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1

Rodríguez, Hernández Edwin. "Museo Interactivo, De Arte,ciencia y tecnología para la ciudad de Toluca y su área metropolitana." Tesis de Licenciatura, Universidad Autónoma del Estado de México, 2017. http://hdl.handle.net/20.500.11799/68503.

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Design of an interactive museum of contemporary art, using digital technologies and mechanisms where young people can be promoted and become involved in art and culture for the city of Toluca and its metropolitan area.
Diseño de un museo interactivo de arte contemporáneo, mediante tecnologías digitales y mecanismos donde se logre promover en los jóvenes interés y volverlos participes del arte y la cultura, para la ciudad de Toluca y su área metropolitana.
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2

Mereu, Francesca. "EL VIDEOHOLOGRAMA COMO PRÁCTICA ARTÍSTICA: PROPUESTA EXPERIMENTAL EN LA VISUALIZACIÓN 3D. / VIDEO HOLOGRAM AS AN ARTISTIC PRACTICE: AN EXPERIMENTAL PROPOSAL IN 3D VISUALIZATION." Doctoral thesis, Universitat Politècnica de València, 2012. http://hdl.handle.net/10251/15186.

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Este tipo de investigación forma parte de un estudio sobre la imagen holográfica y su principio óptico, indagando sus características estéticas y las distintas aplicaciones de este tipo de imagen en el lenguaje artístico, medios audiovisuales y cinematográficos, para encontrar una forma experimental de su utilización en el arte interactivo y performativo. A partir del siglo XXI se han desarrollado muchas formas de videos pseudo holográficos, mediante diferentes técnicas y aparatos. Con este estudio se pretende investigar sobre las últimas técnicas audiovisuales y los últimos dispositivos de visualización tridimensional, utilizados por muchos medios masivos, desde la publicidad hasta la moda, para llegar a desarrollar una propuesta artística a la cual daremos la definición de video holograma, considerándola como un híbrido audiovisual que utiliza el medio del video y la estética de la imagen holográfica. La práctica del video holograma nos permite jugar con la percepción visual del espectador y en cierto modo lograr un tipo de inmersión en otra realidad sin necesidad de aparatos externos para amplificar los sentidos. Este tipo de experimentos nos conduce a estudiar campos más vastos de percepción hasta la espacial y la sinestésica. Es por ello que la investigación tiene como objetivo principal la realización de una base teóricopráctica que explique y sistematice este empleo del recurso del video holograma, en las diferentes aplicaciones contemplando todos aquellos aspectos, características y elementos que lo componen. Por tanto examinar las tecnologías actuales y su eficacia como herramientas para la creación artística tanto a nivel de representación como en cuanto a la activación de prácticas interactivas en espacios híbridos. Movidos por el interés de mostrar la evolución que ha supuesto otras técnicas anteriores que han posibilitado la creación de esta nueva (el video holograma), partimos de que las técnicas pseudo holográficas, crean una forma diferente y propia
Mereu, F. (2012). EL VIDEOHOLOGRAMA COMO PRÁCTICA ARTÍSTICA: PROPUESTA EXPERIMENTAL EN LA VISUALIZACIÓN 3D. / VIDEO HOLOGRAM AS AN ARTISTIC PRACTICE: AN EXPERIMENTAL PROPOSAL IN 3D VISUALIZATION [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/15186
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3

Vidal, Morata Laia. "La automatización de estrategias transmedia. Una herramienta de comunicación para el discurso de la obra de arte contemporáneo a partir de lo interactivo." Doctoral thesis, Universitat Ramon Llull, 2021. http://hdl.handle.net/10803/672077.

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Amb l'arribada de l'art modern, la definició d'art va haver de modificar-se i, per tant, la manera de comunicar-ho, dins i fora dels espais expositius, també. La present recerca indaga en el concepte d'art per a comprendre les variants en els seus discursos i, així, poder oferir una optimització en el procés comunicatiu. Partint de les Narratives Transmèdia com a eina principal per a comunicar l'obra d'art i basant-se en els diferents nivells d'interactivitat que poden oferir cadascuna de les formes d'expressió narrativa que s'utilitzen tant dins com fora de sala a cadascuna de les narratives transmèdia. Amb això, aquesta recerca ofereix una metodologia per a generar planificacions de narratives transmèdia (o comissariats transmèdia), a partir de cada obra d'art, i ofereix una arquitectura de la informació mitjançant la qual poder automatitzar aquest procés. Un camí per dintre de les narratives transmèdia, les noves tecnologies i els interactius, que s'aproximen a una millor comunicació en l'art contemporani.
Con la llegada del arte moderno, la definición de arte tuvo que modificarse y, por lo tanto, la manera de comunicarlo, dentro y fuera de los espacios expositivos, también. La presente investigación indaga en el concepto de arte para comprender las variantes en sus discursos y, así, poder ofrecer una optimización en el proceso comunicativo. Partiendo de las Narrativas Transmedia como herramienta principal para comunicar la obra de arte y basándose en los diferentes niveles de interactividad que pueden ofrecer cada una de las formas de expresión narrativa que se utilizan tanto dentro como fuera de sala en cada una de las narrativas transmedia. Con ello, esta investigación ofrece una metodología para generar planificaciones de narrativas transmedia (o comisariados transmedia), a partir de cada obra de arte, y ofrece una arquitectura de la información mediante la cual poder automatizar este proceso. Un camino por medio de las narrativas transmedia, las nuevas tecnologías y los interactivos, que se aproximan a una mejor comunicación en el arte contemporáneo.
With the arrival of modern art, the definition of art had to be modified and, therefore, the way of communicating it as well (both inside and outside the exhibition spaces). This research investigates the concept of art to understand the variants in their discourses and, in this way, be able to offer an optimization of the communicative process. We use transmedia storytelling as the main tool to communicate the artwork. It focuses on the different levels of interactivity of each of the Narrative Expression’s Form. From that, this research offers a methodology to generate transmedia storytelling plans (or transmedia curation), to each artwork, and it develops an information architecture to automate this process. A walk through transmedia storytelling, new technologies and interactives, which are closer to better communication in contemporary art.
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4

La, Cruz Marín Enrique Fernando. "Espacio 02. Arte participativo, nuevas configuraciones del espacio público en el Centro Histórico de Lima." Master's thesis, Pontificia Universidad Católica del Perú, 2019. http://hdl.handle.net/20.500.12404/15404.

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El difícil contexto local para las prácticas artísticas contemporáneas —desde una perspectiva política, institucional, económica— ha promovido un fuerte proceso en el desarrollo de estas desde espacios culturales de autogestión. Espacio_02, laboratorio y residencia artística, se presenta dentro de un formato atípico de cooperación cultural entre una entidad gubernamental y una asociación cultural independiente para generar importantes contribuciones en el campo de la performance y el arte participativo. Esta nueva configuración de las políticas culturales dentro de un plan gubernamental municipal hacia proyectos artísticos contemporáneos en el Perú fue posible a través del trabajo conjunto entre la Municipalidad Metropolitana de Lima, artistas y ciudadanos. Esta tesis analiza tres ejes claves fuertemente presentes dentro de este proyecto: el sentido de comunidad, el espacio público y sus tensiones institucionales y la educación en democracia. Espacio_02 formó a un grupo de artistas interdisciplinarios que en la actualidad trabaja activamente en diversos proyectos de arte contemporáneo y prácticas ciudadanas. La residencia implementó una metodología para estudiar — desde el arte— los espacios de la ciudad, los edificios patrimoniales y el vínculo de estos con los vecinos y la comunidad en el Centro Histórico de Lima. Sostengo que este programa se constituye como una herramienta pedagógica de performance relacionada al empoderamiento ciudadano. Gracias a estas prácticas es posible propiciar el rol de “ciudadano-como-artesano” (Sennett 2006), es decir, un sujeto cuestionador de su entorno y de los procesos simbólicos que lo conforman para tomar acción sobre ellos. Desde esta perspectiva, el arte contemporáneo sirve como instrumento de reflexión propiciando sujetos creativos capaces de generar una emancipación intelectual (Rancière 2007).
Tesis
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5

LEDUC, YVES. "La escultura sonora como objeto y cuerpo sónico: Propuestas creativas dentro del "Groupe de Recherche en Sculpture et Art Sonore" -GReSAS- Quebec, 2005-2011." Doctoral thesis, Universitat Politècnica de València, 2015. http://hdl.handle.net/10251/58772.

