This document discusses principles of new media and digital media, including numerical representation, modularity, automation, variability, and transcoding. It explores how media can be generated from scratch on computers or converted from analog formats through digitization. Examples discussed include films by Dziga Vertov and Peter Greenaway, instruction paintings by Yoko Ono, and how digital data and programs can take analog forms.
Extended Context/Extended Media Class 07Bryan Chung
This document discusses different types of artistic mediums and notations. It explores the relationship between artists, their creative works, and various forms of notation like musical scores, scripts, instructions, and software code. It questions whether notation can be considered a form of art and references examples like visual poetry, concrete poetry, and ASCII art that combine words, letters, and symbols creatively. The document also examines the history of visual and digital artworks that experiment with combining text and images through techniques like title sequences, glitch art, and generative art.
The document discusses various concepts of virtual, augmented and mixed realities. It covers early examples of virtual reality technologies from the 1980s including VRML and QTVR. It also discusses notable artists who worked with virtual and augmented realities such as Myron Krueger and his VideoPlace installation. Examples of augmented reality artworks are provided such as Big Shadow by Jeffrey Shaw and Sky Ear by Haque Design + Research.
The document discusses theories of interactivity and game studies. It covers several frameworks for studying games, including analyzing different layers of games, elements of gameplay, and theorists who evaluated components like competition, chance, and simulation. Examples are provided of early games from the 1960s-1970s and artistic games. Different genres like demoscene, art games, and films about gaming are mentioned.
The document discusses theories of interactivity and provides an overview of the first class in a course on the topic. It introduces expectations for the course, which focuses on theoretical and critical analysis rather than technical skills. It also discusses different views and definitions of key concepts like interactivity, theory, and the role of new media technologies.
The document discusses several topics related to theories of human-computer interaction, including:
1) Early models of HCI that viewed users as performing repetitive tasks are limited. Interaction is more complex, involving users, systems, designers, and interfaces.
2) New interaction techniques like GUIs and direct manipulation were developed to address issues with early command-line interfaces like time to learn and error rates.
3) Theories of affordance and perceived affordance help explain how users interact with real and digital objects respectively through feedback, conventions and constraints.
The document discusses performance and interactivity from two perspectives. The first perspective examines the use of interactive multimedia technologies in performance arts and how it affects the relationship between the stage, performers, and audience. The second perspective considers human-computer interaction as a performance, where users perform and master the interface. Several examples of interactive performances using technologies are provided, such as live coding music performances.
This document discusses social computing and interactivity. It covers topics like social interaction, groupware, computer supported cooperative work, communication, transaction, and collaboration in online environments. It also discusses concepts like signals, cues, reliable vs unreliable signals, and designing interactive systems and virtual communities to facilitate interaction and exchange of information between users.
The document discusses concepts related to ubiquitous computing, including its origins in the late 1980s with Mark Weiser's vision of computers blending seamlessly into the background of daily life. It describes characteristics like invisibility and natural interaction, as well as applications like context-aware computing that can recognize and adapt to users' physical and social contexts. Examples include early research projects from Xerox PARC, Microsoft, and Philips that explored embedding computation throughout the environment and making it sensitive to location, movement, time, and other contextual factors.
Extended Context/Extended Media Class 07Bryan Chung
This document discusses different types of artistic mediums and notations. It explores the relationship between artists, their creative works, and various forms of notation like musical scores, scripts, instructions, and software code. It questions whether notation can be considered a form of art and references examples like visual poetry, concrete poetry, and ASCII art that combine words, letters, and symbols creatively. The document also examines the history of visual and digital artworks that experiment with combining text and images through techniques like title sequences, glitch art, and generative art.
The document discusses various concepts of virtual, augmented and mixed realities. It covers early examples of virtual reality technologies from the 1980s including VRML and QTVR. It also discusses notable artists who worked with virtual and augmented realities such as Myron Krueger and his VideoPlace installation. Examples of augmented reality artworks are provided such as Big Shadow by Jeffrey Shaw and Sky Ear by Haque Design + Research.
