-
Advancing interactivity: graphic designers’ practice-based contribution to developing the Web Digital Creativity Pub Date : 2021-03-19 Nicole Wragg, Carolyn Barnes
ABSTRACT This article examines how graphic designers’ innovations in web design revealed the potential and capabilities of interactivity as a communication experience tool. During the early World Wide Web (1995–2008), graphic designers’ practice-based contribution to interactivity enhanced how people experienced this new technological domain. Few designers contributed to the scholarly discussion of
-
Crafting animated parables: an embodied approach to representing lifestyle behaviours for reflection Digital Creativity Pub Date : 2020-12-29 Kenny K. N. Chow
ABSTRACT Latest work regarding personal informatics, gamification, and feedback has suggested that visualizing behavioural data for daily reflection should consider dynamic representations in metaphors and narratives with positively and negatively valued outcomes. Grounded in behavioural models from social psychology and embodied cognition theories, this article proposes a framework guiding the generation
-
Audio-augmented arboreality: wildflowers and language Digital Creativity Pub Date : 2021-01-06 Hafizur Rahaman, Michelle Johnston, Erik Champion
ABSTRACT Before colonization, there were over 250 languages spoken in Australia. Today only thirteen Indigenous languages are still being taught to children). Language has an important part to play in cultural maintenance and ‘closing the gap’ in terms of First Peoples’ cultural heritage, identity, and sense of belonging. In this work, we aim to develop an engaging and easy way to teach and learn the
-
Augmented reality sandboxes: children’s play and storytelling with mirror worlds Digital Creativity Pub Date : 2021-01-08 Teemu Leinonen, Jaana Brinck, Henriikka Vartiainen, Nitin Sawhney
ABSTRACT Augmented Reality (AR) technology has provided a new technological platform for ‘mirror worlds’, where layers of information, meaning, and functions are integrated with a digital twin of the real world. To explore mirror worlds, we designed and developed +Andscape, an interactive AR sandbox. In this conceptual and empirical case study, we observed children’s (5–6-year-old, N = 16) collaborative
-
Remediating tradition with technology: a case study of From Tangible to Intangible: A Media Showcase of Kisa chin p’yori chinch’an uigwe Digital Creativity Pub Date : 2021-01-26 Boa Rhee, Federico Pianzola, Nayea Oh, Gangta Choi, Jungho Kim
ABSTRACT This paper presents the remediation of a nineteenth century Korean manuscript (the 1809 Uigwe) as an interactive digital experience using creative algorithms and gesture recognition developed by LG Electronics. The interactive media project we created using sound visualization invites visitors to jointly experience Joseon’s royal music and the manuscript’s pictorial illustrations. We present
-
The tamarind forest: an augmented virtuality experience Digital Creativity Pub Date : 2021-02-09 Doros Polydorou
ABSTRACT The tamarind forest is a virtual reality (VR) installation that explores shifts of perception through a somatic experience in a virtual space. As part of a larger show (kimosphere no.4) that explored immersion and an entwinement of real and virtual spaces, The Tamarind forest experiments with augmented virtuality and invites the audience to pay attention to their physical body while taking
-
The design and evaluation of a multimodal ubiquitous learning application for EFL writers Digital Creativity Pub Date : 2021-02-22 Vivien Lin, Gi-Zen Liu, Hao-Chiang Koong Lin, Yu-Hsuan Lin, Min-Chai Hsieh
ABSTRACT This study presents the design of a multimodal ubiquitous learning application (MULA) with different augmenting effects for enhancing English as a Foreign Language (EFL) academic writing instruction. In a pilot project, 17 undergraduates engaged in ubiquitous learning and writing at a green building and provided survey responses and interview feedback about their ubiquitous writing experience
-
Designing for intersubjectivity and dialogicality in museum interactive installations about migration Digital Creativity Pub Date : 2020-11-26 Areti Galani, Abigail Durrant, David Chating, Rebecca Farley
ABSTRACT How do we design for intersubjective, digitally-mediated encounters in the museum? We report on the process of designing a digital interactive installation called Sit with Me for a permanent museum exhibition on migration in Newcastle upon Tyne, UK. Focussing on this case-study, the article aims to unpick the tensions, challenges and opportunities arising from designing for intersubjectivity