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[EN] Sound sculpture as object and sonic body: Creatives propositions from the "Groupe de Recherche en Sculpture et Art Sonore" -GReSAS- Quebec, 2005 - 2011 The subject of this investigation is to deepen our understanding of the analogic equivalence between a sculptural object and sound phenomena in order to comprehend the sculptural and sonic event as a hybrid visual art phenomena, at once spatial and time based art, and in which measure the concept of sonic body integrates into this new dynamic environment. This thesis is built in three chapters: The first chapter traces the evolution of sound sculpture toward installations and sound environments. Chapter two focuses on contaminations of sculptural phenomena by disciplines foreign to the spatial arts, specifically from theater and time based art. The final chapter underscores other significant influences which have tranformed the way of producing sculpture as well as sonic sculptural events collectively, through interactive and participatory strategies. Parallel investigations analize the experimental practices of the 'Groupe de Recherche en Sculpture et Art Sonore' (GReSAS) from Quebec between 2005 and 2011. The general motivation for this research responds to two preoccupations: The way in which one makes sculpture today, and how the contemporary artistic evento generates sense. With these points of departure, the chosen methodology favors an analogous analysis anchored in concret phenomena in order to grasp the theoretical and practical aspects of our general objetive and, simultaneously, allows the development of an experimental framework for open, creative and collective production. Three essential objectives of the present thesis are, first of all, to analyze sculpture as sound object in its various manifestations by interesting ourselves in the practical articulation of this movement of sculpture towards a sound object during the XXth century which will allow us to understand the context in which a sound object may attain the possibility of being art. Two, to further comprehend the expansion of sound sculpture towards a sonic body and its possible expressions by examining the evolution of the sculptural field, the manifestations and events where a sound component is imperative and essential to the work. Although, far from a complete inventory of the phenomenon, we have underlined works which are indicative of possible sonic bodies to better understand the binomial space - time, of the inalienable nature of both terms as they are anchored in materiality. Three, to demonstrate that a work may be dependent on its three-dimensional form and on its sound consequences because without these two components there would be no such work of art. Simultaneously, in accordance with our methodology, we apply in a creative way the double conception refered to in the previous points through collective projects realized by the GReSAS from Quebec (since its foundation in 2005 until 2011) to further understand the multiple transformations of the sculptural object toward a sound object and a possible sonic body. The results obtained demonstrate that the concept of a minimum of image is essential to the ontological condition necessary for the sculptural to appear concretely. The expansion of this 'povera' concept into the theatrical leads us to affirm a second ontological condition, that of a minimum of theatricality in action art events and art performance. Equally significant in an open search for meaning is the deleuzian concept of 'mot-valise', when applied to action and art performance, sheading light on a new unicity in art actions and daily life media. Experimentation situates the sonic body in actuality and facilitates a new understanding of this vibrant body.
[ES] El propósito de esta investigación ha sido indagar en la equivalencia analógica entre el objeto escultórico y el fenómeno sonoro para poder acceder a un entendimiento global del evento escultórico-sonoro como fenómeno híbrido de arte visual, a la vez que del espacio y del tiempo, y también en qué medida el concepto de cuerpo sónico se integra en este nuevo y cambiante entorno dinámico. Esta tesis ha sido estructurada en tres capítulos: El primero se centra en la evolución de la escultura sonora hacia las diversas formas de producir instalaciones y entornos sonoros. El segundo capítulo está enfocado en las peculiaridades de las distintas contaminaciones que sufre el fenómeno escultórico por el uso de disciplinas ajenas a las artes del espacio, es decir desde las artes del tiempo y del espectáculo. El tercer y último capítulo investiga otras muchas influencias significantes que han transformado la manera de producir tanto la escultura como los eventos escultórico-sonoros producidos colectivamente, tanto interactivos como participativos. En paralelo, asimismo hemos analizado las prácticas experimentales llevadas a cabo por el 'Groupe de Recherche en Sculpture et Art Sonore' (GReSAS) de Quebec entre 2005 y 2011. La motivación general de la presente investigación responde a dos inquietudes actuales, a saber, la manera de hacer escultura, hoy en día, y cómo el evento artístico contemporáneo genera sentido. Con estos puntos de partida, la metodología elegida favorece un análisis analógico anclado en fenómenos concretos para profundizar en los aspectos teóricos y prácticos del objetivo general que, en paralelo, nos permite desarrollar un protocolo de creación experimental abierto y colectivo. Destacaremos, no obstante, tres objetivos primordiales. Uno: analizamos la escultura como objeto sonoro en sus diferentes manifestaciones, interesándonos sobre todo por la articulación práctica de este movimiento en particular de la escultura hacia un objeto sonoro a lo largo del siglo XX, que nos llevará a saber cuál es el contexto donde un objeto sonoro alcanza la posibilidad de ser arte. Dos: profundizamos en la expansión de la escultura sonora hacia un cuerpo sónico y, también, sus posibles expresiones examinando la evolución del campo escultórico hacia manifestaciones y eventos donde una componente sonora se impone en la esencia de la obra; aunque, lejos de intentar elaborar un inventario completo del fenómeno, hemos intentado subrayar aquellas obras que nos han servido para ejemplificar algunos fenómenos indicativos de ser posibles cuerpos sónicos y hemos tratado de llegar a una comprensión del binomio espacio-tiempo, incidiendo -asimismo- en la indisolubilidad de ambos términos, pues los dos están anclados en lo matérico. Y tres, demostramos que una obra es dependiente tanto de su forma tridimensional como de sus consecuencias sonoras, puesto que sin la una y sin la otra no habría obra de arte, y al mismo tiempo y siguiendo con el objeto de estudio, hemos aplicado de manera creativa la doble concepción a que hacíamos referencia en los puntos anteriores por medio de los proyectos realizados por el GReSAS (desde su creación en 2005 hasta 2011), indagando en las múltiples transformaciones posibles del objeto escultórico como objeto sonoro y como cuerpo sónico a la vez en los proyectos colectivos llevados a cabo por el GReSAS de Quebec. Los resultados obtenidos demuestran que el concepto mínimo de imagen es imprescindible a la condición ontológica escultórica de aparecer en concreto, con la expansión de este concepto 'poverista' hacia un mínimo de teatralización en cuanto se refiere al evento artístico. Igualmente útil, es la aportación del concepto deleuziano de 'mot-valise' que, cuando es aplicado al arte de acción o a una performance de arte, nos permite vislumbrar una nueva unicidad en la actuación artística y en el acto vivencial. La experimentación sitúa el cuerp
[CAT] El propòsit d'aquesta investigació ha estat aprofundir en l'equivalència analògica entre l'objecte escultòric i el fenomen sonor per tal de poder accedir a un enteniment global de l'event escultòric-sonor com a fenomen híbrid d'art visual, a la vegada que de l'espai i del temps, i també en quina mesura el concepte de cos sònic s'integra en este nou i canviant entorn dinàmic. Esta tesis s'ha estructurat en tres capítols: El primer se centra en l'evolució de l'escultura sonora cap a les diverses formes de produir instal·lacions i entorns sonors. El segon capítol està enfocat en las peculiaritats de las distintes contaminacions que sofreix el fenomen escultòric per l'ús de disciplines alienes a les arts de l'espai, es a dir des de les arts del temps i de l'espectacle. El tercer i últim capítol investiga altres moltes influències significants que han transformat la manera de produir tant l'escultura com els esdeveniments escultòric-sonors produïts col·lectivament, tant interactius com participatius. En paral·lel, així mateix hem analitzat les pràctiques experimentals fetes pel 'Groupe de Recherche en Sculpture et Art Sonore' (GReSAS) de Quebec entre 2005 y 2011. Aleshores, la motivació general de la present investigació respon a dues inquietuds actuals, a saber, la manera de fer escultura, avui en dia, i com l'esdeveniment artístic contemporani genera sentit. Amb aquests punts de partida, la metodologia elegida afavoreix un anàlisi analògic ancorat en fenòmens concrets per tal d'aprofundir en els aspectes teòrics i pràctics de l'objectiu general que, en paral·lel, ens permet desenrotllar un protocol de creació experimental obert i col·lectiu. Destacarem, no obstant, tres objectius primordials. Un: analitzem l'escultura com a objecte sonor en les seues diferents manifestacions, interessant-nos sobre tot per l'articulació pràctica d'aquest moviment en particular de l'escultura cap a un objecte sonor al llarg del tumultuós segle XX, que ens portarà a saber quin és el context on un objecte sonor abasta la possibilitat d'ésser art. Dos: aprofundim en l'expansió de l'escultura sonora cap a un cos sònic i, també, les seues possibles expressions examinant l'evolució del camp escultòric cap a manifestacions i esdeveniments on una component sonora s'imposa en l'essència de l'obra; encara que, lluny d'intentar elaborar un inventari complet del fenomen, hem intentat subratllar aquelles obres que ens han servit per a exemplificar alguns fenòmens indicatius de ser possibles cossos sònics i hem tractat d'arribar a una compren-sió del binomi espai-temps, tot i incidint en la indissolubilitat d'ambdós termes, puix els dos estan ancorats en allò matèric. I tres, demostrem que una obra és depenent tant de la seua forma tridimensional com de les seues conseqüències sonores, per tal com sense l'una i sense l'altra no hi hauria obra d'art, i al mateix temps i seguint amb l'objecte d'estudi, hem aplicat de manera creativa la doble concepció a la qual fèiem referència als punts anteriors mitjançant els projectes realitzats pel GReSAS (des de la seua creació al 2005 i fins 2011), indagant les múltiples transformacions possibles de l'objecte escultòric com a objecte sonor i com cos sònic a la vegada dins els projectes col·lectius portats a cap pel GReSAS de Quebec. Els resultats obtinguts demostren que el concepte de mínim d'imatge és imprescindible a la condició ontològica escultòrica de aparèixer en concret, amb l'expansió d'este concepte 'poverista' cap a un mínim de teatralització en quant es refereix a l'esde-veniment artístic. Igualment útil en una recerca de sentit obert és el concepte deleuzià de 'mot-valise' que, quan es aplicat a l'art d'acció o a una performance d'art, ens permet entreveure una nova unicitat en l'actuació artística i en l'acte vivencial. L'experimentació situa el cos sònic actual i facilita un nou enteniment d'ell mateix.
Leduc, Y. (2015). La escultura sonora como objeto y cuerpo sónico: Propuestas creativas dentro del "Groupe de Recherche en Sculpture et Art Sonore" -GReSAS- Quebec, 2005-2011 [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/58772
TESIS
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Sanz, Kirbis David. "Aplicación de las técnicas de visión artificial como herramientas de expresión audiovisual en el campo del cine interactivo." Doctoral thesis, Universitat Politècnica de València, 2014. http://hdl.handle.net/10251/36531.

