The document discusses the evolution of interactive art from 1985-2005, when advances in technology enabled new forms of interactivity but theoretical understanding lagged. It highlights influential early works and artists who pioneered interaction concepts now common, like motion control and AI. While technology advanced rapidly, focus shifted from innovation to commercialization. The document argues for grounding interaction in embodied experience and exploring temporality/poetry over functionality. It advocates for AI systems that adapt complexity based on user learning to create more organic human-machine experiences.
Technology, determinism and learning: exploring different ways of being digit...Martin Oliver
(Seminar given at Lancaster University, 14th March, 2012)
The field of educational technology has devoted a lot of time and effort to theorising ‘learning’, and some to developing ideas about what ‘education’ might be, but perhaps surprisingly, the idea of ‘technology’ remains poorly examined. Work commonly builds on ‘common sense’ accounts of technology, relying on deterministic accounts of the relationship between technology, practices and identities. These accounts rarely pay attention to ideas of context or the role of agency.
These problems can be illustrated by work on digital literacy. Digital literacy is widely assumed to be about free-floating generic skills. The prevalence of new technologies has supposedly led to the emergence of a generation of digital natives, who are supposed to learn in different ways and even have different kinds of brains from other people. Educational systems are expect both to reflect their new preferences for learning, and to prepare them to use technology as a route to gainful employment.
However, instead, digital literacies can be reconceived as consisting of context bound, situated practices that are implicated in the construction of complex, hybrid identities in a range of overlapping domains. Viewed this way, being digitally literate becomes a social achievement, in which technology is taken up to serve personal agency, rather than a cause.
This presentation will review different ways of theorising technology, exploring some alternative framework (such as Actor Network Theory and praxiology), and their consequences for research. This will be illustrated using data drawn from an ongoing JISC-funded project that is using multimodal journaling to document their engagement with technology.
Technology, determinism and learning: exploring different ways of being digit...Martin Oliver
(Seminar given at Lancaster University, 14th March, 2012)
The field of educational technology has devoted a lot of time and effort to theorising ‘learning’, and some to developing ideas about what ‘education’ might be, but perhaps surprisingly, the idea of ‘technology’ remains poorly examined. Work commonly builds on ‘common sense’ accounts of technology, relying on deterministic accounts of the relationship between technology, practices and identities. These accounts rarely pay attention to ideas of context or the role of agency.
These problems can be illustrated by work on digital literacy. Digital literacy is widely assumed to be about free-floating generic skills. The prevalence of new technologies has supposedly led to the emergence of a generation of digital natives, who are supposed to learn in different ways and even have different kinds of brains from other people. Educational systems are expect both to reflect their new preferences for learning, and to prepare them to use technology as a route to gainful employment.
However, instead, digital literacies can be reconceived as consisting of context bound, situated practices that are implicated in the construction of complex, hybrid identities in a range of overlapping domains. Viewed this way, being digitally literate becomes a social achievement, in which technology is taken up to serve personal agency, rather than a cause.
This presentation will review different ways of theorising technology, exploring some alternative framework (such as Actor Network Theory and praxiology), and their consequences for research. This will be illustrated using data drawn from an ongoing JISC-funded project that is using multimodal journaling to document their engagement with technology.
In the spring of 2007, I co-lead a project that explored Internet access on mobile devices. At that time, uptake for mobile Internet content in the U.S. was dismally low. Recruiting participants that engaged with the mobile Internet for more than a few minutes once or twice a week proved extremely challenging. In order to collect the type of data needed to inform the design process and improve the user experience, we designed a PC Internet deprivation research study. Eight lucky participants used only their mobile phone to access the Internet for four days.
I co-wrote this case-study about the project with Mirjana Spasojevic of the Nokia Research Lab in Palo Alto and Pekka Isomursu of Nokia Design and presented it recently at CHI in Florence, Italy. The case study describes details of the research methodology as well as design insights and implications for development of mobile applications and services.
A lot has changed in the year since this study; the release of the iPhone in June of 2007 and Google’s Android platform in November 2007 were watershed moments for the mobile Internet – improving the experience and opening up opportunities for usage that simply didn’t exist before.