-
Human–robot collaboration: a fabrication framework for the sequential design and construction of unplanned spatial structures Digital Creativity Pub Date : 2020-11-25 Edvard P. G. Bruun, Ian Ting, Sigrid Adriaenssens, Stefana Parascho
ABSTRACT Robots in traditional fabrication applications act as passive participants in the process of creation—simply performing a set of predetermined actions to materialize a completed design. We propose a novel bottom-up design framework in which robots are instead given the opportunity to participate centrally within a creative design process. This paper describes how two 6-axis industrial robotic
-
Getting into someone else's soul: communicating embodied experience Digital Creativity Pub Date : 2020-10-27 Claudia Núñez-Pacheco, Lian Loke
ABSTRACT The idea of connecting with the sensory realities of others can help us to build empathic ties and to think outside the boundaries of our preconceived ideas. Envisioning these opportunities, this paper introduces a framework with a set of embodied modalities derived from communicating embodied experiences through a prototype for storytelling called SOUL. This prototype was built to transmit
-
Generative comics: a character evolution approach for creating fictional comics Digital Creativity Pub Date : 2020-09-15 Malik Nairat, Mats Nordahl, Palle Dahlstedt
ABSTRACT Comics can be a suitable form of representation for generative narrative. This paper provides an argument for this based on an analysis of properties of the comics medium, and describes a tool for character design and comic strip creation that applies interactive evolution methods to characters in a virtual environment. The system is used to interactively create artificial characters with
-
The anthropophagic studio: towards a critical pedagogy for interaction design Digital Creativity Pub Date : 2020-08-10 Frederick M.C. van Amstel, Rodrigo Freese Gonzatto
ABSTRACT The design studio is the standard approach for interaction design education in the Global North. Nevertheless, in the Global South, this approach is not directly applicable due to authoritarian educational systems founded on colonialist ideologies. This research reports on an attempt to appropriate the design studio and fundamental interaction design concepts in Brazil. Following the anthropophagy
-
Shifting Boundaries: Practices and Theories, Arts and Technologies Digital Creativity Pub Date : 2020-07-02 Anthony Lewis Brooks
The theme for this special issue of Digital Creativity, ‘Shifting Boundaries: Practices and Theories, Arts and Technologies’, originated from the annual International Conference ArtsIT (Arts and Te...
-
From immersion to collaborative embodiment: extending collective interactivity in built environments through human-scale audiovisual immersive technologies Digital Creativity Pub Date : 2020-06-30 Mincong Huang, Samuel Chabot, Ted Krueger, Carla Leitão, Jonas Braasch
ABSTRACT This paper discusses the use of human-scale immersive virtual environments as a platform for developing technologies for embodied digital interaction. We propose a three-body framework of spatial typologies in the realm of collaborative room-centered immersive systems that governs the relationship between the immersants, the hardware system of the environment, and the presented virtual environment
-
The art of the thinking space—a space filled with data Digital Creativity Pub Date : 2020-06-25 Wolfgang Strauss, Monika Fleischmann
ABSTRACT Interactive media art is an art form that ‘transforms digital information and translates it into aesthetics of participative processes.’ In their artistic investigations, the artists and architects Fleischmann and Strauss focus on the concept of the ‘thinking space’ [Denkraum]. Following Aby Warburg's ‘space of thought’ (1929), they define the thinking space of interactive media art as a ‘space
-
How to design for exploration through emergent narratives Digital Creativity Pub Date : 2020-06-25 Kristina Maria Madsen, Mette Skov, Peter Vistisen
ABSTRACT This paper presents emergent narratives from theory on game design as a model for designing cultural heritage exhibitions and discusses how criteria of emergent narratives can support exploratory user behaviour. We propose that emergent narratives can be transferred to the design of interactive digital exhibitions, thereby removing constraints and allow for more personalized and potentially
-
A journey from abstract film to concrete interaction Digital Creativity Pub Date : 2020-06-23 Ernest A. Edmonds