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En este estudio práctico sobre nuevas estrategias de lenguaje audiovisual se utilizan sistemas innovadores de hardware y software de visión artificial a la hora de buscar otras aplicaciones artísticas de los recursos cinematográficos tanto en la adquisición (encuadre, movimientos, fuera de campo, etc.) como en el montaje (fundidos, cortes, elipsis, metáforas, etc.). La hipótesis que aquí se propone es que las herramientas y técnicas de visión artificial pueden ser utilizadas para generar nuevos lenguajes audiovisuales en el campo del cine interactivo. Para demostrar esta hipótesis se siguen una serie de pasos consecutivos que han permitido llevar una investigación progresiva sobre la base de un estudio de referentes artísticos. A partir de este estudio se han sintetizado una serie de conceptos clave identificados tanto en las obras artísticas como en los debates críticos referenciados. Con estos conceptos como guía se han elaborado una serie de estudios experimentales previos al desarrollo de los prototipos que finalmente componen el sistema completo expuesto al público tras ser finalizado. Tanto de las pruebas de campo de los estudios experimentales como de la exposición del prototipo final se extrajeron una serie de conclusiones a modo de evaluación de los resultados globales del estudio. Finalmente, a partir de estas conclusiones se han perfilado posibles líneas futuras de investigación. Como resultado, por una parte se han obtenido relaciones entre sonido e imagen que son singulares en el empleo de recursos como el ritmo de cambio de plano, la interdependencia sonido-imagen o el tipo de sincronía sonido-imagen en comparación con los audiovisuales desarrollados habitualmente por otros medios en contextos similares; por otra parte se ha demostrado, por medio de una serie de experimentos de campo, que depositar parcialmente la responsabilidad creativa de audiovisuales en un dispositivo automático puede proporcionar nuevas experiencias estéticas al espectador.
Sanz Kirbis, D. (2014). Aplicación de las técnicas de visión artificial como herramientas de expresión audiovisual en el campo del cine interactivo [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/36531
TESIS
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Felip, Miralles Francisco. "La Metáfora Interactiva. Arquitectura funcional y cognitiva del interface." Doctoral thesis, Universitat Politècnica de València, 2008. http://hdl.handle.net/10251/2183.

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La presente investigación se enmarca en un momento en el que el surgimiento de nuevos formatos en Tecnologías de la Comunicación define un escenario inédito en las prácticas sociales, culturales y artísticas. El acceso y gestión de la información quedan hoy definidos por una marcada interconexión, posibilitadora de un flujo dinámico de datos omnidireccional que contribuye a la gestación de una arquitectura social y cultural con trazas de globalidad. El interface electrónico, cuyas bases formales y funcionales quedan establecidas desde la labor interdisciplinar de informáticos, artistas y diseñadores, queda definido como un lenguaje en tanto que establece un diálogo entre el usuario y la máquina, haciendo uso de los recursos que le son propios con el fin de garantizar una eficacia comunicativa, y quedando condicionado desde su práctica individual y social por cambios diacrónicos de operatividad. Desde la colonización de las esferas actuales de la comunicación por parte de la imagen, y la estrecha vinculación de ésta con el lenguaje, es posible establecer un campo de estudio de naturaleza visual dentro del interface electrónico, donde la metáfora gráfica juega un papel esencial como vehículo en la asociación de ideas y directamente implicada en la optimización de las posibilidades de estos interfaces. El propósito de la investigación es establecer un marco desde el que estudiar la viabilidad de la hipótesis inicial, que defiende el uso de la metáfora aplicada al interface electrónico como vehículo necesario para el establecimiento de unos flujos cognitivos más eficaces que revierten en una mejor comprensión de la funcionalidad interactiva practicada en el sistema y posibilitan un diálogo más dinámico con la información. A tal fin se ha estructurado el trabajo en dos partes relacionadas: La primera parte establece un marco eminentemente teórico desde el que se aborda la revisión de los conceptos de lenguaje, imagen e icono, desde los cuales estudiamos la arquitect
Felip Miralles, F. (2008). La Metáfora Interactiva. Arquitectura funcional y cognitiva del interface [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/2183
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Scarani, Stefano. "Interactividad como extensión del individuo a través de la creación de Homeostasis: Instalación interactiva para dos corazones y manos." Doctoral thesis, Universitat Politècnica de València, 2017. http://hdl.handle.net/10251/77145.