The document discusses theories of interactivity and game studies. It covers several frameworks for studying games, including analyzing different layers of games, elements of gameplay, and theorists who evaluated components like competition, chance, and simulation. Examples are provided of early games from the 1960s-1970s and artistic games. Different genres like demoscene, art games, and films about gaming are mentioned.
The document discusses theories of interactivity and provides an overview of the first class in a course on the topic. It introduces expectations for the course, which focuses on theoretical and critical analysis rather than technical skills. It also discusses different views and definitions of key concepts like interactivity, theory, and the role of new media technologies.
The document discusses several topics related to theories of human-computer interaction, including:
1) Early models of HCI that viewed users as performing repetitive tasks are limited. Interaction is more complex, involving users, systems, designers, and interfaces.
2) New interaction techniques like GUIs and direct manipulation were developed to address issues with early command-line interfaces like time to learn and error rates.
3) Theories of affordance and perceived affordance help explain how users interact with real and digital objects respectively through feedback, conventions and constraints.
The document discusses performance and interactivity from two perspectives. The first perspective examines the use of interactive multimedia technologies in performance arts and how it affects the relationship between the stage, performers, and audience. The second perspective considers human-computer interaction as a performance, where users perform and master the interface. Several examples of interactive performances using technologies are provided, such as live coding music performances.
This document discusses social computing and interactivity. It covers topics like social interaction, groupware, computer supported cooperative work, communication, transaction, and collaboration in online environments. It also discusses concepts like signals, cues, reliable vs unreliable signals, and designing interactive systems and virtual communities to facilitate interaction and exchange of information between users.
The document discusses concepts related to ubiquitous computing, including its origins in the late 1980s with Mark Weiser's vision of computers blending seamlessly into the background of daily life. It describes characteristics like invisibility and natural interaction, as well as applications like context-aware computing that can recognize and adapt to users' physical and social contexts. Examples include early research projects from Xerox PARC, Microsoft, and Philips that explored embedding computation throughout the environment and making it sensitive to location, movement, time, and other contextual factors.
Be a Hong Kong Patriot, Part 3, The Red ScoutBryan Chung
The artist Bryan Chung proposes an artwork called "The Red Scout" that would use artificial intelligence and facial recognition to classify human faces as either patriotic or unpatriotic based on a small training dataset of Hong Kong officials and celebrities. Chung acknowledges issues with the small dataset and questions of who would provide the labels. The goal of the artwork is to highlight cultural and privacy implications of machine learning and facial recognition technologies through an interactive spatial installation that would examine these topics.
The document summarizes an information seminar for the Master of Arts in Visual Arts program at the Academy of Visual Arts at Hong Kong Baptist University. It provides details about the program directors, concentrations in studio/media arts and craft/design, core and concentration courses, international faculty and exchange programs, admission requirements, campus facilities in Kowloon Tong and Kai Tak, and graduation exhibitions. The objective of the program is to nurture artists and designers through practice-based research and professional development with an international perspective.
The document provides an introduction and overview of the Studio Project for students in the Academy of Visual Arts at Hong Kong Baptist University. It outlines the learning outcomes, overall and semester schedules, assessment methods and criteria, information on supervisors and consultation hours, differences between Studio Project I and II, and answers some frequently asked questions. The Studio Project involves independent research, experimentation and creation of a body of work according to a student's proposal, with interim presentations and a final exhibition for evaluation.
This document summarizes the orientation for the Master of Arts in Visual Arts program at the Academy of Visual Arts, Hong Kong Baptist University. It includes welcome speeches from the program director and concentration coordinator, as well as an overview of the program structure, courses, facilities, and exchange opportunities. Key information provided includes a tour of the CVA building studios and workshops, an introductory class on research methodology, and contacts for program administration and technical staff.
This document discusses various topics related to simulation games and artificial intelligence including physics simulation, particle systems, flock simulation, crowd simulation, the Turing test, chess playing AI, pathfinding algorithms, artificial life simulation, and Sims games. It provides examples of simulations of natural phenomena like smoke and fire as well as simulations of intelligent behaviors through agents, robots, and virtual characters.