ABSTRACT The paper reviews abstract films and the notions of time that occur in them, contrasting them with the use of time in digital art. Developments by the author in making various generative digital abstract, or concrete, works are described and compared to film. The generation of the time element of the works described is integral with the generation of images. It is shown how different approaches
-
Moving in rhythms: what dancers and drummers can teach us about designing digital interactions Digital Creativity Pub Date : 2020-06-22 Brigid Mary Costello
ABSTRACT Interviews with three dancers and three percussionists about performing, perceiving and composing rhythms are used to develop insights into ways that interaction designers might understand and shape the rhythmic experiences of their users. These insights coalesce around three themes: feeling your way into a rhythm, performing rhythms and the dance of synchrony. The article argues that a user’s
-
Literary writing as a technological function: from Ada Byron’s calculation as writing to writing in programming languages Digital Creativity Pub Date : 2020-06-19 Saulius Keturakis
ABSTRACT The paper focuses on the concept of technical word or technical text having similar meaning to the concept of technical image defined by the Czech media theorist Vilém Flusser, who described the change in visual media from traditional to mechanical, digital or technology dependent. To justify the possibility of a similar term in linguistic arts, the ideas about the involvement of various technical
-
Programming the beautiful Digital Creativity Pub Date : 2020-06-19 Yanai Toister
ABSTRACT The term generative art is mostly reserved for practices in which artists construct systems containing various degrees of autonomy. This is designed to generate results that would otherwise be unlikely. In contrast, photography is understood as a situation wherein an agent, the photographer, uses a pre-existing system constructed by other agents with the sole purpose of yielding results that
-
Curating the Everywhere Museum of Everything Digital Creativity Pub Date : 2020-06-18 Pedro Alves da Veiga
ABSTRACT The Everywhere Museum of Everything is a research and action proposal founded on the array of aestheticised online content, which can be purposefully and critically curated in order to create a meaningful territory of contemporary online culture, art and knowledge creation. This abundance of content is rooted in a culture of consumerism, blackboxed mobile applications and social networks.
-
Transitioning into states of immersion: transition design of mixed reality performances and cinematic virtual reality Digital Creativity Pub Date : 2020-06-18 Camilla Jaller, Stefania Serafin
ABSTRACT Cinematic virtual reality (CVR) experiences are increasingly expanding their use of additional media outside the VR headset, including scenography, spatial sound, and live performance, to successfully transition their audience into the experience. As such, they promote a heightened interest in transition design to secure experience continuity. In this paper, the authors argue that returning
-
Defining basic archetypes of an intelligent agent’s behaviour in an open-ended interactive environment Digital Creativity Pub Date : 2020-04-02 Richard Chulwoo Park, Donghyeon Ko, Hyunjung Kim, Seung Hyeon Han, Jee Bin Lim, Jiseong Goo, Geehyuk Lee, Woohun Lee
ABSTRACT Despite the emergence of advanced technologies, the behavioural complexities remain underexplored, especially from the viewpoint of their potential in interactive installations. This study aims to explore the future interactivity of an agent’s behaviour by envisioning speculative future human operations using a human-controlled interactive installation called LumiLand. This empirical study
-
Bringing the colour senses of personal photos to everyday living environment: the design and deployment of a tangible interactive lighting artifact Digital Creativity Pub Date : 2020-04-02 Boram Noh, Sangsu Jang, Kyungjin Kim, Young-Woo Park
ABSTRACT The colour of a photo helps to visually communicate with us at an emotional level and remember the mood of the moment. We designed LightPalette to reinstate the direct reflex toward colour in personal photos through a tangible lighting artifact within the users’ everyday environment. LightPalette works by retrieving major colours from a photo in smartphones and expresses them into the light
-
Data-driven creativity for screen production students: developing and testing learning materials involving audience biometrics Digital Creativity Pub Date : 2020-04-02 Stuart Bender, Billy Sung