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The main object of this thesis is the proposal, development and verification of hypothetical relationships that are established from the creation of an interactive installation between its components, be they the public, the device and the interaction between these components and their particularities in the relational behavior created in the interactivity environment. This research aims to compare the theoretical aspects with the practical experience in attempting to define the framework in which the performative project develops. In this theoretical framework we highlight certain aspects of particular relevance, related to the different types of relationships that are established between individual, device and community. These aspects constitute, at the same time, the theoretical framework and guidelines that structure the performative project, consisting of the creation of the interactive installation Homeostasis. The practical realization of an interactive work as a central element in the development of the research, links the conclusions of the investigation to the specific reactions of the public, leading to a forced confrontation of theoretical aspects with practical evidence, thereby maintaining a substantially empirical analysis of the research results.
El objeto fundamental de esta tesis consiste en la propuesta, desarrollo y verificación de las hipotéticas relaciones que se instauran a partir de la creación de una instalación interactiva entre sus elementos integrantes, sean éstos el público, el dispositivo y la interrelación entre estos componentes y sus particularidades en el tejido relacional creado en ámbito de la interactividad. Esta investigación pretende contrastar los aspectos teóricos con la experiencia práctica en el intento de definir el marco teórico en el que el proyecto performativo se desarrolla. En este marco teórico se evidencian determinados aspectos de particular relevancia, vinculados con las diferentes tipologías de relaciones que se instauran entre individuo, dispositivo y colectividad. Estos aspectos constituyen al mismo tiempo el marco teórico y las líneas guía que estructuran el proyecto performativo, constituido por la creación de la obra interactiva Homeostasis. La realización práctica de una obra interactiva como elemento central en el desarrollo de la investigación, vincula las conclusiones del trabajo a las reacciones concretas del público, conduciendo a una confrontación obligada de los aspectos teóricos con las evidencias prácticas, manteniendo de esta forma un análisis sustancialmente empírico de los resultados de la investigación.
L'objectiu fonamental d'aquesta tesi consisteix en la proposta, desenvolupament i verificació d'hipotètiques relacions que s'instauren a partir de la creació d'una instal.lació interactiva entre els elements que la integren, essent aquests, públic, dispositiu i interrelació entre aquests components i les seues particularitats en la xarxa relacional creada en l'àmbit d'interactivitat. Aquesta investigació pretén contrastar la vessant teòrica amb l'experiència pràctica en l'intent de definir el marc teòric amb el qual el projecte performatiu es desenvolupa. En aquest marc teòric s'evidencien alguns aspectes d'especial rellevància, vinculats amb diferents tipologies de relacions que s'instauren entre individu, dispositiu i colectivitat. Aquests aspectes constitueixen al mateix temps el marc teòric i les línies directrius que estructuren el projecte performatiu, constituït per la creació de l'obra interactiva Homeostasis. La realització pràctica d'una obra interactiva com element central en el desenvolupament de la investigació, vincula les conclusions del treball a les reaccions concretes del públic, conduint a una confrontació obligada de l'aspecte teòric amb les evidències pràctiques, mantenint d'aquesta manera una anàlisi sustancialment empíric dels resultats de la investigació.
Scarani, S. (2016). Interactividad como extensión del individuo a través de la creación de Homeostasis: Instalación interactiva para dos corazones y manos [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/77145
TESIS
Premiado
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9

Alves, Sónia Maria de Jesus Domingos. "Arte interactiva figuras práticas e discursos." Master's thesis, Faculdade de Ciências Sociais e Humanas, Universidade Nova de Lisboa, 2010. http://hdl.handle.net/10362/5501.

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Dissertação apresentada para cumprimento dos requisitos necessários à obtenção do grau de Mestre em Cultura Contemporânea e Novas Tecnologias
Este trabalho de investigação reflecte sobre questões fundamentais e centrais da arte interactiva considerando as tecnologias da comunicação e dos media; sobre os discursos que se centram na construção e definição de uma tipologia desta forma artística; e sobre um exemplo prático, ou seja, uma figura principal da arte interactiva: Jeffrey Shaw. A pesquisa para esta dissertação centra-se nas alterações da experiência do sujeito no contexto do desenvolvimento das práticas de comunicação e de media, em fermentação desde o início da modernidade e com implicações fundamentais no aparelho perceptivo e na experiência. Estas alterações prolongaram-se pelo século XX, sendo constantemente actualizadas e modificadas e, por isso, também se incluem no programa deste trabalho. Investiga-se assim o lugar do espectador e as suas transformações acompanhadas por uma tendência estruturante da arte para a comunicação a par dos desenvolvimentos técnicos que a influenciaram centrando-a, cada vez mais, num sujeito espectador que se emancipa para se tornar utilizador, ou mesmo pós-espectador. Esta problemática é aprofundada considerando a alteração das técnicas de representação e no aparecer da imagem. O mapeamento dos elementos referidos direcciona-se para uma análise dos discursos da arte interactiva especificando linhagens teóricas, características e classificações instituídas. Constata-se aqui a centralidade do espectador e do processo de mediação que, em conjunto, constroem um terreno de abordagens profícuas e fecundas no esclarecimento da arte interactiva. Neste trabalho, a enunciação referida é ajudada com uma incursão complementar à obra de Jeffrey Shaw, figura fundamental da arte interactiva, suficientemente completa para ser considerada na aplicação dos parâmetros enunciados.
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10

Strindlund, Nathalie. "Exploring relations between Interaction attributes and Pleasures in multisensory interactive art." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23788.

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The interest in designing interactive systems is going beyond their functionality and more towards their aesthetics. Often, research fails to address how qualities of the interaction as a medium can actually create pleasurable experiences. However, it points out the importance of understanding temporal aspects of interactions to understand their aesthetics. The aim for this thesis is to address this by the creation and evaluation of an interactive artwork working as a platform to explore relations between Interaction attributes and Pleasures, as well as how temporal aspects in interactions can affect these Pleasures. This to help interaction designers think more clearly around and make better design choices regarding interactions within interactive systems. The results of this showed that there can be many such relations, but also that they are complex. Additionally, it is discussed that Pleasures might also partly be experienced before or after the interaction with the artwork.
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11

Hudelot, Mok Mi. "Interactivité et Cognition : l'étude de l'expérience interactive en art par une approche de psychologie cognitive." Paris 8, 2008. http://octaviana.fr/document/143288849#?c=0&m=0&s=0&cv=0.

