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INTER/her: An immersive journey inside the female body – Experience reflections INTER/her:沉浸式的女性身体之旅-体验反思
Q3 Arts and Humanities Pub Date : 2023-04-13 DOI: 10.1386/vcr_00067_1
Camille C. Baker
INTER/her is an immersive installation and virtual reality artwork highlighting (post)reproductive diseases that women over 30 frequently experience, including endometriosis, fibroids, polyps, ovarian and other cysts and growths, as well as the more serious cervical, ovarian, uterine and endometrial cancers. The artwork presents an abstract, intimate immersive journey within the inner world of women’s bodies, exposing the diseases they can suffer. INTER/her is intended as a personal exploration, conversation starter and community builder. This article discusses the development experience, exhibition and discoveries from INTER/her since its inception to the present. It explores the nature, staging and significance of the piece and what is implicated for future work in this area for art, design and research. It reveals the design process, visual and narrative elements made to represent, convey and understand the emotional and bodily/sensorial experience intended for visitors, as well as the visual metaphors representing the different organs and ailments. It covers the collaborative approach of the design team, using various technologies and the storytelling techniques used in the work during the lockdowns of the COVID-19 pandemic, from autumn 2020 to May 2021.
INTER/her是一个沉浸式装置和虚拟现实艺术作品,突出30岁以上女性经常经历的(后)生殖疾病,包括子宫内膜异位症、肌瘤、息肉、卵巢等囊肿和生长,以及更严重的子宫癌、卵巢癌、子宫癌和子宫内膜癌。该作品呈现了一场抽象的、亲密的沉浸式的女性身体内部世界之旅,揭示了她们可能遭受的疾病。INTER/her旨在作为个人探索,对话启动和社区建设者。本文讨论了INTER/her自成立至今的发展经验、展览和发现。它探讨了作品的性质、分期和意义,以及对未来在这一领域的艺术、设计和研究工作的影响。它揭示了设计过程、视觉和叙事元素,以表达、传达和理解游客的情感和身体/感官体验,以及代表不同器官和疾病的视觉隐喻。它涵盖了设计团队的协作方法,使用了2020年秋季至2021年5月COVID-19大流行封锁期间工作中使用的各种技术和讲故事技巧。
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引用次数: 0
Gore Techs59th Venice Biennale, curated by Cecilia Alemani, Venice, Italy, 23 April–27 November 2022 第59届威尼斯双年展,由Cecilia Alemani策划,意大利威尼斯,2022年4月23日至11月27日
Q3 Arts and Humanities Pub Date : 2023-04-13 DOI: 10.1386/vcr_00068_5
Tricia Crivellaro, L. Heller
Review of: Gore Techs 59th Venice Biennale, curated by Cecilia Alemani, Venice, Italy, 23 April–27 November 2022
第59届威尼斯双年展,由Cecilia Alemani策划,意大利威尼斯,2022年4月23日至11月27日
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引用次数: 0
Beyond computationality: Radical play and aesthetics in future compasses 超越计算能力:未来指南针的激进玩法和美学
Q3 Arts and Humanities Pub Date : 2023-04-13 DOI: 10.1386/vcr_00065_1
Lucie Chateau
The subreddit r/FutureCompasses is an online community where users play with the notion of a computationality engineered futurity. Future compasses are intricate 4 × 4 grids that imagine different futures. Each grid offers sixteen different futuristic scenarios thematically structured around concepts such as ecology or technology. These compasses combine computationality with experimental aesthetics through play. As per Roger Callois, play here crucially involves the creation of a new universal reality The authors of these compasses participate in the making of new social reality by applying a computational lens to the future and offering speculative scenarios about what the future could be. However, these scenarios do not reflect a realistic future for humanity. Instead, they subvert the idea of being able to calculate the future. Through creative play and experimental aesthetics, users who produce future compasses contrast computationality with human creativity. In this way, future compasses take their place in the artistic tradition of the New Aesthetic as defined by James Bridle. This article argues that future compasses contrast what can be technologically calculated and what should be creatively imagined.
