Liesbeth Huybrechts is a PhD researcher who studies social spaces, public space, social media, and social design. Her research looks at how media can mediate between people and public spaces, either passively or to encourage active participation. She discusses several criteria for creating media works that foster active participation, including using hybrid objects/media, long creation processes with stakeholders, co-creation and prototyping, and providing afterlives for works by sharing source codes. Her goal is to better understand how media art can strengthen its role in public spaces and create "honest" hybrid objects that explore tensions between people and their environments.
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Slides from a workshop series I ran for an undergraduate class at Bath Spa University in November 2012. It would be much more helpful if Slideshare included the notes at the bottom of the presentation, since all the verbal explanation that accompanies the slides (and which is important for understanding the flow of the workshop) is there. And you can't see it.
The kokonohanashi (ここの話 lit. 'talking about here') project works in local settings with a combination of analogue (notebooks, pens, laminated A4 posters, wire, legwork) and open low-tech tools (QR codes, stripped down Wordpress, email, smart-and-not-so-smart-phones) to investigate the development of a platform for discussion about, and positive action in, city space by the people who most matter - those who experience and use the place in their everyday lives.
It is run by Tokyo-based research and creation unit a-small-lab.
Please contact Chris Berthelsen at a-small-lab with all questions, comments, ideas, requests:
chris@a-small-lab.com
Follow a-small-lab on twitter @a_small_lab
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Slides from a workshop series I ran for an undergraduate class at Bath Spa University in November 2012. It would be much more helpful if Slideshare included the notes at the bottom of the presentation, since all the verbal explanation that accompanies the slides (and which is important for understanding the flow of the workshop) is there. And you can't see it.
The kokonohanashi (ここの話 lit. 'talking about here') project works in local settings with a combination of analogue (notebooks, pens, laminated A4 posters, wire, legwork) and open low-tech tools (QR codes, stripped down Wordpress, email, smart-and-not-so-smart-phones) to investigate the development of a platform for discussion about, and positive action in, city space by the people who most matter - those who experience and use the place in their everyday lives.
It is run by Tokyo-based research and creation unit a-small-lab.
Please contact Chris Berthelsen at a-small-lab with all questions, comments, ideas, requests:
chris@a-small-lab.com
Follow a-small-lab on twitter @a_small_lab
Deliverables that Clarify, Focus, and Improve DesignBen Peachey
A talk given at the 2002 Annual Conference of the Usability Professionals' Association
Authors: Richard Fulcher, Bryce Glass, Matt Leacock
"The representations we choose for UI design affect both how we think about the design and how others understand it. Concept maps, wireframes, storyboards, and flow-maps speak to different audiences at different stages of the development cycle. This presentation provides examples of these documents and a toolkit for producing them."
source, examples and resources can be found at: http://leacock.com/deliverables/
Talk we had together with Marusa Novak at the World Usability Day 2011. Presenting our work bridging the gap between art, science, biology, technology...
Digital Identity - connecting people, regenerating placesVIVA_EAST
Digital Identity - connecting people, regenerating places
Presented during the VIVA EAST Thematic Seminar on "Methodology for Urban Planning and Design of minor Historic Centres Territorial Cultural Systems, Bari, Italy, Oct. 2012
using Open Source Hardware and Rapid Prototyping in Arts OrganisationsBrian Degger
presentation given at Art of the Digital about how organisations could use open source hardware in their organisations based upon what other people are doing.
Presentation of a guest lecture on the in-gallery use of digital media in museum used to enhance visitor engagement. The presentation includes the outcomes of a critical analysis of some of the technology used in the the Keys to Rome exhibition at the Allard Pierson Museum.
Games as Serious Visualisation Tools For Digital Humanities, Cultural Heritage and Immersive Literacy
Are there social and cultural issues raised by virtual, mixed and augmented reality technologies of particular interest to Digital Humanities researchers? I will also discuss related emerging and merging themes in serious game research and a relatively new concept, immersive literacy.
First presentation of my final project idea for the Masters in Interactive Media at University of Limerick, Ireland. Presents motivation, theories researched, similar projects, technology overview
Spatial computing is a new form of computing that combines computer vision and artificial intelligence to seamlessly integrate visual content into the real world around us. Read more about the tools, devices, platforms and implications for these technologies that can be used in learning, teaching and more.
