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72 research outputs found
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Phytograms: Rebuilding Human–Plant Affiliations
This article proposes the phytogram, an image made by using the internal chemistry of plants in conjunction with photographic emulsion. First, a theoretical framework is set out, drawing inspiration from structural/materialist film theory, biosemiotics and perspectivism. The notion of plant sensations/perceptions is questioned, developing the real possibility of human–plant communication. Subsequently, a summary of the materials and methods involved in making phytograms is included in order to show how an inter-dependency of technological and natural elements can lead to evocative results and spontaneous animation. Instead of bringing inert matter to life, the image moves by itself. This practice can bring people together, sharing knowledge about their environment while enjoying the cohesion of a wider community and history of people and plants. Making such an extended community visible is significant with regard to a heightened awareness of the natural environment. Instead of preaching ecological propriety and austere behaviour, phytography offers a positive and fulfilling engagement with our living environment
Inhabiting the Instrument
This study presents an ecosystemic approach to music interaction, through the practice-based development of a mixed reality installation artwork. It fuses a generative, immersive audio composition with augmented reality visualisation, within an architectural space as part of a blended experience. Participants are encouraged to explore and interact with this combination of elements through physical engagement, to then develop an understanding of how the blending of real and virtual space occurs as the installation unfolds. The sonic layer forms a link between the two, as a three-dimensional sound composition. Connections in the system allow for multiple streams of data to run between the layers, which are used for the real-time modulation of parameters. These feedback mechanisms form a complete loop between the participant in real space, soundscape, and mixed reality visualisation, providing a participant mediated experience that exists somewhere between creator and observer
Data Walking
Data Walking is an ongoing research project exploring the potential of walking to gather data on the urban environment and then through multiple walks and visualisations build a rich picture of that area, acknowledging the plural understandings and experiences of the urban environment.
The project examines technology and tools for creative data gathering and experimenting with data visualisation, gain insight, and share knowledge, supporting civic participation and enquiry. Data Walking is a participatory and collaborative project, working with participants on walks and through creating visualisations, the project aims to engage participants on issues relevant to our communities, and empower those communities with new skills and tools to create new knowledge and new tools.
Data Walking can be conducted anywhere and examines the local while being global in reach through sharing practices and data across the internet
Designing an augmented reality exhibition: Leonardo's Impossible Machines
This paper discusses the origins, development and results of the animated and augmented reality aspects of the exhibition ‘Leonardo’s Impossible Machines’ that was developed at Ravensbourne University London and Birkbeck, University of London, with support from the Museo Galileo. The exhibition included novel reconstructions and visualisations of Leonardo’s perpetual motion machines from the Codex Forster, and the process is explained here, along with the challenges of mounting a combined physical and AR show
The Book of Homelessness
The world’s first-ever graphic novel created by people affected by homelessness. Comprised of their drawings, texts, visuals and poems, this book gives ownership and control over who tells the stories of their lives and in what context.
The Book of Homelessness is a stunning anthology of stories and drawings created by people affected by homelessness about their own lives and experiences. It is the first time that a book like this has been published.
The stories contained in the book are personal, emotional, raw and honest. The stories are of pain, of abuse, of dysfunction, of families, of war and of rejection and of misplaced love, of overcoming difficulties and of fighting and succeeding. This is a beautiful book that shows the complexities of homelessness and what causes it and the struggles that people have undertaken to succeed and flourish.
All profits from The Book of Homelessness are shared with its authors and Accumulate so it can continue to provide creative workshops for people who are homeless
Visualizing Impossible Machines Leonardo Da Vinci & Perpetual Motion: A creative solution to celebrate in 2019, the 500 year anniversary of the death of Leonardo Da Vinci
Digital Roadtrips: the shifting landscape of digital art shows
Digital art exhibitions have been held since the early 1960s. Over fifty years, they have stimulated artists using computational media to develop their work. Several key exhibitions helped to define the area of “digital art”, insofar as it exists as a separate area of art practice, and have assisted this developing medium by favouring certain aesthetic and critical preferences. This paper will look at selected exhibitions and prizes, and consider their influence and impact. Key questions include: issues of scale, the perception of digital art, the development of the forms within it and the expectations of artists involved; and promotion of this medium to the general public
Locating Bug IDs and Development Logs in Open Source Software (OSS) projects: An Experience Report
The development logs of software projects, contained in Version Control (VC) systems can be severely incomplete when tracking bugs, especially in open source projects, resulting in a reduced traceability of defects. Other times, such logs can contain bug information that is not available in bug tracking system (BT system) repositories, and vice-versa: if the development logs and bug related-data (i.e., BT system data) were used together, researchers and practitioners often would have a larger set of bug IDs for a software project, and a better picture of a bug life cycle, its evolution and maintenance. Considering a sample of 10 OSS projects and their development logs and BT systems data, the two objectives of this paper are (i) to determine which of the keywords `Fix', `Bug' or the `#' identifier provide better precision; and (ii) to analyse their respective precision and recall at locating the larger amount possible of bug IDs manually. Overall, our results suggest that the use of the `#' identifier in conjunction with the bug ID digits (e.g., #1234) is more precise for locating bugs in development logs, than the use of the `Bug' and `Fix' keywords. Such keywords are indeed present in the development logs, but they are less useful when trying to connect the development actions with the bug traces in software project
Improving Higher Education Quality in Jordan Using Mobile Technologies for Better Socio-economic Diversity Integration of Disadvantaged Groups Using a Mobile Multimedia/Augmented Reality Workflow
The mEQUITY (Project Website, http://mequity.dipseil.net/) project is the European Union funded initiative to create mobile applications that use augmented reality and multimedia assets adapted for educational purposes amongst disadvantaged groups in Jordan including those having difficulty with housing or employment and typically having refugee status related to neighbouring conflict zones of Gaza and Syria. Within these groups, there is also additional focus in helping those with learning difficulties or having disabilities such as deafness, blindness or physical immobility. Development and adaptation of educational digital resources for mobile devices have been initiated within higher education institutions, such as Jordanian Universities, with the aim of improving engagement and retention of learners
Writing for the Cut: Shaping Your Script for Cinema
Editing is what makes a movie a movie. Consulting with master film editors including Walter Murch, Juliette Welfling, Eddie Hamilton, and Anne V. Coates (whose insights and wisdom anchor the book), author Greg Loftin engagingly, smartly details the storytelling nuances and tricks screenwriters can learn from their film-editor peers. Cutting-room veterans have long maintained that visual juxtaposition fuels film storytelling. Over-lapped images spark fresh ideas in the minds of viewers, encouraging them to become active partners in your storytelling and discover your story for themselves.
In later chapters, Writing for the Cut shows how we can bring our stories closer to the screen by writing not only with text but with images and sounds. The screenwriter is taken deep into the edit suite to learn the secrets of the sizzle reel