reddit r/ futurecompass是一个在线社区,用户可以在这里玩计算工程未来的概念。未来指南针是复杂的4x4网格,想象着不同的未来。每个网格提供了16种不同的未来场景,主题围绕生态或技术等概念。这些圆规通过游戏将计算能力与实验美学结合起来。正如Roger Callois所说,这里的游戏至关重要地涉及到创造一个新的普遍现实。这些指南针的作者通过将计算透镜应用于未来,并提供关于未来可能是什么样子的推测场景,参与了新的社会现实的创造。然而,这些情景并不能反映人类现实的未来。相反,它们颠覆了能够计算未来的想法。通过创造性的游戏和实验美学,制造未来指南针的用户将计算能力与人类的创造力进行对比。通过这种方式,未来的罗盘在詹姆斯·布里德尔所定义的新美学的艺术传统中占据了一席之地。本文认为,未来的指南针对比了技术上可以计算的东西和应该创造性地想象的东西。
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引用次数: 0
I’m bad: The fascination of embodying the evil in a virtual world 我是坏人:在虚拟世界中体现邪恶的魅力
Q3 Arts and Humanities Pub Date : 2023-04-13 DOI: 10.1386/vcr_00066_1
M. Jerrentrup
Drawing on in-depth interviews, as well as digital and real-life participant observation, this article deals with the question of why many people are eager to embody something evil in the context of staged, digital photography – that is, to depict evil creatures and/or evil deeds. After looking at the general fascination for the evil and the way it is staged, the moment of embodiment is considered, a process of specific importance in times of digitalization: during the embodiment, the model can try out the evil quasi as a test without consequence and is able to physically express negative or socially undesired feelings such as not fitting in, disgust or anger and feel empowered while doing so. Furthermore, the resulting photographs offer the possibility to shape and form the evil and thus, to subject it to art, to aestheticize it and to make it presentable and manageable.
通过深入访谈,以及数字和现实生活中的参与者观察,本文探讨了为什么许多人渴望在舞台数码摄影的背景下体现邪恶的东西——也就是说,描绘邪恶的生物和/或邪恶的行为。在观察了对邪恶的普遍迷恋及其表演方式之后,我们考虑了化身的时刻,这是数字化时代一个特别重要的过程:在化身过程中,模型可以尝试邪恶的准体作为测试而不会产生任何后果,并且能够在身体上表达负面或社会不希望的感受,如不适应,厌恶或愤怒,并在这样做时感到被赋予了力量。此外,由此产生的照片提供了塑造和形成邪恶的可能性,因此,将其置于艺术之中,将其审美化,并使其美观和易于管理。
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引用次数: 0
Artist’s profile: Raphael Arar 艺术家简介:拉斐尔·阿拉尔
Q3 Arts and Humanities Pub Date : 2023-04-13 DOI: 10.1386/vcr_00070_7
L. Heller
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引用次数: 0
Sipping the virtual elixir: An autoethnographic close reading of Ayahuasca Kosmik Journey, a self-transcendent virtual experience 啜饮虚拟长生不老药:死藤水科斯米克之旅,一个自我超越的虚拟体验的自我民族志细读
Q3 Arts and Humanities Pub Date : 2022-06-01 DOI: 10.1386/vcr_00059_1
Noah Miller, John Desnoyers-Stewart, Ekaterina R. Stepanova, Alexandra Kitson, Jim Bizzocchi, B. Riecke
Self-transcendent experiences are often an integral component of ancient cultural practices that use psychedelic substances during spiritual ceremonies, such as ayahuasca ceremonies. Yet, ayahuasca contains dimethyltryptamine (DMT), which is illegal in many countries. Due to its illegality, ayahuasca experiences are scarce despite potential benefits of increased quality of life and reduced psychopathology. Virtual reality (VR) can provide a safe and legal glimpse of psychedelic experiences, such as an ayahuasca ceremony. These experiences may in turn evoke self-transcendent emotions without hallucinogenic substances, extending the power of art and technology to stimulate self-transcendence. To explore the potential, limits and experiential qualities that immersive experience design can afford for cyberdelic experiences, we conducted an autoethnographic close reading analysis of Atlas V’s Ayahuasca Kosmik Journey. Autoethnography allowed us to study complex and personal experiences while close reading connected those experiences to the design of the artefact. This allowed us to gain insights into the connections between design and experience and critically analyse the experience. The resulting reflection unveiled prominent psychological lenses in our subjective experience, including agency, embodiment, discomfort and self-transcendent emotions. Our analysis explicates the paramount role of spatiality, the sensorium and theme with embodied interaction for the self-transcendent effects of vastness, the role of contrast in narrative transitions and how meaning is rooted in previous experiences. Our analysis unveils the potential and the limitations of immersive technology to emulate self-transcendent experiences through extending our senses and transcending the self.
