Search Results for: Emergence In Interactive Art

Emergence in Interactive Art

Emergence in Interactive Art

Author: Jennifer Seevinck

Publisher: Springer

ISBN: 9783319452012

Category: Computers

Page: 182

View: 516

This book is concerned with emergence, interaction, art and computing. It introduces a new focus for emergence in interactive art: the emergent experience. Emergence literature is discussed and an organising framework, the Taxonomy of Emergence in Interactive Art (TEIA) is provided together with case studies of digital, interactive art systems that facilitate emergence. Evidence from evaluations of people interacting with the works is analysed using the TEIA. Artworks from across the world are also reviewed to further illustrate the potential for emergence. Interactive art is, itself, still a young domain where audience influence, or interaction with the work is a defining aspect. Emergence in Interactive Art explores the rich opportunities for interactive experiences of digital art systems that are provided by looking through a ‘lens’ of emergence. And what better way to explore these potentials than through the open-ended domain of emergence, with its inherent affinity to the natural world? Through an integrated approach of practice, research and theory this book reveals design and analytical insights relating to emergence, interaction and interactive art to benefit artists, researchers and designers alike.

Emergence in Interactive Art

Emergence in Interactive Art

Author: Jennifer Seevinck

Publisher: Springer

ISBN: 3319451995

Category: Computers

Page: 182

View: 366

This book is concerned with emergence, interaction, art and computing. It introduces a new focus for emergence in interactive art: the emergent experience. Emergence literature is discussed and an organising framework, the Taxonomy of Emergence in Interactive Art (TEIA) is provided together with case studies of digital, interactive art systems that facilitate emergence. Evidence from evaluations of people interacting with the works is analysed using the TEIA. Artworks from across the world are also reviewed to further illustrate the potential for emergence. Interactive art is, itself, still a young domain where audience influence, or interaction with the work is a defining aspect. Emergence in Interactive Art explores the rich opportunities for interactive experiences of digital art systems that are provided by looking through a ‘lens’ of emergence. And what better way to explore these potentials than through the open-ended domain of emergence, with its inherent affinity to the natural world? Through an integrated approach of practice, research and theory this book reveals design and analytical insights relating to emergence, interaction and interactive art to benefit artists, researchers and designers alike.

Interactive Art and Embodiment

Interactive Art and Embodiment

Author: Nathaniel Stern

Publisher: Gylphi Limited

ISBN: 9781780240091

Category: Art

Page: 306

View: 538

Nathaniel Stern's 'Interactive Art and Embodiment' defies the world of interactive art and new media from the perspective of the body and identity. It presents the ongoing and emergent processes of embodiment in art and includes immersive descriptions of interactive artworks.

Aesthetics of Interaction in Digital Art

Aesthetics of Interaction in Digital Art

Author: Katja Kwastek

Publisher: MIT Press

ISBN: 9780262528290

Category: Art

Page: 381

View: 790

An art-historical perspective on interactive media art that provides theoretical and methodological tools for understanding and analyzing digital art. Since the 1960s, artworks that involve the participation of the spectator have received extensive scholarly attention. Yet interactive artworks using digital media still present a challenge for academic art history. In this book, Katja Kwastek argues that the particular aesthetic experience enabled by these new media works can open up new perspectives for our understanding of art and media alike. Kwastek, herself an art historian, offers a set of theoretical and methodological tools that are suitable for understanding and analyzing not only new media art but also other contemporary art forms. Addressing both the theoretician and the practitioner, Kwastek provides an introduction to the history and the terminology of interactive art, a theory of the aesthetics of interaction, and exemplary case studies of interactive media art. Kwastek lays the historical and theoretical groundwork and then develops an aesthetics of interaction, discussing such aspects as real space and data space, temporal structures, instrumental and phenomenal perspectives, and the relationship between materiality and interpretability. Finally, she applies her theory to specific works of interactive media art, including narratives in virtual and real space, interactive installations, and performance—with case studies of works by Olia Lialina, Susanne Berkenheger, Stefan Schemat, Teri Rueb, Lynn Hershman, Agnes Hegedüs, Tmema, David Rokeby, Sonia Cillari, and Blast Theory.