Glass 09 - Online game and virtual environmentBryan Chung
This document discusses the history and development of virtual environments, augmented reality, cyberspace, massively multiplayer online games, and social media. It traces early virtual environments like MUDs and multiplayer games in the 1970s-80s, the rise of the internet and chat rooms in the 1990s, and the growth of social media platforms in the 2000s. The document also examines research on player behavior and social dynamics in multiplayer online role-playing games like Ultima Online.
This document provides an overview of Class 07 which focuses on game and space. It discusses different types of spatial representations in video games such as tile-based, horizontal scroll, isometric, and perspective projections. Examples are given of different games that utilize these projections like Space Invaders, Tempest, and Portal. The document also defines different types of spaces in games including rule-based, mediated, fictional, play, and social spaces.
This document discusses narrative and storytelling in traditional media and games. It covers concepts like Aristotle's Poetics, the elements of narrative like plot, character, and time. It also discusses roles in narrative like author, narrator, and player. The document then provides examples of non-linear and interactive narratives in modern literature and film that experiment with concepts like hopscotch reading and allowing viewer/player choice.
Class 02 - Interactivity, games and artsBryan Chung
This document discusses the intersection of games, interactivity, and the arts. It provides examples of how gaming elements have influenced different art forms like film, visual arts, and interactive media. These include non-linear narratives in films, audience participation in performances, and virtual reality gaming experiences. The framework also examines computing technologies like graphical user interfaces, controllers, and virtual reality that have enabled new forms of interactivity across media.
Class 01 - Introduction to Videogames and ArtsBryan Chung
This document provides an overview of a college course on videogames and art. It includes the class schedule, objectives to introduce games and videogames as an art form, and benefits of enhancing problem solving skills. The class format will include presentations, lectures, tutorials, workshops and screenings. Students will be required to design an original game addressing a social issue. The document also provides definitions of play, games, and Roger Caillois' four types of games: agon (competition), alea (chance), mimicry (simulation), and ilinx (vertigo). Finally, it briefly introduces the history of early videogames.
This document describes an open source toolkit project for interactive art and design. The project investigates and develops open source software through tutorials, libraries and demonstration videos. It aims to enable creative coders to learn state-of-the-art software skills for areas like computer graphics, interaction design, and physical computing. Key outputs include peer-reviewed tutorial books, software libraries, and demonstration videos distributed through various platforms.
The document outlines a workshop on digital image fundamentals and image processing using TouchDesigner software. It includes an introduction to computer graphics, hands-on experience with projection mapping, and references for further exploration. Exercises include identifying visual patterns in the environment, describing images in text, and creating self-portraits on graph paper and with pixel grids. Challenges addressed are specifying precise positions, arranging visual elements, and generating new forms.
This document discusses the demoscene, which is an international community of programmers, artists, and musicians who create audio-visual presentations in real-time using computers. It covers the history and origins of the demoscene in the 1980s, how crackers would modify games and share them, and the social networks that developed. It also discusses whether demos should be considered an art form and their influence on art, games, and culture.
Movement in Space Project Launch SeminarBryan Chung
This document discusses experiments with online harmonographs, which are devices that draw patterns using pendulums or sine waves. It introduces the project called "Movement in Space", which was supported by the Hong Kong Arts Development Council. The project website allows users to create drawings by manipulating the variables in the general formulae that define sine waves. Users can extend the complexity of the drawings by adding more variables to the equations that determine the x and y coordinates over time.
