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Wednesday, 13 November 2013

DIGITAL IN DESIGN

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Code Creatives (http://www.codecreatives.info/) project which is a part of MIRIAD. Projects are based around skills development. Year long project to look at how to use computer coding in creative projects.

Derek Trillo - http://www.insightimages.co.uk/

The flow of life: Architectural photography as populated spaces.

Produces pictures which are aesthetically pleasing.

Cross over of architecture and urban design.

Light trails photographed of people walking.

Justin Quinell bridge - long exposure, Terrence Chang 2010.

Derek combines several takes of the same space with people moving mourn the space and makes them into one images - Is it a true representation?

Oscar Ryalander (?) image made up of 52 negatives in 1857 - this is an old concept.

Digital constructions showing the flow of people challenges the notion of photography.

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Sally Morfill - http://www.artdes.mmu.ac.uk/profile/smorfill

Cerebral

Interest in movement and space

“I’m wary” collaboration with Mary Maclean 2001

  • Movement of the viewer in the space is what is important
  • 2 viewpoints to move between to find the right and wrong way to view it.

Sally asked 2 people a question and they had to discuss this whilst they had motion sensors on which recorded the X and the Y axis. From the information gathered she creates a vector image and reproduces into vinyl. The motion monitored that Sally is interested in is the hand gestures people use whilst talking. The vinyl is displayed as the final piece with the text discussed next to the vinyl.

David Ogle - http://www.davidogle.co.uk/

The value of site and technology drive to abolish distance. Fundamental to his research is value. Artworks and buildings, the experiences of things. The telephone and aeroplane shrink distances and have conquered space. “ All distance in time and space are shrinking” Technology shrinks distances but does it bring value to the experience of something? To look at an image of the Sistene Chapel on your computer, what is the value compared to experiencing the real thing? Things which are scarce and hard to reach are the things we most value. What we struggle to conquer elevates the worth for instance climbing a mountain. Kittler 1999 german, “any medium can be translated into any other”. Site specific installations based around the idea of drawing - quite ephemeral. Walter Benjamin 1935 “In even the most perfect reproduction...”

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Ben

Uses a non-visual way of communication data to a user. Arduino tongue - plate put onto mouth which sends data to your tongue and creates visuals in your head. Audio scanning - 3D environment, 1D sound - you can make anything into a button. He records a space using a ball which links up to the computer which the software remembers, then if anyone moves near this space it makes a sound - i.e. it is a button. the user knows through audio where the space is and so is being fed information through a non visual form. 3D sound - 3D world - is the current project he is working on using 2D dots as the visual. the blue dot is your ear and you move this around which changes what you would normally hear if you were in this virtual 3D environment.

Genevive Say - http://genevievesay.com/

The stream project wired - dancer and choreographer. Interested in exposing the inner workings of the body and brain through dance and performance. Neuro feedback - brainwave data, heart rate and respiratory volume. This info is fed back to the user so they can respond to it and help. i.e. reduce anxiety etc. Footballers use it to get into the zone before a game. Initial experiments proved not to have good relationships between the art and the science, the equipment was restricting for the dancer, the sounds weren’t very nice to respond to and there was probably too much data. They introduced a new technology, the mind wave headset.

Brain - Mind wave - wifi - laptop - midi interface - lighting desk

So the computer controlled the lighting desk with the signals given from the dancers brain. Various lights were used in the performance, fairy lights, light bulbs, theatrical lights etc. When the dancer went into a meditative state it was an alternative focus so the lights would change accordingly. To control the cognitive states the dancer was given certain tasks to perform like reading a newspaper, doing some mathematics etc. which in turn would change the lighting in the performance.

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Ralph Mills - http://theantimuseum.wordpress.com/about/

Field archeologist and writer. The anti-museum. The land of lost content in Shropshire has lots of everyday things. The museum has no labels so the viewers can make their own experiences up. The problem is we don’t capture the stories the viewers think/make up when they see these things. We are all curates. Ralph has done his phd research into things/objects. Museums how things in glass cases what value do these objects have. They all have meaning to the people who put them there but what do they mean? Everyday narratives - Crookshanks. Ralph has begun to create a virtual museum in which he records objects so that they can be viewed in 360 degrees (he did this with his iphone!). He is looking into producing photo kiosks which you can go to use to record your own objects to be stored in the museums and galleries. Trying to capture the personal values in objects. In the Q&A it was brought up about Oxfam, where people would write narratives about the objects they donated to the shop.

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Anthony Rowe - http://www.squidsoup.org/blog/about/

Founder of squidsoup.org His particular interest lies in mixed reality immersive experience. He has looked into combining the digital world into a physical space. A programme he has developed which people can interact with brings digital animals to life, if you stick your arm into the projection they walk up it. If projected into sand, the software can detect of people have made a high barrier that the animals can’t walk over and so have to walk around. If two bugs meet they would magic up a bigger bug. The software was used at Glastonbury, one of the animals was invincible, kids get quite physical with the interactions, young adults too. In the Infestation project where a room was full of digital bugs and real bean bags, kids would try to demolish the creatures whereas older people would have a more calming effect from being in the room. squidsoup.org/infestation No one really went in and looked out for the projector, all people would instantly start to interact with the projections.

Ocean of light - Uses light, volumetric, it has volume in the space. The piece is an environment that you can walk into. the creation was influenced by a modular system found at the Zurich Train Station. They were able to lend the prototype to experiment with to inspire their creation. However people saw the object rather than the context as it was beautiful and intriguing. their invention became more organic and allowed you to interact by walking into the piece. Ephemeral space can be created and destroyed there and then. Submergence

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