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Notre recherche s'inscrit dans le cadre transdisciplinaire délimité par l'art interactif et la psychologie cognitive. L'art interactif constitue l'objet de notre recherche et nous avons trouvé en la psychologie cognitive la méthodologie qui nous a permis de répondre à notre problématique. La problématique porte sur la "forme" de l'œuvre interactive. Alors même que cette dernière se désigne comme un processus, peut-on parler de "forme", en tant que celle d'un objet d’art ? La méthodologie de recherche a consisté à partir du sens premier du terme "interactivité", pour être conduit vers la psychologie cognitive. Cette discipline nous a apporté les méthodes et les bases théoriques qui nous ont permis d'analyser les œuvres interactives sous l'angle cognitif. Ce travail nous a permis d'aboutir à un modèle d'expérience interactive et à une typologie nouvelle des œuvres interactives
Our research is part transdisciplinary delimited between interactive art and cognitive psychology. The interactive art is the subject of our research and we found in cognitive psychology the methodology that has allowed us to respond to our problems. The problem relates to the "form" of the interactive work. While the latter refers to as a process, can we speak of "form", as that of an art object? The research methodology has been to consider the meaning of the word "interactive", to be driven to cognitive psychology. This discipline has given us the methods and theoretical foundations that have allowed us to analyze the interactive works from the angle cognitive. This work has allowed us to achieve a model of interactive experience and a new typology of interactive works
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12

Coelho, Marcelo. "Materials of interaction : responsive materials in the design of transformable interactive surfaces." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/46577.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2008.
Includes bibliographical references (p. 94-99).
Materials that embody computational properties are reshaping the ways in which we design, interact and communicate. This thesis looks at the topic of form transformation and how to bring the programmability and versatility of digital forms into the physical world. The focus is placed on the relationship between materials, form and interaction, in particular how the behavior and properties of shape-changing materials can support the design of transformable interactive surfaces. Three design implementations are presented, each addressing a distinct subject area in the design of form transformation, namely topology, texture and permeability. Surflex is a composite that uses active and passive shape-changing materials to undergo large surface deformations. Sprout I/O implements small shape deformations and co-located input/output at a surface boundary to create a dynamic texture for communication. Shutters uses shape change to regulate a surface's permeability and control environmental exchanges between two distinct spaces. Drawing lessons from these projects, a soft mechanical alphabet and language for form transformation are derived, providing new formal possibilities for enriching human-computer interactions.
Marcelo Coelho.
S.M.
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13

Murat, Mathilde. "Scénographie interactive, interfaces et interférences." Thesis, Toulouse 2, 2014. http://www.theses.fr/2014TOU20013/document.

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La démarche artistique à laquelle se lie ce travail de thèse est le fruit d’interrogations sur ce qui constitue les liens kinesthésiques et perceptuels à l’environnement. Ralliées à ces explorations, les technologies de l’interactivité, issues de la pensée cybernétique et de l’essor de l’informatique, permettent l’instauration de scénographies qui se construisent par interférence avec la corporéité,dans son caractère autopoïétique, au travers des dispositifs d’interfaces. L’interactivité est appréhendéeici dans son volet hypermédia. Cette thèse est l’expression d’un travail de recherches pratiqueset théoriques. Le premier axe de recherche concerne directement les enjeux relationnels entre plasticité etcorporéité. Les premières lignes de notre développement sont consacrées aux modes de relations au sein de la plasticité des installations immersives. Par les scénographies interactives, corps et espace se tissent de façon complexe. Ces scénographies permettent l’apparition de nouveaux possibles kinesthésiques et sensoriels.Le second axe concerne les enjeux d’une spectatorialité spécifique. Par filiation à des démarches antérieures, on identifie un déplacement épistémologique de la notion d’espace qui s’effectue par l’intégration d’espaces computationnels hypermédias à l’espace topologique. Le spectateur devenu interacteur (Couchot, Weisseberg) accède à des conduites auctoriales. Cette idée d’auctorialité n’est-Elle pas à modérer au regard des contraintes exercées par le dispositif ? La dialectiqueentre contrainte et liberté est abordée en termes de territoires d’action programmée en rapport à des territoires d’action individualisée. Les thèses de Steigler permettent de considérer le spectateur comme praticien de l’espace plastique. L’auctorialité spectatorielle fait alors l’objet d’une poïétique de l’empreinte. Le troisième axe est consacré aux enjeux poïétiques (Passseron) des technologies interactives ralliées à une démarche plasticienne. Méta-Outils, l’interactivité et les outils numériques qu’elle sollicite dans la constitution de médias favorisent une nouvelle approche de l’atelier. La multiplicité de compétences que nécessite cette pratique ouvre des considérations poïétiques quant aux pratiquescollectives. L’identification d’une culture propre aux arts numériques comme champ transdisciplinaire souligne l’influence d’un terrain professionnel constitué autour de ces pratiques. La pratique de l’interactivité, par l’expérimentation, se singularise alors au sein d’une démarche de création-Recherche- profession
The present dissertation partakes of an ongoing inquiry into our kinesthetic experience and the influence of the environment on our perceptions. The technologies of interactivity, which stem from cybernetics and from the rise of computer technology, are major tools in this exploration, as they enable the emergence of scenographies whose specificity is the way they integrate corporeality in its autopoieticdimension, by means of the interface-Based devices.This dissertation is the product of research work of a practical and of a theoretical nature. The first part tackles the question of what is at stake, in relationships, between plasticity and corporeality. A few paragraphs are devoted to modes of interaction in the context of immersive plasticity. In interactive scenographies, body and space are complexly interconnected. The scenographies lead to the emergence of new cognitive possibilities, notably at the level of the sensory-Motor perception patterns. They are explored through the practice of installation. The second part focuses on the stakes of a specific spectaroriality. Following previous approaches, we proposeto identify an epistemological shift of the notion of space which occurs with the integration of hypermedia computationalareas into the topological field. Being thus made an interactor, the spectator becomes a potential author. The notion of auctoriality is tempered in the way of constraint caused by the apparatus. By resorting to systemic thought and relying on theanalysis of our productions, we can define the dialectic between constraint and freedom as programmed action fields inrelation with individual action fields. Steigler’s theory enables us to regard the spectator as a practician-Body in the plasticsphere. The third part deals with the poietics of interaction technologies, on which is brought to bear an approach focusingon plasticity. As metatools, the interactivity and the digital tools it requires in the constitution of media promote a new approach to the worshop. The multiplicity of skills this practice involves leads to poietic considerations as regards collective practices.The identification of a culture specific to digital art as a cross-Disciplinary field underlines the influence of a professional field established around these practices. Interactivity practice, by experimentation, stends out in a creation-Research-Profession process
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14

Carvalho, Miguel Alonso Araujo. "Máquinas e emoções na arte /." São Paulo, 2019. http://hdl.handle.net/11449/191058.

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Orientador: Rosangella Leote
Resumo: O presente trabalho se desenvolve na fronteira entre a produção artística, científica e tecnológica. É uma procura da interface humana de significado no ambiente, que culminou na elaboração da exposição “A Senhora do Balé: Ancestralidade Maquínica”, que é a junção de diferentes abordagens para os objetos tecnocientíficos. Este trabalho perpassa questionamentos sobre o que são as máquinas, que se revelam na exposição de obras/máquinas, repleta de um imaginário místico e de ferramentas que formam colagens antropomórficas, em um ambiente artístico imerso em luzes e sombras. Se tem como base teórica: O panorama das máquinas mecânicas feitas por Abbott Payson Usher e o Conceito de Tecnologia de Álvaro Vieira Pinto. A pesquisa de Paula Sibila sobre o Pós-orgânico; os conceitos de Emoção e Consciência de António Damásio e as experimentações das interfaces de comunicação entre humano e robô, de Zaven Paré. Como base de processos de criação, se examina obras de Jean Tinguely, que surgem como caminhos para a estrutura do trabalho. Pretende-se, ainda, que as obras sejam metáforas que operem entre diversos sentidos do interator, estimulando-os, gerando assim, material para o estudo da Emoção como agente direto da cognição. De forma artística, o trabalho “Máquinas e Emoções na Arte”, busca paradoxos em quantificar o qualitativo e qualificar o quantitativo.
Abstract: The present work is developed on the frontier between artistic, scientific and technological production. It is a search for the human interface of meaning in the environment, which culminated in the elaboration of the exhibition “A Senhora do Balé: Ancestralidade Maquínica” that is the junction of different approaches for the technoscientific objects. This work raises questions about what machines are, which are revealed in the exhibition of works / machines, full of a mystical imaginary and tools that form anthropomorphic collages, in an artistic environment immersed in lights and shadows. Its theoretical basis is: The panorama of mechanical machines made by Abbott Payson Usher and the Technology Concept of Álvaro Vieira Pinto. Paula Sibila's research on the Postorganic; the concepts of Emotion and Consciousness of António Damásio and the experiments of the communication interfaces between human and robot, by Zaven Paré. As a basis of creation processes, Jean Tinguely's works are examined, which appear os paths to the work structure. It is also intended that works are metaphors that operate between different senses of the interactor, stimulating them, thus generating material for the study of Emotion as a direct agent of cognition. In an artistic way, the work "Machines and Emotions in Art", seeks paradoxes in quantifying the qualitative and qualifying the quantitative.
Mestre
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15

Vilas, Boas Alexandre Gomes [UNESP]. "Artivismo: Arte + Política + Ativismo: sistemas híbridos em ação." Universidade Estadual Paulista (UNESP), 2015. http://hdl.handle.net/11449/128178.

