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A journey from abstract film to concrete interaction 从抽象电影到具体互动的旅程
IF 1.1 4区 艺术学 0 ART Pub Date : 2020-06-23 DOI: 10.1080/14626268.2020.1781195
E. Edmonds
ABSTRACT The paper reviews abstract films and the notions of time that occur in them, contrasting them with the use of time in digital art. Developments by the author in making various generative digital abstract, or concrete, works are described and compared to film. The generation of the time element of the works described is integral with the generation of images. It is shown how different approaches to dealing with time in the digital context have emerged. In particular, an integrated constructivist approach has built from concepts in abstract film to go beyond cinema in a way that makes significant use of digital media. It has been possible to develop these works into interactive pieces by using artificial intelligent methods in various ways. True to the spirit of the early work described, these interactive works are also concrete rather than virtual. The art uses artificial intelligence to make real realities.
摘要本文回顾了抽象电影及其中出现的时间概念,并将其与数字艺术中对时间的使用进行了对比。本文描述了作者在制作各种生成性数字抽象或具体作品方面的发展,并与电影进行了比较。所描述的作品的时间元素的生成与图像的生成是一体的。它展示了在数字环境中处理时间的不同方法是如何出现的。特别是,一种综合的建构主义方法从抽象电影中的概念出发,以一种充分利用数字媒体的方式超越了电影。通过各种方式使用人工智能方法,将这些作品开发成互动作品是可能的。与所描述的早期作品的精神一样,这些互动作品也是具体的,而不是虚拟的。艺术使用人工智能来创造真实的现实。
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引用次数: 0
Moving in rhythms: what dancers and drummers can teach us about designing digital interactions 在节奏中移动:舞者和鼓手可以教我们如何设计数字交互
IF 1.1 4区 艺术学 0 ART Pub Date : 2020-06-22 DOI: 10.1080/14626268.2020.1782944
B. Costello
ABSTRACT Interviews with three dancers and three percussionists about performing, perceiving and composing rhythms are used to develop insights into ways that interaction designers might understand and shape the rhythmic experiences of their users. These insights coalesce around three themes: feeling your way into a rhythm, performing rhythms and the dance of synchrony. The article argues that a user’s experience of the rhythms within a design will play a significant role in its affective impact.
摘要通过对三名舞者和三名打击乐手关于表演、感知和创作节奏的采访,我们可以深入了解交互设计师理解和塑造用户节奏体验的方式。这些见解围绕三个主题结合在一起:感受节奏、表演节奏和同步舞蹈。文章认为,用户对设计中节奏的体验将在其情感影响中发挥重要作用。
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引用次数: 2
Programming the beautiful 为美丽编程
IF 1.1 4区 艺术学 0 ART Pub Date : 2020-06-19 DOI: 10.1080/14626268.2020.1778730
Yanai Toister
ABSTRACT The term generative art is mostly reserved for practices in which artists construct systems containing various degrees of autonomy. This is designed to generate results that would otherwise be unlikely. In contrast, photography is understood as a situation wherein an agent, the photographer, uses a pre-existing system constructed by other agents with the sole purpose of yielding results that must always be predictable. One strand of photography wherein such conceptions of the medium prove inadequate is generative photography. This unique exploration is characterized by three qualities: (1) Extensive use of self-constructed apparatuses for harnessing technologies explicitly dedicated to the creation of photographs; (2) Uncompromising insistence the seriality principle in producing photographs; and (3) The integration of chance or randomicity as an important creative factor. This paper traces the history of generative photography from its origins in the near-forgotten philosophical movement of information aesthetics. It argues that generative photographs elucidate a concept of artistic constructivism onto which may be grafted the numerical programming of apparative art systems. Thus, generative photography, with its precision of production and concise visual expression, can be understood as the final phase of photography, or, through Max Bense’s concept of ‘programming the beautiful’, as a precursor of generative computer art.