ABSTRACT This article presents the Data-Driven Creativity Project (DDCP) materials designed to enhance screen students’ understandings of how aesthetic choices impact the audience. The project first collected data on audience attention (eye-tracking), arousal (skin conductance level) and emotion (using facial expression). This data was then used in pedagogical materials delivered to two student cohorts
-
‘Eternal Recurrence’: development of a 3D water curtain system and real-time projection mapping for a large-scale systems artwork installation Digital Creativity Pub Date : 2020-04-02 Youngsil Sohn, Yoenyong Park, Longchun Lin, Moonyurl Jung
ABSTRACT ‘Eternal Recurrence’ is a large-scale installation work consisting of a 3D water curtain and projection mapping systems. A 3D water curtain, water drop generation and control program, fog screen and computer program for recognizing visitors were developed for this work. The water curtain, implemented using an array of solenoid valves, creates ephemeral sculptures in real time; the continuous
-
Cognitive impact of virtual reality sketching on designers’ concept generation Digital Creativity Pub Date : 2020-02-17 Eun Kyoung Yang, Jee Hyun Lee
ABSTRACT This study focuses on identifying the cognitive impact of virtual reality (VR) sketching on the concept generation phase of the design process. For an empirical study to analyse the cognitive influence of VR sketching, we conducted a pilot study for empirical research based on the protocol analysis of designers’ cognitive activities in VR sketching and compared the results with those of traditional
-
Living media interfaces: a multi-perspective analysis of biological materials for interaction Digital Creativity Pub Date : 2020-01-02 Timothy Merritt, Foad Hamidi, Mirela Alistar, Marta DeMenezes
ABSTRACT Living media interfaces (LMIs) have emerged as a new way to interact with digital systems by incorporating actual living organisms in user interfaces. There is increasing interest in utilizing living media in the context of interaction design influenced by recent advancements in biological sciences that make new forms of responsive living media possible. We establish a definition of LMIs appropriate
-
‘Digital sonosphere’. Diagnosis of its current analytical applications and terminological meanings Digital Creativity Pub Date : 2020-01-02 Daniel Torras i Segura
ABSTRACTRecently, in the academic and artistic field, the term ‘digital sonosphere’—or sometimes simply ‘sonosphere’—has started to be widely disseminated and used. Confronting this relatively new ...
-
Compositional interaction design—changes in design practice and its implications for teaching and research Digital Creativity Pub Date : 2020-01-02 Erik Stolterman, Mikael Wiberg
ABSTRACT In this article, we focus on compositional interaction design as an emergent professional practice in interaction design. We propose that compositional interaction design practice can be defined as a practice of knowing, mapping configuring, customizing and connecting elements to form larger compositional wholes. We demonstrate how this practice demands new compositional skills, new methods
-
On the origins of a 13-second segment of Primordial Dance: a brief Karl Sims interview with commentary Digital Creativity Pub Date : 2020-01-02 Glenn W. Smith
ABSTRACT In this brief but highly focused interview, pioneer computer animation artist Karl Sims addresses the extent to which a particularly striking segment of his ground-breaking 1991 Primordial Dance has been influenced by early twentieth-century abstract art.
-
Special issue on hybrid pedagogies editorial Digital Creativity Pub Date : 2019-10-02 Matt Ratto, Daniela Rosner, Yana Boeva, Alex Taylor
ABSTRACT An increasing awareness of the potential biases and problematic impacts of digital technologies is driving a renewed focus on social responsibility and ethical considerations within the fields of engineering and the computer and data sciences. Similarly, a renewed sense of complicity in our socio-technical environments has encouraged scholars from a range of design, humanities, and social
-
Cultivating the critical imagination: post-disciplinary pedagogy in a computational design laboratory Digital Creativity Pub Date : 2019-10-02 Daniel Cardoso Llach, Mine Ozkar
This article documents and reflects upon a pedagogical project aimed at fostering critical engagements with technology in the context of a graduate research and learning laboratory at the nexus of ...