自我超越的体验通常是古代文化实践的一个组成部分,在精神仪式中使用迷幻物质,比如死藤水仪式。然而,死藤水含有二甲基色胺(DMT),这在许多国家是非法的。由于其非法,死藤水的经验是稀缺的,尽管潜在的好处,提高生活质量和减少精神病理。虚拟现实(VR)可以提供一种安全合法的迷幻体验,比如死藤水仪式。这些体验可能反过来唤起不使用致幻剂的自我超越情绪,扩展艺术和技术刺激自我超越的力量。为了探索沉浸式体验设计的潜力、限制和体验品质,我们对《Atlas V》的《Ayahuasca Kosmik Journey》进行了自我民族志细读分析。自我民族志使我们能够研究复杂的个人经历,而细读将这些经历与人工制品的设计联系起来。这使我们能够深入了解设计与体验之间的联系,并批判性地分析体验。由此产生的反思揭示了我们主观体验中突出的心理镜头,包括代理、化身、不适和自我超越的情绪。我们的分析阐明了空间性的重要作用,感官和主题的具体互动对巨大的自我超越效果,对比在叙事过渡中的作用以及意义如何植根于先前的经验。我们的分析揭示了沉浸式技术通过扩展我们的感官和超越自我来模拟自我超越体验的潜力和局限性。
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引用次数: 1
‘Extended Senses: Embodying Technology’ “延伸感官:体现技术”
Q3 Arts and Humanities Pub Date : 2022-06-01 DOI: 10.1386/vcr_00057_2
G. Boddington, Camille C. Baker
This Special Issue is a series of articles generated from the Extended Senses Symposium 2022, held at University of Greenwich, 8–9 September 2022, including an exhibition (8–10 September in the Stephen Lawrence Gallery). The main theme of the symposium was to explore ways to extend and expand the body through new and emerging modalities and technologies. Focusing primarily on the body as a site of knowledge production within this field, it highlighted immersion, haptic engagement and evolving body led interfaces to understand and enable the bridge between the analogue and the digital realms. Participants were encouraged to present socially responsible work engaged with issues such as: the climate crisis and environmental sustainability, data ethics, personal data ownership, surveillance and privacy, women’s health and equality and other urgent issues that affect the body. Talks and artwork traversed between the physical and the virtual, including but not limited to, electronic or smart textiles, research exploring multimodal interfaces and human–technology interaction, dance, theatre, music and other performance modes, as well all work that engages with technology to translate different embodied senses and experiential sensations.
本期特刊是由2022年9月8日至9日在格林尼治大学举行的扩展感官研讨会(Extended Senses Symposium 2022)产生的一系列文章,包括一个展览(9月8日至10日在斯蒂芬·劳伦斯画廊举行)。专题讨论会的主题是探讨如何通过新的和正在出现的方式和技术来扩展和扩大该机构。它主要关注身体作为该领域知识生产的场所,强调沉浸式,触觉参与和不断发展的身体主导界面,以理解并实现模拟和数字领域之间的桥梁。鼓励与会者介绍对社会负责的工作,涉及的问题包括:气候危机和环境可持续性、数据道德、个人数据所有权、监督和隐私、妇女健康和平等以及影响人体的其他紧迫问题。讲座和艺术作品穿梭于物理和虚拟之间,包括但不限于电子或智能纺织品,探索多模式界面和人机交互的研究,舞蹈,戏剧,音乐和其他表演模式,以及所有与技术相关的作品,以翻译不同的体现感官和体验感受。
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引用次数: 0
Performer/audience experience, performer perception and audience immersion 表演者/观众体验,表演者感知和观众沉浸
Q3 Arts and Humanities Pub Date : 2022-06-01 DOI: 10.1386/vcr_00060_1
Emily Kirwan
This article considers dance performances that utilize immersive technologies, in particular those that result in comparatively different experiences for the performer and the audience. The article proposes that with the incorporation of technology, creators and audiences may become so engrossed by the effects of technology and what can be achieved that we perhaps overlook what is omitted when technology takes centre stage. By analysing three aspects of technology-mediated dance performances, this article highlights how technology alters and extrapolates the dance experience for performers and audiences. The differing experiences of performer and audience, the dancer’s perception of their environment and the audience’s immersion are in some ways enhanced, but also arguably hindered, by the mediation of technology. The article aims to provoke questions about technology-mediated performances and proposes more theoretical discussions on the communication of dance through technology.