“生成艺术”一词主要用于艺术家构建包含不同程度自主性的系统的实践。这是为了产生不太可能产生的结果。相比之下,摄影被理解为一种情况,即代理人,即摄影师,使用由其他代理人构建的预先存在的系统,其唯一目的是产生必须始终可预测的结果。这种媒介概念被证明是不充分的一种摄影方式是生成摄影。这种独特的探索具有三个特点:(1)广泛使用自行建造的设备,利用专门用于照片创作的技术;(2) 坚持连续性原则制作照片;(3)偶然性或随机性的整合是一个重要的创新因素。本文追溯了生成摄影的历史,它起源于几乎被遗忘的信息美学哲学运动。它认为,生成性照片阐明了一种艺术建构主义的概念,在这种概念上可以移植表象艺术系统的数字编程。因此,生成摄影凭借其精确的制作和简洁的视觉表达,可以被理解为摄影的最后阶段,或者,通过Max Bense的“为美丽编程”概念,可以被视为生成计算机艺术的先驱。
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引用次数: 0
Literary writing as a technological function: from Ada Byron’s calculation as writing to writing in programming languages 文学写作作为一种技术功能:从艾达拜伦的计算写作到用编程语言写作
IF 1.1 4区 艺术学 0 ART Pub Date : 2020-06-19 DOI: 10.1080/14626268.2020.1778729
Saulius Keturakis
ABSTRACT The paper focuses on the concept of technical word or technical text having similar meaning to the concept of technical image defined by the Czech media theorist Vilém Flusser, who described the change in visual media from traditional to mechanical, digital or technology dependent. To justify the possibility of a similar term in linguistic arts, the ideas about the involvement of various technical devices in (literary) writing are discussed. The paper begins with Ada Byron’s insights that meaning can be calculated. In addition, speed is discussed as a determinant of the characteristics of writing influenced by the mechanical algorithm-based typewriter along with a possibility to manipulate, which relates to writing on a computer. Finally, the paper presents the most recent version of technical literary words telling how natural languages are rejected as the main medium and programming languages are used as the sign systems.
捷克媒体理论家维尔姆·弗卢瑟定义了技术图像的概念,他描述了视觉媒体从传统到机械、数字或技术依赖的变化,这一概念与技术词或技术文本的概念具有相似的含义。为了证明在语言艺术中存在类似术语的可能性,本文讨论了在(文学)写作中涉及各种技术手段的想法。本文从艾达·拜伦的见解开始,即意义是可以计算的。此外,本文还讨论了速度作为受基于机械算法的打字机影响的写作特征的决定因素,以及操纵的可能性,这与在计算机上写作有关。最后,本文介绍了最新版本的技术文学词汇,讲述了自然语言如何被拒绝作为主要媒介,而编程语言如何被用作符号系统。
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引用次数: 0
Curating the Everywhere Museum of Everything 策划无处不在的万物博物馆
IF 1.1 4区 艺术学 0 ART Pub Date : 2020-06-18 DOI: 10.1080/14626268.2020.1782438
P. Veiga
The Everywhere Museum of Everything is a research and action proposal founded on the array of aestheticised online content, which can be purposefully and critically curated in order to create a mea...
无处不在的一切博物馆是一项研究和行动建议,建立在一系列审美化的在线内容上,这些内容可以有目的地和批判性地策划,以创造一个…
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引用次数: 4
Transitioning into states of immersion: transition design of mixed reality performances and cinematic virtual reality 过渡到沉浸状态:混合现实表演和电影虚拟现实的过渡设计
IF 1.1 4区 艺术学 0 ART Pub Date : 2020-06-18 DOI: 10.1080/14626268.2020.1779091
Camilla Jaller, Stefania Serafin
ABSTRACT Cinematic virtual reality (CVR) experiences are increasingly expanding their use of additional media outside the VR headset, including scenography, spatial sound, and live performance, to successfully transition their audience into the experience. As such, they promote a heightened interest in transition design to secure experience continuity. In this paper, the authors argue that returning to the Human–Computer Interaction (HCI) concept of trajectories provides a fruitful starting point for considering transition design in CVR installations. However, explicit explorations of transitions and their design in HCI literature are limited. This contrasts with a strong design focus ‘in the wild’ across immersive genres including performance art, theme parks, video games, and live-action roleplay. Therefore, this paper advances the trajectory framework by returning to existing case studies with a transition design focus in order to discuss two existing design strategies and to mark future directions for research in the context of CVR.