Presented at Computers in Libraries 2019 with Alex Haber (Head of Education at Magic Leap), Washington D.C.
CSTA2015 Blocks-based Programming: Toolboxes for Many OccasionsJosh Sheldon
An overview of 4 blocks-based programming environments from MIT's Center for Mobile Learning, specifically GameBlox, TaleBlazer, and StarLogo Nova from the Scheller Teacher Education Program & Education Arcade and MIT App Inventor from the eponymous group.
Existing social processes, design & the coordination of media… Dr Mariann Hardey
A brief capture of media production, design and future influence(s)... by Dr Marian Hardey, Lecturer in Social Media Marketing, Durham Business School, University of Durham.
Deliverables that Clarify, Focus, and Improve DesignBen Peachey
A talk given at the 2002 Annual Conference of the Usability Professionals' Association
Authors: Richard Fulcher, Bryce Glass, Matt Leacock
"The representations we choose for UI design affect both how we think about the design and how others understand it. Concept maps, wireframes, storyboards, and flow-maps speak to different audiences at different stages of the development cycle. This presentation provides examples of these documents and a toolkit for producing them."
source, examples and resources can be found at: http://leacock.com/deliverables/
Talk we had together with Marusa Novak at the World Usability Day 2011. Presenting our work bridging the gap between art, science, biology, technology...
Digital Identity - connecting people, regenerating placesVIVA_EAST
Digital Identity - connecting people, regenerating places
Presented during the VIVA EAST Thematic Seminar on "Methodology for Urban Planning and Design of minor Historic Centres Territorial Cultural Systems, Bari, Italy, Oct. 2012
using Open Source Hardware and Rapid Prototyping in Arts OrganisationsBrian Degger
presentation given at Art of the Digital about how organisations could use open source hardware in their organisations based upon what other people are doing.
Presentation of a guest lecture on the in-gallery use of digital media in museum used to enhance visitor engagement. The presentation includes the outcomes of a critical analysis of some of the technology used in the the Keys to Rome exhibition at the Allard Pierson Museum.
Games as Serious Visualisation Tools For Digital Humanities, Cultural Heritage and Immersive Literacy
Are there social and cultural issues raised by virtual, mixed and augmented reality technologies of particular interest to Digital Humanities researchers? I will also discuss related emerging and merging themes in serious game research and a relatively new concept, immersive literacy.
First presentation of my final project idea for the Masters in Interactive Media at University of Limerick, Ireland. Presents motivation, theories researched, similar projects, technology overview
Spatial computing is a new form of computing that combines computer vision and artificial intelligence to seamlessly integrate visual content into the real world around us. Read more about the tools, devices, platforms and implications for these technologies that can be used in learning, teaching and more.
Presented at Computers in Libraries 2019 with Alex Haber (Head of Education at Magic Leap), Washington D.C.
CSTA2015 Blocks-based Programming: Toolboxes for Many OccasionsJosh Sheldon
An overview of 4 blocks-based programming environments from MIT's Center for Mobile Learning, specifically GameBlox, TaleBlazer, and StarLogo Nova from the Scheller Teacher Education Program & Education Arcade and MIT App Inventor from the eponymous group.
Existing social processes, design & the coordination of media… Dr Mariann Hardey
A brief capture of media production, design and future influence(s)... by Dr Marian Hardey, Lecturer in Social Media Marketing, Durham Business School, University of Durham.
Immersive Hall System 2.0: Multiplayer Active Shutter Glass and BandChanuLee3
Immersive Hall System 2.0: Multiplayer Active Shutter Glass and Band
Skills
User Research
Foundations of Human-Computer Interaction (2022-1)
Advisor JeanHo Chu
Co-Creation with Lead Users on the Digital Research Platform www.dieNEONauten.deNicolas Loose
This is the presentation I held at the General Online research Conference in Düsseldorf on March 16th 2011. #gor11
Some great thoughts are taken from Christian Crumlish and Erin Malone whose social design patterns are truly inspiring for everyone who conducts qualitative digital research with communities.