-
Infrastructures of abstraction: how computer science education produces anti-political subjects Digital Creativity Pub Date : 2019-10-02 James W. Malazita, Korryn Resetar
ABSTRACT Abstraction, defined in Computer Science (CS) as bracketing unnecessary information from diverse components within a system, serves as a central epistemological axis in CS disciplinary and pedagogical practices. Its impressions can be seen across curricula, syllabi, classroom structures, IT systems; and other dimensions of the epistemic infrastructure of CS (Malazita [Forthcoming]. “Epistemic
-
Analyzing public interventions through the lens of experimentalism: the case of the Museum of Random Memory Digital Creativity Pub Date : 2019-10-02 Annette N. Markham, Gabriel Pereira
ABSTRACT Over 30 computational scientists, designers, artists, and activists collaboratively performed eight Museum of Random Memory workshops and exhibitions from 2016 to 2018. Here, we explore how the framework of ‘experimentation’ helped us analyze our own iterative development of techniques to foster critical data literacy. After sketching key aspects of experimentation across disciplines, we detail
-
Navigating equity work in engineering: contradicting messages encountered by minority faculty Digital Creativity Pub Date : 2019-10-02 Diana A. Chen, Joel Alejandro Mejia, Samantha Breslin
ABSTRACT The lack of diversity in engineering and perpetuation of inequities through engineering designs have motivated the rise of new curricula centred on the integration of traditional technical content with social aspects of technology. However, the ‘revolutionizing’ of curricula has primarily been spearheaded by junior faculty, women and faculty of colour. This article uses an autoethnographic
-
Doing thinking: revisiting computing with artistic research and technofeminism Digital Creativity Pub Date : 2019-10-02 Loren Britton, Goda Klumbyte, Claude Draude
ABSTRACT In this paper, we explore how artistic research and its methodologies can create new modes of thinking and research on computational issues. We draw on experiences with the research project ‘Reconfiguring Computing Through Cyberfeminism and New Materialism’ (CF+), during which we collaboratively investigated modes and methods of knowledge production in computing. Cyberfeminist legacies and
-
A ‘speculative pasts’ pedagogy: where speculative design meets historical thinking Digital Creativity Pub Date : 2019-10-02 Laine Nooney, Tega Brain
ABSTRACT This paper provides a pedagogic context for the authors’ concept of ‘Speculative Pasts,’ framed within an auto-ethnographic account of their co-taught course ‘How the Computer Became Personal.’ Blending disciplinary methodologies from historical practice and speculative and critical design, the Speculative Pasts assignment asks students to create primary documents from a hypothetical historical
-
What design education tells us about design theory: a pedagogical genealogy Digital Creativity Pub Date : 2019-10-02 Maliheh Ghajargar, Jeffrey Bardzell
ABSTRACT In design theory, we often come across scholarly efforts that seek to define design as a unique discipline and to characterize it as a distinct category of practice, with its own epistemology in that it differs from sciences, arts and humanities (Cross, N. 2011. Design Thinking: Understanding How Designers Think and Work. Oxford: Berg.; Dorst, K. 2015. Frame innovation: Create New Thinking
-
Investigating the effect of digitally augmented toys on young children’s social pretend play Digital Creativity Pub Date : 2019-07-03 Jiwoo Hong, Donghyeon Ko, Woohun Lee
ABSTRACT This paper takes an interaction design approach to explore how children perceive augmented toys, assign symbolic meaning, and perform pretence socially in technology-mediated playing. We developed a system with three kinds of toys—each with distinct abstract appearances and audiovisual augmentation—based on several design decisions. An observational user study with thirty-two young children
-
Reflections on sonic digital unreality Digital Creativity Pub Date : 2019-07-03 Sara Pinheiro, Matěj Šenkyřík, Jiří Rouš, Petr Zábrodský
ABSTRACT This paper explores the possibility of constructing an unreal environment through sound, particularly through the use of contemporary digital tools. The idea of the unreal is approached as a not being-in-the-world experience. That is, an experience which expands the natural embodied physicality. And yet, sound propagation through a physical space, which led to the study of reverberation and
-
Digital design and time on device; how aesthetic experience can help to illuminate the psychological impact of living in a digital culture Digital Creativity Pub Date : 2019-07-03 Vanessa Bartlett
ABSTRACT Aesthetic techniques are increasingly used by marketeers to create enticing digital products. In this paper, I work with the aesthetic experiences of one audience group to consider the psychological impact of living in a culture where digital devices are deliberately designed to influence behaviour. I argue that aesthetic encounters can help with understanding the impact of the interplay between