摘要电影虚拟现实(CVR)体验正在越来越多地扩大其对VR耳机之外的其他媒体的使用,包括场景、空间声音和现场表演,以成功地将观众转化为体验。因此,它们促进了人们对过渡设计的高度兴趣,以确保体验的连续性。在本文中,作者认为,回归轨迹的人机交互(HCI)概念为考虑CVR装置的过渡设计提供了一个富有成效的起点。然而,HCI文献中对过渡及其设计的明确探索是有限的。这与包括行为艺术、主题公园、电子游戏和真人角色扮演在内的沉浸式风格中强烈的“野外”设计重点形成了鲜明对比。因此,本文通过回归现有的案例研究,以过渡设计为重点,提出了轨迹框架,以讨论两种现有的设计策略,并为CVR背景下的研究指明未来方向。
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引用次数: 2
‘Eternal Recurrence’: development of a 3D water curtain system and real-time projection mapping for a large-scale systems artwork installation “永恒的重复”:为大型系统艺术品装置开发3D水幕系统和实时投影地图
IF 1.1 4区 艺术学 0 ART Pub Date : 2020-04-02 DOI: 10.1080/14626268.2020.1762664
Youngsil Sohn, Yoenyong Park, Long Lin, Moon-Gyo Jung
ABSTRACT ‘Eternal Recurrence’ is a large-scale installation work consisting of a 3D water curtain and projection mapping systems. A 3D water curtain, water drop generation and control program, fog screen and computer program for recognizing visitors were developed for this work. The water curtain, implemented using an array of solenoid valves, creates ephemeral sculptures in real time; the continuous evolution of shapes and images is used as a metaphor of Eternal Recurrence. We developed a method of controlling the solenoid valves that avoids problematic vertical shape distortion caused by gravity and noisy satellite water droplets around the main water drops. The motion of the falling water drops at the centre of the installation is mirrored by the motion of baby-like shapes projected on to the floor and ceiling of the space in which this work is installed. This gives the impression of a full or completed circle. Visitors enter the exhibition through a fog screen, which acts as an entrance port to this immersive experience. ‘Eternal Recurrence’ is a convergence of digital images (3D shape projections) with natural phenomena (falling water drops), which are carefully blended and controlled. As an example of systems art, the installation embodies a process in which all of the separate elements are seamlessly blended through a mechanical–electrical–computer system. The creation and experience of this harmonious system help us to reconsider our existence and networked relations in contemporary society.
摘要“永恒的轮回”是一个由3D水幕和投影映射系统组成的大型装置作品。为此,开发了三维水幕、水滴生成和控制程序、雾屏和识别访客的计算机程序。水幕使用一系列电磁阀实现,实时创建短暂的雕塑;形状和图像的不断演变被用来比喻永恒的轮回。我们开发了一种控制电磁阀的方法,避免了重力和主水滴周围嘈杂的卫星水滴造成的有问题的垂直形状失真。装置中心下落的水滴的运动被投射到安装该作品的空间的地板和天花板上的婴儿状形状的运动所反映。这会给人一个完整或完整的圆圈的印象。参观者通过雾幕进入展览,雾幕是这种身临其境体验的入口。”“永恒的重复”是数字图像(3D形状投影)与自然现象(下落的水滴)的融合,经过精心混合和控制。作为系统艺术的一个例子,装置体现了一个过程,在这个过程中,所有独立的元素都通过机械-电气-计算机系统无缝融合。这种和谐体系的创建和经验有助于我们重新思考我们在当代社会中的存在和网络关系。
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引用次数: 3
Data-driven creativity for screen production students: developing and testing learning materials involving audience biometrics 屏幕制作学生的数据驱动创造力:开发和测试涉及观众生物识别的学习材料
IF 1.1 4区 艺术学 0 ART Pub Date : 2020-04-02 DOI: 10.1080/14626268.2020.1767654
S. Bender, B. Sung
ABSTRACT This article presents the Data-Driven Creativity Project (DDCP) materials designed to enhance screen students’ understandings of how aesthetic choices impact the audience. The project first collected data on audience attention (eye-tracking), arousal (skin conductance level) and emotion (using facial expression). This data was then used in pedagogical materials delivered to two student cohorts in both lecture format and as an e-learning package. Self-reported survey data on the student experience indicates significant increase in Learning Interest toward the concepts of the DDCP, as well as strong ratings of the material’s Useability and Application to Knowledge. We also report on focus group discussions of the strengths and weaknesses of the DDCP. We show that the DDCP offers an innovative and novel intervention into contemporary screen creativity pedagogy, forging a valuable teaching-research nexus between the findings of the research field of cognitive media theory and their application in the field of student production.
