交了一份报告,描述了一种分析方法,一种“Antigenous 2.021 - Current resistance”,一种文化相互作用的环境,一种文化相互作用的环境,一种文化相互作用的环境,一种文化相互作用的环境audiência,一种文化相互作用的环境,一种文化相互作用的环境,一种文化相互作用的环境,一种文化相互作用的环境,一种文化相互作用的环境,一种文化相互作用的环境,一种文化相互作用的环境,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化,一种文化。Cujos orifícios no topo de seus relevos emanam luzes pontuais (em laser)。1 . A install -。
{"title":"ANTIGENOUS 2.021 - CURRENT RESISTANCES","authors":"P. C. Teles, Juliano Prado, Guilherme Z. L. Avila, Klebert Pallucci Cardoso, Rosana Campinas","doi":"10.1145/3483529.3483773","DOIUrl":"https://doi.org/10.1145/3483529.3483773","url":null,"abstract":"The present manuscript presents, describes and analyzes the work \"Antigenous 2.021 - Currency Resistances\", an interactive sculpture that sets, guides and induces its audience to act and contemplate of a poetic diversity composed of sound expressions, ranging from synthetic textures to understandable noises and sounds, and colorful luminous animations (pulsating and flowing) on pictures in classic frames with organic expressions in high relief, whose holes at the top of their reliefs emanate spot lights (in laser). The installation brings in its poetics the purpose of evoking intimate memories, concerns and feelings about invasions (ours and others) and resistances suffered, committed and expressed, based on the protagonism established by the audience through the linear approach of people in front of pieces on display. Resumo: O presente manuscrito apresenta, descreve e analisa a obra \"Antigenous 2.021 - Current Resistances\", uma escultura interativa que ambienta, conduz e induz a sua audiência à realização e à contemplação de uma diversidade poética composta de expressões sonoras, que variam de texturas sintéticas à ruídos e sonoridades compreensíveis, e animações luminosas coloridas (pulsantes e em fluxo) sobre quadros em molduras clássicas com expressões orgânicas em alto-relevo, cujos orifícios no topo de seus relevos emanam luzes pontuais (em laser). A instalação traz em sua poética o propósito de evocar íntimas lembranças, inquietações e sensações acerca de invasões (nossas e alheias) e resistências a elas sofridas, cometidas e externadas, a partir do protagonismo estabelecido pela audiência por meio da aproximação linear das pessoas diante das peças em exibição.","PeriodicalId":442152,"journal":{"name":"10th International Conference on Digital and Interactive Arts","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128267118","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Our mind constantly interacts with our environments. We cognize the world and transform it on the basis of multifarious experiences we continue to have. Enacted Scene intervenes in this cognitive process of building memories and mediates the disparity between disinterested digital images and unstable yet rich, affective memories of the same experience. In this project, the artist carefully opens and explores the underlying interaction between a mind and a world by digitally recreating the experienced world – the city of Spokane. The artist's daily exploration of the city was influenced by their actions in the process – observation, photographing, and 3D modeling, and in this way, they intervened in underlying cognitive activities. To represent this process that a nonconscious mind emerges as a recognizable cognition, it is first presented as a scattered image and invites the audience to approach closely and engage in enacting the image of their memories.