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Made available in DSpace on 2015-10-06T13:03:43Z (GMT). No. of bitstreams: 0 Previous issue date: 2015-06-17. Added 1 bitstream(s) on 2015-10-06T13:18:07Z : No. of bitstreams: 1 000849699.pdf: 6825760 bytes, checksum: a415df8cb472143cb708a98404db87e2 (MD5)
Esta dissertação apresenta o estudo e a problematização da produção plástica deste artista-pesquisador, oferecendo ao leitor, um fio condutor que percorre o caminho entre as origens e os desdobramentos do que se convencionou chamar de arte ativista, engajada, ou arte política. A reflexão sobre este processo e sua trajetória, são fatores determinantes para entender a configuração de sua poética como a de um artista ativista, evidenciando os aspectos relacionais às questões materiais e processuais. Consideramos neste sentido, a interação entre suas obras anteriores, que transitam entre o universo da arte postal e do livro de artista, até o seu ingresso na academia e a transformação daí ocorrida através da potencialização de sua metodologia de trabalho. A interação proporcionada pela pesquisa modificou a hipótese inicial, a tal ponto, de gerar mudanças significativas na estrutura deste trabalho. A partir das ações vivenciadas, foi possível identificar poéticas que fazem uso de sistemas híbridos de produção. A construção de trabalhos sob estas premissas corroboraram e direcionaram para que tenhamos como perspectiva, o aprofundamento de questões relativas às metodologias colaborativas, onde os problemas relacionados à matéria sugerem procedimentos autônomos e independentes; ora individuais, ora colaborativos; de interação e não lineares; envolvidos por fatores não necessariamente pertencentes ao universo plástico, constituindo-se em processos essencialmente híbridos, múltiplos, tanto sob a ótica do cruzamento de sistemas, quanto da relação de produção material entre diferentes áreas de conhecimento.
This work presents the study and the questioning of plastic production of this artistresearcher, offering the reader, a common thread that runs through the path between the origins and developments of the so-called activist art, engaged, or political art. Reflection on this process and its history, are key factors to understand the configuration of his poetic as that of an activist artist, showing the relational aspects to substantive and procedural issues. We consider in this regard, the interaction between his earlier works, traveling through the world of mail art and the artist book, until his admission to the academy and the transformation that took place there through the enhancement of its working methods. The interaction provided by the research changed the initial hypothesis, to the point of generating significant changes in the structure of this work. From the experienced actions, were identified poetic that make use of hybrid production systems. The construction work under these corroborated and directed premises so that we have as perspective, the deepening of issues related to collaborative methodologies, where problems related to the matter suggest autonomous and independent procedures; sometimes individual, sometimes collaborative; and nonlinear interaction; surrounded by factors not necessarily belonging to the plastic universe, thus becoming essentially hybrid processes, multiple, both from the perspective of systems crossing, as the ratio of production material between different areas of knowledge
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Zechinato, Bianca Panigassi 1990. "Da casa expandida ao deslocamento como instrumento de criação /." São Paulo, 2016. http://hdl.handle.net/11449/143055.

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Orientador: Agnus Valente
Banca: Juliano Casimiro de Camargo Sampaio
Banca: Mirian Celeste Martins
Banca: Pelópidas Cypriano
Resumo: Desenvolvida na área de pesquisa "Processos e Procedimentos Artísticos", esta dissertação é parte do projeto que traz como objeto central de discussão o processo criativo do "Fazer Caminhar", este, consiste na apropriação de um objeto por pessoas, funcionando como disparador de deslocamento. A pesquisa foi sendo permeada pela discussão do lugar, do não lugar, do espaço e da flanerie, estruturando esse trabalho processual, os conceitos compõem uma narrativa ao que acontece no espaço das relações entre as pessoas que desejaram experimentar o "Fazer Caminhar", revelando por um mapeamento final, trechos das experiências que constituem um itinerário incerto, e processos artísticos que trazem o percorrer espaços pelo caminhar e a criação de rede pelo objeto partilhado como prática de construção de mundo pela experiência estética.
Abstract: Developed in the research area "Processes and Artistic Procedures" This work is part of the project that has as its central subject of discussion the creative process of "Make Walking". This project consists in the ownership of an object by persons, which acts as a trigger offset by many paths. In fact, this research was being permeated by the discussion of site, non site, space and flanerie, structuring this process work, the concepts make up a story to what happens in the space of relationships between people who wanted to experience the "Make Walking", revealing in a final mapping, excerpts of experiences which constitute an uncertain journey, and artistic processes that bring go areas by walking and the creation of the network for sharing the object as a practice of recognizing the world for an aesthetic experience.
Mestre
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17

Vilas, Boas Alexandre Gomes 1973. "Artivismo: Arte + Política + Ativismo : sistemas híbridos em ação /." São Paulo, 2015. http://hdl.handle.net/11449/128178.

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Orientador: Agnus Valente
Banca: José Paiani Spaniol
Banca: Antônio Busnardo Filho
Acompanha caixa com folhetos
Resumo: Esta dissertação apresenta o estudo e a problematização da produção plástica deste artista-pesquisador, oferecendo ao leitor, um fio condutor que percorre o caminho entre as origens e os desdobramentos do que se convencionou chamar de arte ativista, engajada, ou arte política. A reflexão sobre este processo e sua trajetória, são fatores determinantes para entender a configuração de sua poética como a de um artista ativista, evidenciando os aspectos relacionais às questões materiais e processuais. Consideramos neste sentido, a interação entre suas obras anteriores, que transitam entre o universo da arte postal e do livro de artista, até o seu ingresso na academia e a transformação daí ocorrida através da potencialização de sua metodologia de trabalho. A interação proporcionada pela pesquisa modificou a hipótese inicial, a tal ponto, de gerar mudanças significativas na estrutura deste trabalho. A partir das ações vivenciadas, foi possível identificar poéticas que fazem uso de sistemas híbridos de produção. A construção de trabalhos sob estas premissas corroboraram e direcionaram para que tenhamos como perspectiva, o aprofundamento de questões relativas às metodologias colaborativas, onde os problemas relacionados à matéria sugerem procedimentos autônomos e independentes; ora individuais, ora colaborativos; de interação e não lineares; envolvidos por fatores não necessariamente pertencentes ao universo plástico, constituindo-se em processos essencialmente híbridos, múltiplos, tanto sob a ótica do cruzamento de sistemas, quanto da relação de produção material entre diferentes áreas de conhecimento.
Abstract: This work presents the study and the questioning of plastic production of this artistresearcher, offering the reader, a common thread that runs through the path between the origins and developments of the so-called activist art, engaged, or political art. Reflection on this process and its history, are key factors to understand the configuration of his poetic as that of an activist artist, showing the relational aspects to substantive and procedural issues. We consider in this regard, the interaction between his earlier works, traveling through the world of mail art and the artist book, until his admission to the academy and the transformation that took place there through the enhancement of its working methods. The interaction provided by the research changed the initial hypothesis, to the point of generating significant changes in the structure of this work. From the experienced actions, were identified poetic that make use of hybrid production systems. The construction work under these corroborated and directed premises so that we have as perspective, the deepening of issues related to collaborative methodologies, where problems related to the matter suggest autonomous and independent procedures; sometimes individual, sometimes collaborative; and nonlinear interaction; surrounded by factors not necessarily belonging to the plastic universe, thus becoming essentially hybrid processes, multiple, both from the perspective of systems crossing, as the ratio of production material between different areas of knowledge
Mestre
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18

Mubarak, Oussama. "Designing and Modeling Collective Co-located Interactions for Art Installations." Thesis, Paris, CNAM, 2018. http://www.theses.fr/2018CNAM1170/document.