Design for Hypermedia - Class 08 (2015B)Bryan Chung
This document discusses different types of interfaces, including graphical user interfaces, gestural interfaces, and conversational interfaces. It covers terminology related to interfaces like WIMP (window, icon, menu, pointer) and explores examples of interfaces throughout history from early GUIs inspired by science fiction to modern touch interfaces on devices like tablets and smartphones. The document also looks at interfaces that use new technologies like gestural control and projected interfaces.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
Be a Hong Kong Patriot, Part 3, The Red ScoutBryan Chung
The artist Bryan Chung proposes an artwork called "The Red Scout" that would use artificial intelligence and facial recognition to classify human faces as either patriotic or unpatriotic based on a small training dataset of Hong Kong officials and celebrities. Chung acknowledges issues with the small dataset and questions of who would provide the labels. The goal of the artwork is to highlight cultural and privacy implications of machine learning and facial recognition technologies through an interactive spatial installation that would examine these topics.
The document summarizes an information seminar for the Master of Arts in Visual Arts program at the Academy of Visual Arts at Hong Kong Baptist University. It provides details about the program directors, concentrations in studio/media arts and craft/design, core and concentration courses, international faculty and exchange programs, admission requirements, campus facilities in Kowloon Tong and Kai Tak, and graduation exhibitions. The objective of the program is to nurture artists and designers through practice-based research and professional development with an international perspective.
The document provides an introduction and overview of the Studio Project for students in the Academy of Visual Arts at Hong Kong Baptist University. It outlines the learning outcomes, overall and semester schedules, assessment methods and criteria, information on supervisors and consultation hours, differences between Studio Project I and II, and answers some frequently asked questions. The Studio Project involves independent research, experimentation and creation of a body of work according to a student's proposal, with interim presentations and a final exhibition for evaluation.
This document summarizes the orientation for the Master of Arts in Visual Arts program at the Academy of Visual Arts, Hong Kong Baptist University. It includes welcome speeches from the program director and concentration coordinator, as well as an overview of the program structure, courses, facilities, and exchange opportunities. Key information provided includes a tour of the CVA building studios and workshops, an introductory class on research methodology, and contacts for program administration and technical staff.
This document discusses various topics related to simulation games and artificial intelligence including physics simulation, particle systems, flock simulation, crowd simulation, the Turing test, chess playing AI, pathfinding algorithms, artificial life simulation, and Sims games. It provides examples of simulations of natural phenomena like smoke and fire as well as simulations of intelligent behaviors through agents, robots, and virtual characters.
Glass 09 - Online game and virtual environmentBryan Chung
This document discusses the history and development of virtual environments, augmented reality, cyberspace, massively multiplayer online games, and social media. It traces early virtual environments like MUDs and multiplayer games in the 1970s-80s, the rise of the internet and chat rooms in the 1990s, and the growth of social media platforms in the 2000s. The document also examines research on player behavior and social dynamics in multiplayer online role-playing games like Ultima Online.
This document provides an overview of Class 07 which focuses on game and space. It discusses different types of spatial representations in video games such as tile-based, horizontal scroll, isometric, and perspective projections. Examples are given of different games that utilize these projections like Space Invaders, Tempest, and Portal. The document also defines different types of spaces in games including rule-based, mediated, fictional, play, and social spaces.
This document discusses narrative and storytelling in traditional media and games. It covers concepts like Aristotle's Poetics, the elements of narrative like plot, character, and time. It also discusses roles in narrative like author, narrator, and player. The document then provides examples of non-linear and interactive narratives in modern literature and film that experiment with concepts like hopscotch reading and allowing viewer/player choice.
Class 02 - Interactivity, games and artsBryan Chung
This document discusses the intersection of games, interactivity, and the arts. It provides examples of how gaming elements have influenced different art forms like film, visual arts, and interactive media. These include non-linear narratives in films, audience participation in performances, and virtual reality gaming experiences. The framework also examines computing technologies like graphical user interfaces, controllers, and virtual reality that have enabled new forms of interactivity across media.
Class 01 - Introduction to Videogames and ArtsBryan Chung
This document provides an overview of a college course on videogames and art. It includes the class schedule, objectives to introduce games and videogames as an art form, and benefits of enhancing problem solving skills. The class format will include presentations, lectures, tutorials, workshops and screenings. Students will be required to design an original game addressing a social issue. The document also provides definitions of play, games, and Roger Caillois' four types of games: agon (competition), alea (chance), mimicry (simulation), and ilinx (vertigo). Finally, it briefly introduces the history of early videogames.