Despite these advances, I still believe most Internet experiences on mobile devices are broken and compromised, overburdened by interaction models and metaphors from the PC that simply don’t work on small devices. Yet so much of how we understand the Internet – and computing – is based on the PC legacy.
What has been exciting me most about mobile these days is that exact challenge… figuring out what metaphors and models to keep and what to leave behind as we try to prism Internet content through a myriad of devices.
Presentation made to high-school students on April 2011.
A quick and dirty introduction to the Ubiquitous Computing research area mainly based on Weiser's vision.
Italian and English mixed, sorry.
Globalization and technology change the work place. Place making is the dynamic motor of innovation, even in the midst of Internet and other advanced technology.
In the spring of 2007, I co-lead a project that explored Internet access on mobile devices. At that time, uptake for mobile Internet content in the U.S. was dismally low. Recruiting participants that engaged with the mobile Internet for more than a few minutes once or twice a week proved extremely challenging. In order to collect the type of data needed to inform the design process and improve the user experience, we designed a PC Internet deprivation research study. Eight lucky participants used only their mobile phone to access the Internet for four days.
I co-wrote this case-study about the project with Mirjana Spasojevic of the Nokia Research Lab in Palo Alto and Pekka Isomursu of Nokia Design and presented it recently at CHI in Florence, Italy. The case study describes details of the research methodology as well as design insights and implications for development of mobile applications and services.
A lot has changed in the year since this study; the release of the iPhone in June of 2007 and Google’s Android platform in November 2007 were watershed moments for the mobile Internet – improving the experience and opening up opportunities for usage that simply didn’t exist before.
Despite these advances, I still believe most Internet experiences on mobile devices are broken and compromised, overburdened by interaction models and metaphors from the PC that simply don’t work on small devices. Yet so much of how we understand the Internet – and computing – is based on the PC legacy.
What has been exciting me most about mobile these days is that exact challenge… figuring out what metaphors and models to keep and what to leave behind as we try to prism Internet content through a myriad of devices.
Presentation made to high-school students on April 2011.
A quick and dirty introduction to the Ubiquitous Computing research area mainly based on Weiser's vision.
Italian and English mixed, sorry.
Globalization and technology change the work place. Place making is the dynamic motor of innovation, even in the midst of Internet and other advanced technology.
Class lecture introducing basic Documentary Film concepts and setting up information to prepare students to write a simple treatment. Most information from Bill Nichols and Anthony Friedmann
Wearable Ecologies - Insights From Intel Sponsored CoursePhilip van Allen
This stack is a compilation of projects and insights on wearables and their implications. It is based on an Intel sponsored studio taught by Philip van Allen, Ben Hooker, and Wendy March (of Intel) in the Art Center College of Design, Media Design Practices MFA program.
The project brief was to discover new approaches to wearable technologies rather than design a specific product. Out of these experimental and speculative projects by the students, Phil and Ben sought to distill insights that can inform future design work in the wearables area. These are in the second part of the stack, starting with a mapping of the ideas.
We were particularly interested in the three themes of the course: Transactions, Contextual Adaptability, and the Aesthetics of Behavior.
See the project brief:
http://www.philvanallen.com/learning/wearables/course-notes/final-project-brief/
Special thanks to Ian Besler for designing the map and presentation
Interface Design - an overview on recent findings in HCI research and examples of interfaces created by WebFoo Interface Division.
This slideshow was presented by our Creative Director, Mihai Varga, at a guest lecture at Surrey University in March 2014.
Being human (Human Computer Interaction)Rahul Singh
The presentation describes the increasing dependence of the human kind on the Computer systems. The increased variable usage of the machine and much more.
in engineering and the minds eye find connections between engine.pdfarjunanenterprises
in \"engineering and the minds eye\" find connections between engineering and other institutions
and questions traditional notions about the knowledge required for engineering practice.