本文考虑了利用沉浸式技术的舞蹈表演,特别是那些为表演者和观众带来相对不同体验的舞蹈表演。这篇文章提出,随着技术的结合,创作者和观众可能会被技术的影响和可以实现的东西所吸引,以至于我们可能会忽视当技术占据中心舞台时被遗漏的东西。本文通过分析以技术为媒介的舞蹈表演的三个方面,强调了技术如何改变和外推表演者和观众的舞蹈体验。表演者和观众的不同体验、舞者对环境的感知和观众的沉浸感在某种程度上得到了增强,但也可能受到技术中介的阻碍。本文旨在引发对技术媒介表演的质疑,并对舞蹈通过技术的传播进行更多的理论探讨。
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引用次数: 0
Donate Yourself: An AR trail exploring the future of organ, tissue and body data donation 捐赠自己:探索未来器官,组织和身体数据捐赠的AR路径
Q3 Arts and Humanities Pub Date : 2022-06-01 DOI: 10.1386/vcr_00064_1
Stacey Pitsillides, G. Boddington, Tadej VindiŠ
This article explores how communication and interaction design were used in the augmented reality experience, Donate Yourself. It aims to demystify some of the ethical and personal concerns around the donation of organs, tissue and body data for scientific and medical research. The research finds different modes of provoking thought around a central question: can augmented reality be used to open debates on who has access to our biological and digital traces beyond death? Taking into account how COVID-19 has made the public deeply reconsider their biological and data bodies, the paper documents and contextualizes the making of Donate Yourself, which was created in collaboration with interactive design collective body>data>space and scientists from the Human Cell Atlas project (HCA). In doing so, it explores the contested histories of human tissue in research and contemporizes these relations by looking at the way HCA members use and care for human tissue and data in their work. A range of methods that were used to capture diverse public attitudes and ethical concerns about donation using participatory approaches included: the co-creation of design probes with HCA scientists, online workshops, qualitative interviews, a documentation zine and public maker jam. These methodological lenses, and the data they produce, were used to construct a non-linear narrative and digital bricolage that is experienced as a hybrid public walking tour. Five themes were generated for the augmented reality experiences: care, trust, immortal, consent, future. This triangulation of science, technology and the arts was materialized in a webAR walking trail that ran during November 2021, which was accessed by the public via QR codes as part of the larger One Cell At A Time online exhibition, funded by the Wellcome Trust.
本文探讨了如何在增强现实体验中使用沟通和交互设计。它旨在揭开有关为科学和医学研究捐赠器官、组织和身体数据的一些伦理和个人问题的神秘面纱。这项研究发现,围绕一个核心问题,人们可以用不同的方式引发人们的思考:增强现实能否被用来展开辩论,讨论谁能在死后获得我们的生物和数字痕迹?考虑到COVID-19如何使公众深刻地重新考虑他们的生物和数据体,本文记录并介绍了“捐赠自己”的制作过程,该项目是与互动设计集体>数据>空间和人类细胞图谱项目(HCA)的科学家合作创建的。在此过程中,它探索了人类组织研究中有争议的历史,并通过观察HCA成员在工作中使用和照顾人体组织和数据的方式,将这些关系当代化。使用参与式方法捕捉公众对捐赠的不同态度和道德关切的一系列方法包括:与HCA科学家共同创建设计探针,在线研讨会,定性访谈,文档杂志和公众制造者jam。这些方法论镜头,以及它们产生的数据,被用来构建一个非线性叙事和数字拼凑,作为混合公共徒步旅行的体验。增强现实体验产生了五个主题:关怀、信任、不朽、同意、未来。这种科学、技术和艺术的三角关系在2021年11月运行的webAR步行道中得以实现,公众可以通过QR码访问该步行道,这是由Wellcome Trust资助的更大的One Cell At a Time在线展览的一部分。
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引用次数: 0
When hearts speak 当心灵诉说
Q3 Arts and Humanities Pub Date : 2022-06-01 DOI: 10.1386/vcr_00063_1
Ilze Briede
This article gathers and analyses research on biosensing user-interface design strategies and empirical research approaches in human-computer interaction (HCI). Placing human experience at the core of the primary investigation, this research article will explore Soma Design strategies developed by researcher and computer scientist Kristina Höök and comparable approaches in human computer mediations. In addition, this article investigates the peculiarities of creating a container and expressive model for architectonic media based on WorldMaker Universe (WMU) schematic, a software framework for the development of computational artworks, created by scholar and artist Mark-David Hosale and explores works and research that intersect the art and science domains. This research document also offers a unique angle on the creative and technical processes of creating a bio-art installation and virtual sculpture called Somatic Interventions, developed as a group assignment for the Vertical Studio Lab course taught by Professor Mark-David Hosale at York University, Toronto, Canada. It will critically examine and question the sculpture design’s architectural choices and evaluate the biosignal feedback system that connects human participants to internally built artificial chemistry and multiple layers of unique state machines.
本文对人机交互(HCI)中生物传感用户界面设计策略和实证研究方法的研究进行了汇总和分析。这篇研究文章将人类经验置于主要调查的核心,将探索由研究员和计算机科学家Kristina Höök开发的Soma设计策略以及人机中介中的类似方法。此外,本文还探讨了基于学者和艺术家Mark-David Hosale创建的用于计算艺术品开发的软件框架WorldMaker Universe (WMU)原理图为建筑媒体创建容器和表达模型的特殊性,并探索了艺术和科学领域交叉的作品和研究。这份研究文件还提供了一个独特的角度来创造一个生物艺术装置和虚拟雕塑的创造性和技术过程,称为体细胞干预,这是加拿大多伦多约克大学Mark-David Hosale教授教授的垂直工作室实验室课程的小组作业。它将批判性地审视和质疑雕塑设计的建筑选择,并评估将人类参与者与内部构建的人工化学和多层独特状态机连接起来的生物信号反馈系统。
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引用次数: 0
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Virtual Creativity
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