This document describes an open source toolkit project for interactive art and design. The project investigates and develops open source software through tutorials, libraries and demonstration videos. It aims to enable creative coders to learn state-of-the-art software skills for areas like computer graphics, interaction design, and physical computing. Key outputs include peer-reviewed tutorial books, software libraries, and demonstration videos distributed through various platforms.
The document outlines a workshop on digital image fundamentals and image processing using TouchDesigner software. It includes an introduction to computer graphics, hands-on experience with projection mapping, and references for further exploration. Exercises include identifying visual patterns in the environment, describing images in text, and creating self-portraits on graph paper and with pixel grids. Challenges addressed are specifying precise positions, arranging visual elements, and generating new forms.
This document discusses the demoscene, which is an international community of programmers, artists, and musicians who create audio-visual presentations in real-time using computers. It covers the history and origins of the demoscene in the 1980s, how crackers would modify games and share them, and the social networks that developed. It also discusses whether demos should be considered an art form and their influence on art, games, and culture.
Movement in Space Project Launch SeminarBryan Chung
This document discusses experiments with online harmonographs, which are devices that draw patterns using pendulums or sine waves. It introduces the project called "Movement in Space", which was supported by the Hong Kong Arts Development Council. The project website allows users to create drawings by manipulating the variables in the general formulae that define sine waves. Users can extend the complexity of the drawings by adding more variables to the equations that determine the x and y coordinates over time.
Design for Hypermedia - Class 08 (2015B)Bryan Chung
This document discusses different types of interfaces, including graphical user interfaces, gestural interfaces, and conversational interfaces. It covers terminology related to interfaces like WIMP (window, icon, menu, pointer) and explores examples of interfaces throughout history from early GUIs inspired by science fiction to modern touch interfaces on devices like tablets and smartphones. The document also looks at interfaces that use new technologies like gestural control and projected interfaces.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
Reimagining Your Library Space: How to Increase the Vibes in Your Library No ...Diana Rendina
Librarians are leading the way in creating future-ready citizens – now we need to update our spaces to match. In this session, attendees will get inspiration for transforming their library spaces. You’ll learn how to survey students and patrons, create a focus group, and use design thinking to brainstorm ideas for your space. We’ll discuss budget friendly ways to change your space as well as how to find funding. No matter where you’re at, you’ll find ideas for reimagining your space in this session.
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Training: ISO/IEC 27001 Information Security Management System - EN | PECB
ISO/IEC 42001 Artificial Intelligence Management System - EN | PECB
General Data Protection Regulation (GDPR) - Training Courses - EN | PECB
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ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...
SM2701 Class 02
1.
2.
3. SM2701 Theories of Interactivity – Class 02 Numerical representation Created from scratch on computers Converted from analog media (digitization) Think about how the animation and ca students work on their projects.
4. SM2701 Theories of Interactivity – Class 02 Numerical representation Created from scratch on computers Converted from analog media (digitization) Can we really tell?
11. SM2701 Theories of Interactivity – Class 02 Digitization Sampling - temporal Quantization - spatial
12. SM2701 Theories of Interactivity – Class 02 Analog representation of media On Fourier Transform Run the sample at http://www.jhu.edu/%7Esignals/fourier2/index.html
13. SM2701 Theories of Interactivity – Class 02 Digital Sampling of Analog Media Run the sample at http://www.jhu.edu/%7Esignals/sampling/index.html