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À l'instar d'œuvres telles que Kinoautomat de Radúz Činčera, SAM - Sound Activated Mobile d'Edward Ihnatowicz et Glowflow de Myron Krueger, des artistes ont développé, dès les années 1960, des installations artistiques engageant des situations d'interaction collective co-localisée inédites, c'est-à-dire impliquant plusieurs voire de nombreux spectateurs interagissant dans le même lieu via et avec un dispositif informatique. Le nombre de ces travaux ne cesse d'augmenter depuis le début du 21ème siècle, profitant des nouvelles opportunités offertes par les avancées dans les technologies de vision par ordinateur en temps réel et par l'avènement de l'informatique ubiquitaire marquée par la multiplication et l'interopérabilité des appareils informatiques mobiles. Si les expériences en la matière sont de plus en plus fréquentes, elles n'ont jusqu'à ce jour fait l'objet d'aucune analyse structurée et, encore moins, de propositions d'outils et de méthodes de conception dédiés. Comment, aujourd'hui, concevoir de tels dispositifs artistiques interactifs dont la complexité intrinsèque implique des questions aussi bien de l'ordre technique, social, cognitif qu'esthétique ? Cette thèse met à contribution des travaux antérieurs dans les domaines de l'interaction homme-machine (IHM), du travail coopératif assisté par ordinateur (TCAO) et des arts interactifs dans le but d'accroître notre connaissance quant aux défis auxquels sont confrontés à la fois les artistes et les participants de telles installations et, au-delà, les concepteurs de ces dispositifs en devenir. Un ensemble d'outils et de lignes directrices sont proposés pour la conception de systèmes d'interaction collective co-localisée pour les installations d'art numérique. Est d'abord développé un système de classification centré sur les aspects les plus décisifs permettant l'émergence d'une expérience collective. Deux approches différentes sont ensuite explorées pour trouver les bases d'un langage de modélisation graphique pour l'analyse et la conception de tels dispositifs. S'appuyant sur les réseaux de Petri, la deuxième approche permet de modéliser aussi bien les ressources spatiales et matérielles d'une installation, que les interactions homme-machine, humain(s)-humain(s) et humain(s)-machine(s)-humain(s). Les investigations menées pour cette recherche ont nécessité de mettre un accent particulier sur les conditions - qu'elles soient spatiales, matérielles ou humaines - qui affectent la capacité pour les participants de telles installations de co-construire une expérience esthétique commune en l'absence d'orchestration ou d'un objectif pré-annoncé à atteindre. Si cette approche singulière concerne en premier lieu les arts interactifs, elle peut revêtir également un caractère pertinent pour d'autres communautés de recherche, y compris et en premier lieu, celle de l'IHM, ainsi que celles du TCAO, des Nouvelles interfaces pour l'expression musicale (NIME), du design d'interaction ou encore de la culture, en particulier de la muséographie
With works such as Kinoautomat by Radúz Činčera, SAM - Sound Activated Mobile by Edward Ihnatowicz, and Glowflow by Myron Krueger, artists have deployed, as early as the 1960s, art installations engaging novel situations of collective co-located interaction, i.e involving multiple or even many spectators interacting in the same place via and with a digital apparatus. The number of those works has continued to increase since the beginning of the 21st century, taking advantage of the new opportunities offered by advances in real-time computer vision technologies and the advent of ubiquitous computing marked by the multiplication and interoperability of mobile computing devices. While experiences in this area are more and more frequent, they have not yet been the subject of structured analysis and, even less, of proposals for dedicated tools and design methods. How can we, nowadays, conceive such interactive art installations whose intrinsic complexity involves questions of the technical, social, cognitive and aesthetic order? This dissertation draws on previous work in the fields of human-computer interaction (HCI), computer-supported cooperative work (CSCW), and interactive arts research with the aim of increasing our knowledge of the challenges faced both by art practitioners and participants in such collective interactive installations, and, beyond, the designers of apparatus in a promising future. A set of tools and guidelines are proposed when designing collective co-located interactions for digital art installations. First a classification system is developed centered on the most decisive aspects that allow the emergence of a collective experience. Two distinct approaches are then explored to find the bases of a graphical modeling language for the design and analysis of such apparatus. Build on top of Petri nets, the second approach supports modeling the spatial and material resources of an installation, as well as the human-machine, human-human and human-machine-human interactions. The investigations conducted for this research have required laying particular emphasis on the conditions - whether spatial, material, or human - which affect the ability for participants to co-construct a common aesthetic experience in the absence of orchestration or a preannounced goal to be achieved. While this singular approach primarily concerns interactive arts, it may be relevant to a wide range of research communities, including, and foremost, that of HCI, as well as CSCW, New Interfaces for Musical Expression (NIME), interaction design, and even culture, museography in particular
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Giraldo, Verónica. "Here we are building a museum together: An interactive exhibition." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22327.

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It has been established by several studies that interactive exhibitions in museums bring many benefits to the experience of its visitors. This thesis explores how to make the exhibition Människor och idéer i rörelse (People and Ideas in Motion) interactive. This exhibition took place at the Workroom of Rörelsernas Museum (Museum of Movements) in Malmö. The exhibition was designed so that no one needed to go inside, but rather view and interact with the content of the exhibition from the street, which was displayed on the windows of the Workroom.Through a context-based design approach, the design process consisted of three main phases: inspiration, ideation and implementation. Throughout the design process, it was defined that in order to maintain the distance measures needed, it was adamant to employ technology as a design material. Following a number of testings, the specific technologies that were to be used were defined, namely capacitive sensors. Following this, the project delves into the steps needed in order to define the output of sensors. The final product consisted of four sensors. Two of these were connected to surprise boxes that enhanced the visual content of the exhibition. The other two were connected to a sound system that employed the windows as speakers, providing extra information about the museum and the exhibition.
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20

Miras, José-Louis de. "Entre cinéma et jeu vidéo : la fiction actable : sur les traces d'une forme filmique interactive en devenir." Thesis, Bordeaux 3, 2020. http://www.theses.fr/2020BOR30030.