Explorations in Art and Technology

Explorations in Art and Technology

Author: Linda Candy

Publisher: Springer

ISBN: 9781447173670

Category: Computers

Page: 390

View: 882

Explorations in Art and Technology presents the explorations in Art and Technology of the Creativity & Cognition Research Studios. The Studios were created to bring together the visions and expertise of people working at the boundaries of art and digital media. The book explores the nature of intersection and correspondence across these disciplinary boundaries, practices and conceptual frameworks through artists' illustrated contributions and studies of work in progress. These experiences are placed within the context of recent digital art history and the innovations of early pioneers.

Educating Artists for the Future

Educating Artists for the Future

Author: Melvin L. Alexenberg

Publisher: Intellect Books

ISBN: 9781841501918

Category: Design

Page: 344

View: 731

Publisher's description: In Educating Artists for the Future, some of the world?s most innovative thinkers in higher education in art and design offer fresh directions for educating artists for a rapidly evolving post-digital future. Their creative redefinition of art at the interdisciplinary interface where scientific enquiry and new technologies shape aesthetic and cultural values offers groundbreaking guidelines for art education in an era of emerging new media. This is the first book concerned with educating artists for the post-digital age, propelling artists into unknown territory. A culturally diverse range of art educators focus on teaching their students to create artworks that explore the complex balance between cultural pride and global awareness. They demonstrate how the dynamic interplay between digital, biological, and cultural systems calls for alternative pedagogical strategies that encourage student-centered, self-regulated, participatory, interactive, and immersive learning. Educating Artists for the Future charts the diaphanous boundaries between art, science, technology, and culture that are reshaping art education.

The Routledge International Handbook of Practice-Based Research

The Routledge International Handbook of Practice-Based Research

Author: Craig Vear

Publisher: Routledge

ISBN: 9781000522044

Category: Social Science

Page: 784

View: 228

The Routledge International Handbook of Practice-Based Research presents a cohesive framework with which to conduct practice-based research or to support, manage and supervise practice-based researchers. It has been written with an inclusive approach, with the intention of presenting deep and meaningful knowledge for the benefit of all readers. This handbook has been designed to present specific detail of practice-based research by outlining its shared traits with all forms of research and to highlight its core distinguishing features into a cohesive, principled and methodical approach. To this end, the handbook is presented in five sections: 1. Practice-Based Research, 2. Knowledge, 3. Method, 4. The Practice-Based PhD and 5. Practitioner Voices. Each section begins with a leading chapter that outlines each of the distinct areas as they relate to practice-based research. This is followed by a series of contributing chapters that discuss pertinent themes in more detail. Practitioners from a broad range of backgrounds will find these chapters helpful: research students or final year graduates will be introduced to the principled nature of practice-based research PhD researchers embarking on a research project or are in the flow of research will find this guidance supportive professionals such as designers, makers, engineers, artists and creative technologists wishing to strengthen their research into their practice will be guided through the principled and focused nature of practice-based research supervisors, managers and policy makers will benefit from the potential and rigour of practice-based researchers in the pursuit of new knowledge.

Design, User Experience, and Usability: User Experience in Novel Technological Environments

Design, User Experience, and Usability: User Experience in Novel Technological Environments

Author: Aaron Marcus

Publisher: Springer

ISBN: 9783642392382

Category: Computers

Page: 612

View: 472

The four-volume set LNCS 8012, 8013, 8014 and 8015 constitutes the proceedings of the Second International Conference on Design, User Experience, and Usability, DUXU 2013, held as part of the 15th International Conference on Human-Computer Interaction, HCII 2013, held in Las Vegas, USA in July 2013, jointly with 12 other thematically similar conferences. The total of 1666 papers and 303 posters presented at the HCII 2013 conferences was carefully reviewed and selected from 5210 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 282 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 65 papers included in this volume are organized in the following topical sections: designing for safe and secure environments; designing for smart and ambient devices; designing for virtual and augmented environments; and emotional and persuasion design.