14. SM2701 Theories of Interactivity – Class 02 How can we compare analog and digital media?
15. SM2701 Theories of Interactivity – Class 02 How can we compare analog and digital media?
16. SM2701 Theories of Interactivity – Class 02 How can we compare analog and digital media?
17. SM2701 Theories of Interactivity – Class 02 How can we compare analog and digital media?
18. SM2701 Theories of Interactivity – Class 02 How can we compare analog and digital media?
19. SM2701 Theories of Interactivity – Class 02 How can we compare analog and digital media?
20. SM2701 Theories of Interactivity – Class 02 Is old media equal to analog media? Half-tone in printing
35. SM2701 Theories of Interactivity – Class 02 Can visual media do the same?
36. SM2701 Theories of Interactivity – Class 02 Can visual media do the same?
37. SM2701 Theories of Interactivity – Class 02 Instruction Paintings By Yoko Ono, 1961 A + B PAINTING Cut out a circle on canvas A. Place a numeral figure, a roman letter, or a katakana on canvas B on an arbitrary point. Place canvas A on canvas B and hang them together. The figure on canvas B may show, may show partially, or may not show. You may use old paintings, photographs, etc. instead of blank canvases.
38. SM2701 Theories of Interactivity – Class 02 Instruction Paintings By Yoko Ono, 1961
39. SM2701 Theories of Interactivity – Class 02 Postscript %! %% Draws a one square inch box and inch in from the bottom left /inch {72 mul} def % Convert inches->points (1/72 inch) newpath % Start a new path 1 inch 1 inch moveto % an inch in from the lower left 2 inch 1 inch lineto % bottom side 2 inch 2 inch lineto % right side 1 inch 2 inch lineto % top side closepath % Automatically add left side to close path fill % Fill in the box on the paper showpage % We're done... eject the page
40. SM2701 Theories of Interactivity – Class 02 Is it a painting? void setup() { size(400,400); smooth(); noLoop(); } void draw() { background(0); ellipse(width/2,height/2,100,100); }
41. SM2701 Theories of Interactivity – Class 02 Is it a computer program? Can a computer program drawing a picture be a piece of artwork?
47. SM2701 Theories of Interactivity – Class 02 Modularity Object-oriented authoring software Structured programming practice
48. SM2701 Theories of Interactivity – Class 02 Modularity Object-oriented authoring software Structured programming practice How is it related to Automation and Variability?
49. SM2701 Theories of Interactivity – Class 02 Data and logic (algorithm) In computer programming, why do we need to separate clearly data and logic?
50. SM2701 Theories of Interactivity – Class 02 Data and logic (algorithm) In a typical blog or portal website, can you easily identify which is data and which is logic (control)? For example, the SCM web at http:// www.cityu.edu.hk/scm / or my personal blog at http:// www.bryanchung.net /
51. SM2701 Theories of Interactivity – Class 02 Data and logic (algorithm) How is this philosophy different from traditional art practices?
52. SM2701 Theories of Interactivity – Class 02 Database as metaphor of art Huge amount of media elements are stored in databases. Interactivity is achieved through various access paths to the data.
53. SM2701 Theories of Interactivity – Class 02 Examples from film Man with a movie camera Images from http:// en.wikipedia.org
54. SM2701 Theories of Interactivity – Class 02 Examples from film Man with a movie camera
55. SM2701 Theories of Interactivity – Class 02 Examples from film Tulse Luper’s Suitcases Images from http:// www.tulselupernetwork.com/basis.html
56. SM2701 Theories of Interactivity – Class 02 Examples from film Tulse Luper’s Suitcases
57. SM2701 Theories of Interactivity – Class 02 Examples from film Tulse Luper’s Suitcases
58. SM2701 Theories of Interactivity – Class 02 Examples from film Tulse Luper’s Suitcases
59. SM2701 Theories of Interactivity – Class 02 Discussion How should we approach to view these two films?
60. SM2701 Theories of Interactivity – Class 02 More examples Urban Feedback – London and Tokyo
62. SM2701 Theories of Interactivity – Class 02 Transcoding Try to remember the Letrism exercise a lot of you have done.
63. SM2701 Theories of Interactivity – Class 02 Transcoding Case 1: write a program to turn all the pixel information of a photo into sound with frequency corresponding to the brightness of the pixel. Case 2: write a program to capture the words typed by the participants. For each character, convert it into a colour pixels on the screen.
64. SM2701 Theories of Interactivity – Class 02 Transcoding How would you comment on these two great artworks?