(3 paragraps)
Solution
Much of my writing has grappled with issues which I find fundamental to the formation of art-
practices which exploit the capabilities of emerging technologies (often but not always,
involving real time digital computation) .These theoretical inquiries arise out of pragmatic
attempts to apply these technologies to artistic practice. I have been developing custom
electronic and digital technologies for cultural practices for twenty-five years. Throughout that
time, I have felt an abiding disquiet regarding implicit disjunctions between technological and
cultural practices, at a fundamental level. This paper is an attempt to make explicit a set of issues
which I feel are fundamental to the contemporary socio-technological context, and crucially
relevant to questions interdisciplinarity, interdisciplinary digital arts practices, and to the
question of the role of the arts on campuses and in the world at large.[2]
The presence of arts practices on contemporary campuses is fraught with complexity. While
contrasts are commonly drawn between the science and humanity ‘sides’ of campuses, these
practices share a common commitment to abstraction, symbolic notation and some notion of the
power of general applicability. The academy as a whole, is a culture of the symbolic notation, of
the book and the text. The arts, at its core, bypasses this translation from worldly experience of
materiality to symbolic representation as alphanumeric characters. The arts is largely concerned
with the way objects, forms, materials, and bodily actions can mean. The arts focus on
immediate sensorial experience, unmediated by alphanumeric translation. I make this
generalization quite aware that it is full of holes, but I make it in order to set such practices in
stark contrast to alphanumeric practices of alphanumeric abstraction, and specifically to the act
of coding and the functioning of code as an alphanumeric machine.
I am at pains to emphasise that although I will identify problematic aspects of theoretical,
technical and cultural practices, I am not antagonistic to any of these. Indeed, I am an active and
longtime practitioner in them all, and in their combinations. My goal is to help to establish a
rigorous interdisciplinary critical foundation from which well-informed digital cultural practices
can proceed.
This inquiry maps out a project of radically interdisciplinary intellectual research and
artistic/technical production concerning the relation of embodied practices to the current state of
digital technologies and the underlying values reified in the technology. As such it entails:
In my opinion, the full force of some of these realities is felt most clearly by the practitioner in
the complex process of realisation of cultural artifacts employing these tec.
Empowering the hacker in us: a comparison of fab lab and hackerspace ecosystemsCameron Guthrie
Presentation made at the 5th LAEMOS (Latin American and European Meeting on Organization Studies) Colloquium, Havana Cuba, 2‐5 April 2014. You can download the paper here : tinyurl.com/k6vtozq.
1. Simon Penny
Towards a Performative
Aesthetics of Interactivity
Kathryn Hartog
Rhyan Mahazudin
2. Interactivity and the Emergence of
Digital Cultural Practices
• The aesthetics of interaction has not advanced a
great deal in recent times
• Forms of interaction that were once obscure
(motion control) are now commercial
commodities
• This essay looks at how the past innovated on
design and theory and how we can look at this
as inspiration for the future
3. 1985-2005(roughly)
• Golden ages of interactive technology
• During this time period interactive aesthetics were mainly
dependant on the technology available to them
• There was a significant amount of time invested in to
R&D by both artists and engineers
• Artists were less focused on user-subject experience
and more focused on artefact behaviour and creating bio
mimetic artefacts
4. • Problem solving of work arounds for limited technology
created a very organic development process, often
requiring custom tech and coding. This led to more
experimental theories and ideas
• This often required an extensive budget, as well as
knowledge of engineering which most artists did not
possess, creating a small niche where tech skills and
artistic creativity fused together
5. • With the advent of using technology as a means of entertainment,
the mass production and trivialisation of rich aesthetic-theoretical
systems began
• This created a rift between people against technology and those for
it
• This field of interactivity was becoming more accessible due to
cheap over the counter tech bundles
• This stimulated a new generation of artists and allowed more
interdisciplinary forms of interaction to be created
6. Major Advancements during this period
• Digital multimedia, hyper media, virtual
reality, the internet, digital video, real time
graphics, digital 3D, mobile telephony,
GPS, bluetooth, wireless communication
systems
• Although there were many tech advancements during
this 20 year period, there was little development in
formal qualities of interaction
7. Influential Artwork
• Edward Ihnatowicz – Senster
– first work of robotic sculpture to be controlled
by a digital computer
– A computer implemented a behavioural system so
that the Senster was attracted to sound and low level
movement, but repelled by loud sounds and violent
movements
8. • Myron Kreuger
– Videoplace
• Machine vision
• Artificial reality
• His work predates motion controls in video games
by 40 years
9. • Grey Walters
– Turtles – 1940
• Autonomous behaviour using minimal technology
• Were as complex as a children's toy of the present
day
• Early attempts to simulate A.I
• Was entirely analog
10. Interactive Art before the PC
• This time period was more focused on
inventiveness rather than commercial
application
• Advances in A.I over 1965-1985 can be
attributed to advances in hardware
engineering
11. • There began a lack of ideas being
developed
• Advances were being made more for
monetary gain and commercial appeal,
leaning more towards small improvements
rather than innovation
12. Grounding Interaction
• Theoretical challenges
– Traditional objects dont have behaviours
• Plastic art had limited theoretical tools available
– “what does the act of interaction mean?”