-
Reversing the spectator paradigm: symbiotic interaction and the ‘gaze’ of the artwork Digital Creativity Pub Date : 2019-07-03 Raivo Kelomees
ABSTRACT The goal of this article is to discuss and analyse viewer-sensing artworks and the reversed situation that occurs in the exhibition space when artworks ‘look’ at the viewers or sense them by other means. This helps answer the following questions: do we have here a new spectator paradigm in which the artwork is active and no longer simply an object under observation? Can we talk about the ‘gaze’
-
An architectural counterpoint in Universal Everything: Fluid Bodies exhibition Digital Creativity Pub Date : 2019-07-03 Esen Gökçe Özdamar
ABSTRACT This exhibition review focuses on the quest for weaving boundaries between body-form-space-and material relationship using immersive technologies. Emerging as an architectural counterpoint, Universal Everything: Fluid Bodies exhibition held in Borusan Contemporary focuses on how we perceive the motion and form in relation to it, as well as fusing senses of kinaesthetic and synaesthetic through
-
Designing in virtual reality: a comparison of problem-solving styles between desktop and VR environments Digital Creativity Pub Date : 2019-04-03 Yan Jin, Sangwon Lee
ABSTRACT With recent breakthroughs in VR devices, new potential of CAD as a design tool is anticipated. Based on the influence of design tools in ideation, we compared the problem-solving styles of WIMP (Windows, Icons, Menus, Pointer) and VRE (Virtual Reality Environment) for an apartment flat design task. Function-Behaviour-Structure ontology analysis revealed that WIMP was problem-driven with clear
-
Utopian social media Digital Creativity Pub Date : 2019-04-03 Susana Tosca
ABSTRACT Inspired by the work on utopia of Ruth Levitas, and drawing on narrative inquiry and arts-based research methods, this paper presents the result of a series of social media utopia-making workshops where regular users of social media were invited to discuss the things that bother them and propose alternatives to the visions of control and manipulation that fill our reality and the research
-
Time and freestyle piling: a subjective approach to 3D printing Digital Creativity Pub Date : 2019-04-03 Zach Cohen
ABSTRACT This paper considers the influence of 3D printers on the temporality and subjectivity of making by looking at current 3D printing processes through the concept of ‘duration’ that was theorized by the philosopher Henri Bergson. The discussion is contextualized within technological developments at the turn of the twentieth century—specifically, European railways—that changed our perception of
-
Synaesthesia and cycling data art: towards cross-modal representations of self-tacking cycling data Digital Creativity Pub Date : 2019-04-03 Shaleph O’Neill
ABSTRACT This paper develops ideas around cycling as art practice. The questions at the heart of it revolve around how new data technologies enable us to represent such experiences as artworks. Recent research in neuroscience has begun to establish the ways in which modes of perception are processed in the brain. Related research suggests that Synaesthesia may be caused by a genetic mutation that results
-
Duration as another measuring device of space: a journey from Naples to Capri Digital Creativity Pub Date : 2019-01-02 Popi Iacovou
ABSTRACT The way architects observe and interpret space influences the way they design. A conscious practice of observation of space through movement aims at extending the understanding of space from static and singular to transitory and temporal. Through the use of the moving image space can be captured in time, enabling the documentation of its lived experience and addressing qualities of subjectivity
-
Compositional strategies with generative scores Digital Creativity Pub Date : 2019-01-02 David Kim-Boyle
ABSTRACT Generative processes have found broad application in the design of innovative musical forms but it is only comparatively recently through the affordances of modern digital technologies that composers have been able to explore integrating such processes in the real-time creation of musical scores. This paper explores some of these affordances as well as a variety of approaches to some of the
-
Dialogic weaving: a favorable tension between design and craft Digital Creativity Pub Date : 2019-01-02 Can Altay, Gizem Öz
ABSTRACT Focusing on a process where a designer embeds herself in craftspeople’s workshops with the intention of ‘learning from inside’ and ‘making together’; this paper proposes pathways for considering collaboration between designers and craftspeople via digital fabrication and weaving. The tension of forces that make weaving possible, act as an analogy for this collaboration as well as providing
-