{"title":"Enacted Scene: Virtual World Built Upon Experimental Cognitive Intervention","authors":"Sunsook Nam","doi":"10.1145/3483529.3483777","DOIUrl":"https://doi.org/10.1145/3483529.3483777","url":null,"abstract":"Our mind constantly interacts with our environments. We cognize the world and transform it on the basis of multifarious experiences we continue to have. Enacted Scene intervenes in this cognitive process of building memories and mediates the disparity between disinterested digital images and unstable yet rich, affective memories of the same experience. In this project, the artist carefully opens and explores the underlying interaction between a mind and a world by digitally recreating the experienced world – the city of Spokane. The artist's daily exploration of the city was influenced by their actions in the process – observation, photographing, and 3D modeling, and in this way, they intervened in underlying cognitive activities. To represent this process that a nonconscious mind emerges as a recognizable cognition, it is first presented as a scattered image and invites the audience to approach closely and engage in enacting the image of their memories.","PeriodicalId":442152,"journal":{"name":"10th International Conference on Digital and Interactive Arts","volume":"326 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129669005","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
There are currently very few options for executing live spherical drawings for an audience. This work presents an artefact which demonstrates one possible way to achieve such drawings in a performative setting with concurrent interactive live feed of the spherical drawing's VR visualization. The authors aim at stimulating the under-explored form of expression that spherical perspectives represent by facilitating, demonstrating, opening, and extending their use both with general applications and in particular with digital art live presentations. To highlight the artefact's utility, we consider the state of art of drawing techniques for different spherical perspectives (equirectangular, azimuthal equidistant, cubical) and the software available for their practice. The artefact processes various inputs into one mixed output. The inputs are a drawing generated either with traditional or digital techniques, and OSC data taken from an external device. The output is a classical perspective projected onto a screen (optionally also on a mobile device). The software has been made with node-based programming: the free non-commercial version of TouchDesigner, which allowed us to evaluate the workflow with great versatility and a good integration with Python before entering a coding stage. The artefact is tested within the exhibition “I'm watching you/me” (IMWYM), which is part of Lufo Art project. The live presentation explores and explodes Hybrid Immersive Models (HIMs) within digital art and uses the artefact as a way of expanding spherical perspectives’ applications.
{"title":"I'm watching you/me: Live drawing and VR visualization of spherical perspectives using Touch Designer","authors":"Lucas Fabián Olivero, A. Araújo","doi":"10.1145/3483529.3483778","DOIUrl":"https://doi.org/10.1145/3483529.3483778","url":null,"abstract":"There are currently very few options for executing live spherical drawings for an audience. This work presents an artefact which demonstrates one possible way to achieve such drawings in a performative setting with concurrent interactive live feed of the spherical drawing's VR visualization. The authors aim at stimulating the under-explored form of expression that spherical perspectives represent by facilitating, demonstrating, opening, and extending their use both with general applications and in particular with digital art live presentations. To highlight the artefact's utility, we consider the state of art of drawing techniques for different spherical perspectives (equirectangular, azimuthal equidistant, cubical) and the software available for their practice. The artefact processes various inputs into one mixed output. The inputs are a drawing generated either with traditional or digital techniques, and OSC data taken from an external device. The output is a classical perspective projected onto a screen (optionally also on a mobile device). The software has been made with node-based programming: the free non-commercial version of TouchDesigner, which allowed us to evaluate the workflow with great versatility and a good integration with Python before entering a coding stage. The artefact is tested within the exhibition “I'm watching you/me” (IMWYM), which is part of Lufo Art project. The live presentation explores and explodes Hybrid Immersive Models (HIMs) within digital art and uses the artefact as a way of expanding spherical perspectives’ applications.","PeriodicalId":442152,"journal":{"name":"10th International Conference on Digital and Interactive Arts","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130287086","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Oneirografia é uma obra de literatura digital que permite ao seu usuário recriar sonhos, ou criar novos, e guardá-los ou compartilhá-los. Baseada em uma reflexão sobre o papel dos sonhos na vida humana, e em uma experiência onírica pessoal que ocorreu no início da pandemia de Covid-19, o trabalho utiliza ambientes imersivos 3D para alcançar seus objetivos. Esses objetivos são a possibilidade de rememorarmos nossos sonhos e darmos eco a eles, utilizando-os para nos conectarmos conosco e com o mundo a nossa volta.
{"title":"Escrita onírica digital: e as imagens de sonhos","authors":"Andréa Catrópa","doi":"10.1145/3483529.3483764","DOIUrl":"https://doi.org/10.1145/3483529.3483764","url":null,"abstract":"Oneirografia é uma obra de literatura digital que permite ao seu usuário recriar sonhos, ou criar novos, e guardá-los ou compartilhá-los. Baseada em uma reflexão sobre o papel dos sonhos na vida humana, e em uma experiência onírica pessoal que ocorreu no início da pandemia de Covid-19, o trabalho utiliza ambientes imersivos 3D para alcançar seus objetivos. Esses objetivos são a possibilidade de rememorarmos nossos sonhos e darmos eco a eles, utilizando-os para nos conectarmos conosco e com o mundo a nossa volta.","PeriodicalId":442152,"journal":{"name":"10th International Conference on Digital and Interactive Arts","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133726821","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}