A great thanks also goes to Eric von Hippel, who made his publications downloadable at http://web.mit.edu/evhippel/www/
In 2008-2009, Project New Media Literacies tested the Media Makers Challenge Collection, a set of 30 challenges to explore and practice the new media literacies. This collection was established as a springboard for educators to adopt the new media literacies into their own situation. Media educators from Global Kids used the materials as inspiration to develop Media Masters, an after-school program at the High School for Global Citizenship to integrate the new media literacies into a social issues learning environment. Media Masters helped learners acquire and reflect upon digital media production and analytic skills through youth engagement in participatory media and Web 2.0 tools. This presentation will explore how theory and practice merged to create a conversation, rather than a top-down transfer of knowledge, between participating researchers, practitioners and students.
Presentation from the Minnesota Council of Nonprofits conference, April 12, 2016. Topics: Storytelling in an art museum, audience engagement, open source software, The TDX Project, iterative development, evaluation.
Conducted part of the "Marketing Your Library" workshop, organised in conjunction with the "Conference on GenNext Libraries 2012" at the Universiti of Brunei Darussalam (UBD), Brunei.
Erik Champion, Curtin University PISA 9 SEPTEMBER 2014
heritage visualisation and serious game design
• major concepts and issues in the field
• learning from game design
• problems that arise when entertainment, heritage,
history and education collide
1. MAD
• Phd Cultural
Studies/KULeuven
• Research coordinator
Social Spaces
• www.socialspaces.be
2. Social Spaces
• Deals with:
– Public space
– Social media
– Social design
3. Public space
• very concrete context
• you do not “just” put a work there
• you create a dialogue with various stakeholders + context
• social spaces: allow all stakeholders to participate in
expert (architecture, policy, art, design,... ) creation of
public space (social design)
4. Problem situation: public space – media
• media mediate between people
and public space
• tension: passive intuitive use vs
autonomy
• question for lot of media artists,
designers, developers today how
to reconfigure this relation into an
active/participatory relation via
creative work
• case studies + own work
• Images IBM, Touch
5. First criterium for creating active
participation = hybrid objects/media
• observation = hybrid
objects/media (vs slick,
finished objects) encourage
participation by other
perspectives before, during,
after point of showing art
work in public space
• situated in realm of
collaboration, not perspective
of users or experts
• Image Yanki Lee
6. Hybrid objects
• role of hybridity in
objects is of great
importance for
participation
• enabling different
conversations,
addressing and not
ignoring tension media-
public space
• Image Ideo
7. Hybrid objects
every object has potential to
become hybrid
8. Second criterium for creating active
participation = long creation processes
Blast Theory, Uncle Roy all around you
3 years to produce a game, work with
different stakeholders
discovery of hybrid objects/media that work
Uncle Roy All Around You is a game played online in a
virtual city and on the streets of an actual city. Online
Players and Street Players collaborate to find Uncle
Roy's office before being invited to make a year long
commitment to a total stranger.
Communication online- street: GPS => video
=> self-reported positioning, player
regains autonomy
Images Blast Theory
9. Third criterium for creating active
participation = co-creation & prototyping
• GOforIT
• observations youth
culture
• sports hall full of games
• Image Patching Zone
10. GOforIT
• low tech prototypes
• Tic-tac-toe: folk game
11. GOforIT
• final installation: hybrid
site specific and larger
folk culture
• problematics of
sustainability of media
works
Image Patching Zone
12. Fourth criterium: to provide afterlife, reveal
and share source code
• GRL
• dialogue with current
infrastructure
• media becomes tool to
express one self in public
space by sharing codes,
people can do it
theirselves!
• long life span in various
hybrid manifestions...
• Image GRL
13. Eyewriter
• GRL interesting, because every
output they create is prototype
and input for new ideas
• durational art (O'Neill)
produces “work” that keeps on
generating social interactions
after the artist has left the
project site
• GRL: “It is a low-cost eye-tracking
apparatus & custom software that allows
graffiti writers and artists with paralysis
resulting from Amyotrophic lateral
sclerosis to draw using only their eyes”
• Image GRL
14. Social Spaces
• durational art/design
• role artistic/design research
group in public space
• Hybride stad
– observation via different
perspectives
– disclosing data heritage
– encouraging people to
build in it, remix media
(stories, real life,
illustrations)
– now new project on
stories c-mine
– Drawing Moritz Ebinger
15. Challenge media creators working in public
space?
• strengthening knowledge role media
work in public space +
understanding quality of hybrid
objects for participation
– media that are 'honest'
about tensions they create
between people - public
environment
– prototype
– open source code
• to create hybrid objects experiment
with
– length of creation
processes
– co-creating with
stakeholders