Quantifying co-creative writing experiences Digital Creativity Pub Date : 2019-01-02 Anna Kantosalo, Sirpa Riihiaho
ABSTRACT Collaboration with artificial intelligence (AI) is a growing trend even in the field of creativity. This paper examines which quantitative metrics can be used to comparatively analyse human-computer co-creativity with children. To study this question, 24 schoolchildren of age 10–11 wrote a poem with three co-creative poetry writing processes: a human-computer, a human-human, and a human-human-computer
-
‘I have a different kind of brain’—a script-centric approach to interactive narratives in games Digital Creativity Pub Date : 2019-01-02 Henrik Engström
ABSTRACT In a computer game narrative, a user influences the ordering of events. To model this behaviour, game designers and writers need to use some kind of programming primitives. A computer game script will hence differ from, for instance, a movie screenplay in that traditional dialogue text is complemented with some textual or visual logic formalism. Not all groups involved in production of a game
-
Visualizing style differences through 3D animation Digital Creativity Pub Date : 2018-10-02 Sawitree Wisetchat, Kent A. Stevens
ABSTRACT Style is a ubiquitous aspect of the design of both graphical and physical objects, usually more readily demonstrated by presenting an example of the style than by describing the style in words. What constitutes a specific style is often implicit and indicated by a reference example. The explicit description of such styles, e.g., to define a given style, usually involves static illustrations
-
Light Harvest: an interactive sculptural installation based on folding and mapping proteins Digital Creativity Pub Date : 2018-10-02 Jiangmei Wu, Susanne Ressl, Kyle Overton
ABSTRACT Light Harvest is an interactive sculptural installation that explores a protein called Light-Harvesting Complex II (LHCII) in the realm of materials, digital fabrication, projection mapping and interaction design. This article gives an account of the making of Light Harvest, a collaboration between an artist/designer, a structural biologist, and an interaction design technologist. The artistic
-
Art Space: CAS50 Digital Creativity Pub Date : 2018-10-02 Sue Gollifer, Andy Lomas, William Latham, Stephen Scrivener, Sean Clark, Daniel Brown
The Computer Arts Society (CAS) was established in the UK in 1968 by George Mallen, Alan Sutcliffe and John Lansdown and pioneered the development of computer arts in the UK and worldwide. CAS was founded to encourage the creative use of computers and to allow the exchange of information in this area. It was recognized that this was an area where there had been increasing activity, but with little
-
Gestural systems for the voice: performance approaches and repertoire Digital Creativity Pub Date : 2018-10-02 Mary Mainsbridge
ABSTRACT Singing, like dance, emerges directly from the body. The voice, in combination with whole body movement, constitutes a potent form of self-expression. Gestural systems offer a specialized context in which to explore the intersection between voice and movement. The practice-based investigation presented in this article charts the development of an original musical work, Intangible Spaces, which
-
Cognitive evaluation for conceptual design: cognitive role of a 3D sculpture tool in the design thinking process Digital Creativity Pub Date : 2018-09-30 Jeehyun Lee, Jiwon Ahn, Jieun Kim, Jeong Min Kho, Hyo Yon Paik
ABSTRACT This study focuses on the decisive role played by the digital design environment in the cognitive design process and design thinking. To analyse the cognitive role of digital design tools, we carried out a protocol analysis of conventional design sketching and a 3D sculpture tool. Cognitive evaluation was a differentiating factor when considering the contextual role of the 3D sculpture tool
-
Making art from self-tracking cycling data Digital Creativity Pub Date : 2018-09-06 Shaleph J. O’Neill
ABSTRACT This paper describes a collection of data-driven aesthetic explorations that investigate the concept of ‘cycling as art practice’ made possible through the use of self-tracking tools while journeying by bicycle into the landscape. The explorations draw upon the philosophy of the ‘Walking Artists’ and the concept of ‘the dematerialization of the art object’ as counterpoints to the Quantified
-
Digital heritage interpretation: a conceptual framework Digital Creativity Pub Date : 2018-07-03 Hafizur Rahaman
ABSTRACT ‘Heritage Interpretation’ has always been considered as an effective learning, communication and management tool that increases visitors’ awareness of and empathy to heritage sites or artefacts. Yet the definition of ‘digital heritage interpretation’ is still wide and so far, no significant method and objective are evident within the domain of ‘digital heritage’ theory and discourse. Considering
Contents have been reproduced by permission of the publishers.