• Fuller – “I seem to be a verb”
– He emphasised process, performance and site specific
art(dynamic, procedural, performative and relational)
– Proposed a critical paradigm shift in implications for theory and
practice of interactive art
13. • An interdisciplinary realm was created, scientific and human
narratives collide and form more theorization
• Interaction makes sense to the extent that it is consistent with or
analogous to the learned effects of action in “the real world”
• This could be due to the evolutionary adaptation to embodied
experience in the world
– Perceptions of gesture and sensor-motor experience
• Mimetic environments like second life
• Most common interactive forms are connections made from genetics
– Perhaps we can use this information to create more organic interactions
14. Who or what is Interacting?
• System design vs. User experience
– The question of “is it interactive?” has wildly different answers depending on your
alignment
• Interaction is; mutually determining actions between two systems
possessing agency, whether the critique addresses the experience of the
user or the behaviour of the systems
– The design of a system must complement the experience
• The system is viewed as an organism enactive in sensor-motor loops with user
• Sensing must gather relevant information about the world and interpret it correctly
• Content outputted must be meaningful and relate to users behaviour
15. • Creating intuitive access to unfamiliar
modalities is part of the design task for
artists
• Began to move away from the novelty of
digital interaction and root themselves in
more poetic interactions
16. Temporality and Poetry in
Interaction
• Commercial success impedes aesthetic progress
– Creates confusion between interactivity for instrumental
purposes and cultural purposes
• Instrumental = intuitive and transparent
• Cultural/aesthetic = behaviour which exists in territory between
perceived predictability and perceived randomness, a zone of
surprise and of poetry
• Augmented Reality
– Interactions based on analogical events are poetic
– Maintains semblance of reality but distorts certain consistencies
17. • The dynamic of behaviour between the subject and the
artefact was being explored
• Experience can be explained as a sequence of
stoppages, a temporal process
• The action of the subject in the context of the work is
what constitutes experience, less focused on the
destination, and more on the temporal process
• Increase in use of technology which is elegant and
economical
18. Influential Work
• David Rokeby
– Very Nervous System
• Based more on dynamic use of temporal patterns
rather than pictoral
• Machine vision for interactive artworks
• Realised that colour was less important than the
temporal bodily dynamics
19. • Norman White
– The helpless robot
• This piece pre empted affective computing that
would be researched in institutions by a decade
• Pioneer in affective computing
• Affective Computing
– Systems that recognize, interpret,process and
simulate human affects
20. • Artists had to tack on new modalities on to
understood ones to demonstrate them
– In contemporary interaction the tables have
turned, use of digital devices are widespread
and serve as a window to obsolete/preceding
technology
21. The Implicit, Enactive, Performative
Body
• Interactive Systems fall under two camps
– Ones that are simple and easy to understand
– Ones that are complex and baffling
• Proposed is a new system that learns from its users and regulates
the level of complexity accordingly using A.I
• Terminal Time
– Such a system is used in terminal time, where the audience is asked
questions about their historical preferences, and then a documentary is
cut together to suit their likes and dislikes accordingly
• Expressive A.I
• This displayed automated reasoning and how the A.I was based on
observations
22. A.I autonomous agents and
Virtual Ecologies
• Deeper understanding of the fusion between sensing and user action
• Outcome of the experience is not prescribed, it is realized through
experience
• Theoretical innovation of autonomous machines that users simply observe
– Resurgence of minimalist/formalist ideas
• The reuniting of plastic art systems and interactive aesthetic systems
• Pursuit of an organic interrelation between machine behaviour and
sensioriality/materiality than their predecessors could, due to tech restraints
and the maturation of fine arts
– The result is machine-machine interaction