Archive for the 'uni' Category

Sculptural subversive context

Two boulders have been taken from Cornwall and placed in London, the idea of removing an object from one environment and placing it in another contrasting one is certainly not a new concept. Although this extends that idea with multifunction, and has caused people to view the sculpture in a different way, depending on the viewers perspective and existing mental-models. To many people this may be considered modern art, certainly not to be climbed on…

  • Digg
  • del.icio.us
  • Facebook

IDAT 311 game

blockland game

A platform game for idat 311

  • Digg
  • del.icio.us
  • Facebook

Scripting for digital media

Thinking i would do a sailing game, themed around the Artemis Transat. Although it would appear they have already done it. Not just that it’s in existence, its far, far better than anything i could hope to achieve:

transat game

So… i spose i could change my idea, hmm…

  • Digg
  • del.icio.us
  • Facebook

Dissertation Abstract

Using embodied cognition instrumentation how can ones mental state alter Immersive media artwork?

 

How does the mental realm affect the physical realm? Can conscious thoughts, emotional states and reactions be quantified, and if so what instrumentation is used to quantify such things. How can it be visualised within immersive cinema. I want to investigate developments in neuroscience technology and technologies within immersive environments. How vection and perception have a vital role in immersive theatre.

 

Ramachandran (2004) argues that “your concious life in short, is nothing but a post-hoc rationalization of things you really do for other reasons”

 

So to what extent may your reaction be of your own choosing? I am interested in the variables that may affect someone’s mental state and ultimately affect artwork visualised using their brain power and reaction.

 

Embodied cognition is interdisciplinary research that can include neuroscience, philosophy, social science and technology. With my main focus on technology I wish to look at how it may be used in an artistic context. There are many arguments in philosophy about “the self” and free will, how much is physical and how much is “metaphysical”, the idea that emotions like happiness or love could be compartmentalised within neuroscience to be a quantifiable increase in serotonin or endorphins etc… This begs the question: “what is physical?”.

 

I would like to investigate the subconscious mind, and how this relates to our conscious decisions and reactions. I wish to develop my research within a phycological and perhaps sociological context, including the different variables that may lead to changing the visualisations up on screen, such as a crowd in the dome at one time, or a single user un-influenced by anyone around them. Using this space as one form of interactive architecture I am interested in the user unique user experience…how certain elements may lead to a different visualisation and then will the altered visualisation produce further brain activity and reactions that will change the look once again.

 

The Immersive media and embodied cognition are moving forward very rapidly, with a lot of research being conducted and a lot of developments are being made. I am going to also try and explain why how progress had been made over time and investigate behaviours and reactions to different types of media throughout history and why these technological advances have lead to the demand for immersive theatres and imax’s etc… Also what further implications   combining these technological advancements my have within art, immersive cinema and interactive architecture.

 

 

 

 

 

 

 

  • Digg
  • del.icio.us
  • Facebook

lexicon of curiosities

Below are 9 things i find strange, interesting or exciting and relate to our perception and production of space… different ways that space could be interpreted and technology that sits along side it.

The like below is a website that i think deals well with art and social space, different peoples interpretation of certain spaces and how they could be used. Flash mobs are large groups of people that participate in the same activity in certain spaces, such as using dorm room lights inside a building to make the building look like a game of tetris was happening outside, very successfully to in my opinion:

Video on a DSLR, well this is important all sorts of levels, only this year has technology progressed this far. Photography has been a way to portray events, people and spaces for a long while now. Integrating video into a DSLR means that you can have high quality video and high quality pictures using the same len’s and filters. Also important for capturing video for immersive cinema, as many len’s don’t fit HD cameras sensors:

The next clip is a guy who modified a series of cameras so that he could get 360 degrees of video at once! this is a difficult project to have pulled of successfully:

To carry on the running theme, below is another way to look at 360 degrees in a photo, and using flash let the user rotate around, looking at various labeled information about climbs etc:

Below is a video about some fascinating technology that let you use photography to stabilize video, using a 2d space like it was 3d, compositing certain bits together to create something better:


Using Photographs to Enhance Videos of a Static Scene from pro on Vimeo.

Below is self-explanatory, how to physically compose a scene:
guerilla for Otto Catalogue

using a bar as an interactive space:

The video below is a good example of ‘match moving’ , creating the illusion of a 3d space, when it has been created in a 2d space. Also the space implies a narrative or idea of memory within a space, which i think is conceptually quite interesting:





  • Digg
  • del.icio.us
  • Facebook

4D idat 307, Brief

This module explores the impact of digital media technologies on traditional video, film, and audio-visual presentation forms. Through practical group production work students develop projects which explore the new temporal opportunities opened up by interactive multimedia technologies, such as digital television, streaming media, and video on demand.

“And Tralfmadorians don’t see human beings as two-legged creatures, either. They see them as great
millipedes- ‘with babies’ legs at one end and old people’s legs at the other…”.

(Kurt Vonnegut, 1970).

“Full fathom five thy father lies;
Of his bones are coral made;
Those are pearls that were his eyes:
Nothing of him that doth fade
But doth suffer a sea-change
Into something rich and strange.”

The Tempest, ACT I, SCENE I. William Shakespeare.

The notion of trans·for·ma·tion ((trnsfr-mshn, -fôr-) n. in and through emergent (digital) ‘media’, (‘a. The act or an instance of transforming. b. The state of being transformed’) enabling an evolution of form, a transformation from solid to the immaterial, the object to the process and the script to the algorithm.

The projects generated for this brief should exhibit ‘symptoms’ of the transformative qualities of digital media whilst retaining critical references to traditional contexts.

“Idly, he wondered what these geometric forms really represented – he knew that only a few seconds earlier they had constituted an immediately familiar part of his everyday existence – but however he rearranged them spatially in his mind, or sought their associations, they still remained a random assembly of geometric forms.”

JG Ballard, The Overloaded Man, 1967.

Individual project work should be informed by a critical/theoretical discourse and demonstrate an awareness of a cultural/technical context. A variety of case studies will be presented in the lecture/screening programme. It is important that your project addresses issues raised within the lectures and is adequately negotiated through tutorial session.

Work will be carried out individually although you may work with small production groups to realize aspects of your projects. A peer assessment form will be used to allocate marks in order to distinguish between individuals within a group production project.

Practical Project: You are required to experiment with digital media to address the issues raised within the lectures and specifically the theme of:

‘Transformation’

Using video cameras, non-linear editing, dome environments, data, mobile phones, locative media, streaming media and other digital facilities available, you are required to explore and innovate the field of digital time-based audio/visual media with consideration of:

• the historical conventions of film and television production

• experimental innovative approaches to these forms by artists/producers over the century

• the opportunities offered by new media forms, synchronous/asynchronous media, multi-location, telematics, etc. You may, for instance, wish to critically consider ‘video’ in terms of interactive tv, surveillance, documentary, entertainment, and communication/information systems or as a combination of the above.

It is the intention of this module that you experiment and explore the transformative properties of the ‘digital’. Take risks, be innovative…

Working as individuals you are required to develop your ideas through a process of small time-based experiments, which should ultimately be resolved through a significant final project. You can realise this experimental work and the project through a number of the possible digital forms such as web based video, interactive video, live video (real time tele-presence) as well as the more conventional recorded video formats/explorations.

  • Digg
  • del.icio.us
  • Facebook