Design for Emergence

Design for Emergence

Author: Y. Vogiazou

Publisher: IOS Press

ISBN: 9781607502173

Category: Computers

Page: 192

View: 266

Design for Emergence investigates spontaneous, unpredictable uses of technology that are driven by social contexts and collaborative processes, based on our ability to communicate our presence, both virtual and physical, in symbolic ways. In light of the fact that social dynamics and unexpected uses of technology can inspire innovation, this book proposes a research model of design for emergence, focusing on emergent phenomena as part of an iterative design process. By providing playful, technology-mediated experiences with minimal structure, unpredictable user behaviours can emerge through exploration, resulting in a richer and more complex, social experience. The research methodology is practice-based; two interactive prototypes were designed, implemented and evaluated in different contexts: an online multiplayer BumperCar game and a wireless, location-based urban game of ‘tag’, called CitiTag. User studies showed that collaborative, spontaneous play can enhance the sense of social participation in a group activity. Collective and individual behaviours and creative uses of technology emerged from a simply designed application based on symbolic presence, both in the virtual and the physical world. CitiTag experiments showed that virtual elements in a mixed reality game can instigate novel experiences in the context of our everyday physical and social environment, with often unexpected results. The observed emergent behaviours are personal and collective extensions of the virtual experience in the real world. The book concludes with a positive view of ubiquitous and social computing, in which the virtual world becomes a ‘first class citizen’ rather than a substitute for the real world, creating new situations and engaging experiences in the setting of our daily life that were not possible before.

The Language of Creative AI

The Language of Creative AI

Author: Craig Vear

Publisher: Springer Nature

ISBN: 9783031109607

Category: Computers

Page: 291

View: 253

Creative AI defines art and media practices that have AI embedded into the process of creation, but also encompass novel AI approaches in the realisation and experience of such work, e.g. robotic art, distributed AI artworks across locations, AI performers, artificial musicians, synthetic images generated by neural networks, AI authors and journalist bots. This book builds on the discourse of AI and creativity and extends the notion of embedded and co-operative creativity with intelligent software. It does so through a human-centred approach in which AI is empowered to make the human experience more creative. It presents ways-of-thinking and doing by the creators themselves so as to add to the ongoing discussion of AI and creativity at a time when the field needs to expand its thinking. This will avoid over-academization of this emerging field, and help counter engrained prejudice and bias. The Language of Creative AI contains technical descriptions, theoretical frameworks, philosophical concepts and practice-based case studies. It is a compendium of thinking around creative AI for technologists, human-computer interaction researchers and artists who are wishing to explore the creative potential of AI.

The Routledge Companion to Research in the Arts

The Routledge Companion to Research in the Arts

Author: Michael Biggs

Publisher: Routledge

ISBN: 9781136897924

Category: Social Science

Page: 488

View: 367

The Routledge Companion to Research in the Arts is a major collection of new writings on research in the creative and performing arts by leading authorities from around the world. It provides theoretical and practical approaches to identifying, structuring and resolving some of the key issues in the debate about the nature of research in the arts which have surfaced during the establishment of this subject over the last decade. Contributions are located in the contemporary intellectual environment of research in the arts, and more widely in the universities, in the strategic and political environment of national research funding, and in the international environment of trans-national cooperation and communication. The book is divided into three principal sections – Foundations, Voices and Contexts – each with an introduction from the editors highlighting the main issues, agreements and debates in each section. The Routledge Companion to Research in the Arts addresses a wide variety of concepts and issues, including: the diversity of views on what constitutes arts-based research and scholarship, what it should be, and its potential contribution the trans-national communication difficulties arising from terminological and ontological differences in arts-based research traditional and non-traditional concepts of knowledge, their relationship to professional practice, and their outcomes and audiences a consideration of the role of written, spoken and artefact-based languages in the formation and communication of understandings. This comprehensive collection makes an original and significant contribution to the field of arts-based research by setting down a framework for addressing these, and other, topical issues. It will be essential reading for research managers and policy-makers in research councils and universities, as well as individual researchers, research supervisors and doctoral candidates.

Emergence

Emergence

Author: Steven Johnson

Publisher: Simon and Schuster

ISBN: 9780743218269

Category: Science

Page: 288

View: 622

In the tradition of Being Digital and The Tipping Point, Steven Johnson, acclaimed as a "cultural critic with a poet's heart" (The Village Voice), takes readers on an eye-opening journey through emergence theory and its applications. A NEW YORK TIMES NOTABLE BOOK A VOICE LITERARY SUPPLEMENT TOP 25 FAVORITE BOOKS OF THE YEAR AN ESQUIRE MAGAZINE BEST BOOK OF THE YEAR Explaining why the whole is sometimes smarter than the sum of its parts, Johnson presents surprising examples of feedback, self-organization, and adaptive learning. How does a lively neighborhood evolve out of a disconnected group of shopkeepers, bartenders, and real estate developers? How does a media event take on a life of its own? How will new software programs create an intelligent World Wide Web? In the coming years, the power of self-organization -- coupled with the connective technology of the Internet -- will usher in a revolution every bit as significant as the introduction of electricity. Provocative and engaging, Emergence puts you on the front lines of this exciting upheaval in science and thought.