摘要本文介绍了数据驱动创意项目(DDCP)材料,旨在增强屏幕学生对审美选择如何影响观众的理解。该项目首先收集了观众注意力(眼动追踪)、唤醒(皮肤电导水平)和情绪(使用面部表情)的数据。然后,这些数据被用于以讲座形式和电子学习包的形式向两个学生群体提供的教学材料。关于学生体验的自我报告调查数据表明,对DDCP概念的学习兴趣显著增加,对材料的可用性和知识应用性的评价也很高。我们还报告了关于DDCP优势和劣势的焦点小组讨论。我们表明,DDCP为当代屏幕创意教学法提供了一种创新和新颖的干预,在认知媒体理论研究领域的发现及其在学生生产领域的应用之间建立了有价值的教学研究联系。
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引用次数: 3
Bringing the colour senses of personal photos to everyday living environment: the design and deployment of a tangible interactive lighting artifact 将个人照片的色彩感带到日常生活环境中:有形互动照明产品的设计和部署
IF 1.1 4区 艺术学 0 ART Pub Date : 2020-04-02 DOI: 10.1080/14626268.2020.1764978
Boram Noh, Sangsu Jang, K. Kim, Y. Park
ABSTRACT The colour of a photo helps to visually communicate with us at an emotional level and remember the mood of the moment. We designed LightPalette to reinstate the direct reflex toward colour in personal photos through a tangible lighting artifact within the users’ everyday environment. LightPalette works by retrieving major colours from a photo in smartphones and expresses them into the light on the acrylic shade enabling tangible adjustment of colours. We deployed LightPalette in 10 participants’ homes for a week to investigate how they interpret the mood of a photo by expressing its colours through a lamp. Findings showed that LightPalette supported users in visualizing the invisible atmosphere of each moment and discovered its potential to be used as a colour diary for reflecting on the day. Our findings imply possibilities for future lighting that provides self-perception by portraying personal visual records stored in digital space into the lighting.
摘要照片的颜色有助于在情感层面与我们进行视觉交流,并记住当时的心情。我们设计了LightPalette,通过用户日常环境中的有形照明人工制品,恢复个人照片中对颜色的直接反射。LightPalette的工作原理是从智能手机中的照片中检索主要颜色,并将其表达为丙烯酸灯罩上的光线,从而实现颜色的有形调整。我们在10名参与者的家中部署了LightPalette,为期一周,以调查他们如何通过灯光表达照片的颜色来解读照片的情绪。研究结果显示,LightPalette支持用户可视化每一刻的无形氛围,并发现它有潜力被用作反思一天的彩色日记。我们的发现暗示了未来照明的可能性,通过在照明中描绘存储在数字空间中的个人视觉记录来提供自我感知。
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引用次数: 2
Defining basic archetypes of an intelligent agent’s behaviour in an open-ended interactive environment 在开放式交互环境中定义智能代理行为的基本原型
IF 1.1 4区 艺术学 0 ART Pub Date : 2020-04-02 DOI: 10.1080/14626268.2020.1761834
Richard Chulwoo Park, Donghyeon Ko, Hyunjung Kim, Seung Hyeon Han, Jee Bin Lim, Jiseong Goo, Geehyuk Lee, Woohun Lee
ABSTRACT Despite the emergence of advanced technologies, the behavioural complexities remain underexplored, especially from the viewpoint of their potential in interactive installations. This study aims to explore the future interactivity of an agent’s behaviour by envisioning speculative future human operations using a human-controlled interactive installation called LumiLand. This empirical study reveals that an agent can craft a user experience by (1) controlling the plot, (2) cocreating content with a user in a social manner, and (3) promptly adjusting undefined behaviours and situations. Based on Janlert and Stolterman’s interaction model, we present an interaction flow with four primary classifications: Leading, Responding, Poking, and Linking. We believe that a human-centered approach for understanding agent interactivity could help create entertaining human–computer interactions (HCI) by improving the agent design and exploring the challenges that will be faced during such interactions.
摘要尽管出现了先进的技术,但行为复杂性仍然没有得到充分的探索,尤其是从它们在互动装置中的潜力来看。本研究旨在通过使用名为LumiLand的人工控制互动装置来设想未来的推测性人类操作,从而探索代理人行为的未来互动性。这项实证研究表明,代理可以通过(1)控制情节,(2)以社交方式与用户共同创作内容,以及(3)及时调整未定义的行为和情况来创造用户体验。基于Janlert和Stolterman的交互模型,我们提出了一个具有四个主要分类的交互流:引导、响应、Poking和链接。我们相信,通过改进代理设计和探索这种交互过程中将面临的挑战,以人为中心的理解代理交互的方法可以帮助创造有趣的人机交互(HCI)。
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引用次数: 0
期刊
DIGITAL CREATIVITY
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