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Cinéma interactif, film jouable, actable : toutes ces désignations sont le reflet de tentatives visant à définir un cinéma où le spectateur aurait la possibilité d’intervenir sur le déroulement de l’histoire à partir d’alternatives proposées. Un cinéma où le spectateur serait capable de corriger et de modifier le déroulement du récit en fonction de ses choix et des conséquences de ses choix. Depuis son officialisation en 1967, le cinéma interactif n’a cessé de se chercher une forme stable, en épousant respectivement celle du cinéma, celle d’Internet et enfin celle du jeu vidéo où ce dernier semblerait se cristalliser depuis plusieurs années. Le cinéma interactif est en cela, une forme filmique interactive en devenir. Cette thèse propose de partir sur ses traces, d’en délimiter les traits et contours et ainsi mettre en lumière un objet marginal qui témoigne des mutations du champ du cinéma. Il est question d’établir une histoire du cinéma interactif et de comprendre comment ce phénomène complexe, sortant du champ traditionnel des disciplines artistiques, semblerait avoir un rôle à jouer dans la convergence entre le cinéma et le jeu vidéo. Il s’agit également d’étudier comment le récit interactif se déploie et fait participer le spect-acteur, de s’interroger sur sa viabilité dans le contexte actuel autant que sur les conditions qui prévalent à la création de telles œuvres, et enfin, de mettre en avant les enjeux socioculturels de cet objet inscrit dans un paysage artistique où la convergence des médias est devenue chose commune
Interactive cinema, playable movies, interactive movies: all these denominations are the demonstrations of attempts to define a cinema where the spectator would have the possibility to interact with the narration by choosing alternatives. In this kind of cinema, the spectator is able to correct and modify the narration proceeding, because of the consequences of his choices. Since its creation in 1967, interactive cinema has not stopped searching for a stable form to define itself. Throughout the years, it has respectively taken the shape respectively of cinema, Internet and finally video games. This latter seems to have been the more stable form and has been for several years. Interactive cinema is, therefore, a promising interactive filmic form to be. This thesis leads us on its traces, bounding the lines and outlines and so highlights a marginal object which shows the transformations of the field of cinema. By establishing the story of interactive cinema, we will try to understand how this complex phenomenon, which is out of the traditional field of artistic disciplines, could have an effect on the convergence between cinema and video games. It is also question of studying how the interactive narration deploys itself and how it makes the spect-actor participate; to wonder about its viability in this current context, about the creation’s conditions of such works, and finally, to highlights the sociocultural stakes of this object registered in an artistic landscape where convergence media has become a common thing
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Born, Rodrigo Montandon. "A falsa interface de nuvem e sopro : relações e limites do corpo nas intalações interativas e nos objetos interativos." Universidade do Estado de Santa Catarina, 2014. http://tede.udesc.br/handle/handle/707.

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Made available in DSpace on 2016-12-08T16:18:55Z (GMT). No. of bitstreams: 1 120368.pdf: 554052 bytes, checksum: c997a7d766b9d0eb6641d269d514814a (MD5) Previous issue date: 2014-08-04
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Observing the technical structure of interactive installations of artists Edmond Couchot, David Bowen, SCIArts and Gilbertto Prado, among others, this research highlights the ones that specifically used the Breath or the Wind as "false interface" using a Milton Sogabe s term. Starting from the hard concept that body and machine mutually adapt in a complex system of simulations and simulacra artificially constructed, the research also notes the break in the common perception of interactor and the border boundaries between body and machine. As a result, I construct the installation "Cloud and Breath" of my own, which consists in the image of clouds that dissipate when blown through a window by the interactor presently, which is thus incorporated into the installation system.
Observando-se a estrutura técnica das instalações interativas dos artistas Edmond Couchot, David Bowen, SCIarts, e Gilbertto Prado, entre outros, esta pesquisa destaca as que especificamente se utilizaram do Sopro ou do Vento como a falsa interface , usando um termo de Milton Sogabe. Partindo do conceito duro de que corpo e máquina se adaptam mutuamente num sistema complexo de simulações e simulacros construídos artificialmente, a pesquisa observa também a ruptura na percepção comum do interator e os limites fronteiriços entre corpo e máquina. Como resultado, construo a instalação Nuvem e Sopro, de minha autoria, que consiste na imagem de nuvens que se dissipam quando sopradas através de uma janela pelo interator de corpo presente, que é assim incorporado ao sistema da instalação.
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Bergantini, Loren Paneto. "Sinestesia mediada pela tecnologia na arte: a interação entre voz e imagem." Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/27/27159/tde-15052017-153621/.

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Avanços tecnológicos recentes inauguraram novas possibilidades estéticas devido ao potencial de integração de diversos meios, códigos e linguagens. Consequentemente, as tradicionais fronteiras entre as áreas artísticas dissolveram-se e estímulos simultâneos a vários sentidos foram introduzidos. A inclusão do corpo e seus aspectos cognitivos em interação direta com códigos computacionais é fato irreversível na arte contemporânea e seus aspectos e consequências ainda não foram completamente compreendidos. Este trabalho tem como objetivo investigar, sistematizar e utilizar os conhecimentos sobre sinestesia na arte, destacando o caso das obras artísticas interativas que correlacionam voz e imagem. Em função disto, foram propostas: a) a realização de estudos sobre o fenômeno da sinestesia no contexto da ciência e da arte; b) a busca de uma definição para a voz; c) a pesquisa por referências estéticas que abordaram a questão; e d) a realização de trabalhos experimentais correlacionados ao tema. Os métodos de pesquisa utilizados foram: revisão bibliográfica - a partir de um enfoque multidisciplinar, englobando referências tanto da neurociência quanto de outras áreas -, seleção e análise de trabalhos artísticos interativos contemporâneos que abordaram a questão da sinestesia e da interação entre voz e imagem, e investigação estética a partir da realização de propostas poéticas experimentais. Os principais resultados obtidos foram: a compreensão da trajetória dos estudos sobre sinestesia na ciência e a atualização dos conhecimentos sobre o assunto; apontamentos sobre a contextualização da sinestesia na arte; a definição da voz como corporificada e relacionada a todos os sentidos incluídos na unidade do corpo; e a realização de três trabalhos experimentais, dois coletivos sobre sinestesia e um individual que explora a relação entre voz e visualidade.
Recent technological advances opened new aesthetic possibilities in art, due to its potentiality to integrate several medias, codes and languages. Consequently, the traditional boundaries between artistic areas were dissolved and simultaneous stimuli to various senses were introduced. The occurence of the body and its cognitive aspects in interaction with computer codes is an irreversible fact in contemporary art, and its aspects and consequences have not been fully understood. This work aims to investigate, systematize and use the information about synesthesia in arts, highlighting the case of interactive art works connecting voice and image. Therefore, it was proposed: a) the study of the synesthetic phenomenon and how it is treated in both science and arts; b) the definition of voice; c) the search for aesthetic references in interactive arts addressing this issue; and d) the development of experimental works related to this subject. The adopted methodology consisted of: bibliographical review - with a multidisciplinary approach, encompassing references from neuroscience and other areas - , selection and analysis of contemporary interactive artworks adressesing aspects of synesthesia and the voice-image interaction, and aesthetic research based on experimental artworks. Our main results were: understanding the trajectory of the studies about synesthesia in science and updating the knowledge on the subject; notes on the context of synesthesia in art; the definition of voice as an embodied entity, related to all the senses included in the body unit; and the development of three experimental works of art, two collective works about synesthesia, and an individual one that explores the relationship between voice and visuality.
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23

Köpp, Maren. "Esthétique de l'Internet : les réseaux comme espace d'émergence de nouvelles formes théoriques et artistiques." Paris 1, 1998. http://www.theses.fr/1998PA010651.

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Avec l'internet, mettant au plus près à ce jour en pratique les théories autour de l'hypertexte/l'hypermédia, ceux-ci sont en train de devenir le genre prédominant de la communication culturelle. Il s'agit dans la présente thèse de procéder à une analyse des spécificités et du fonctionnement de l'internet, mais aussi de sa signification culturelle, soulevant des interrogations éthiques et culturelles essentielles qu'il faut prendre en considération pour définir une esthétique de l'internet. Ainsi sont analysés les parallèles avec les medias précurseurs, le nouveau statut du texte, les différentes métaphores appliquées aux réseaux et les différentes formes de communauté que l'on voit émerger sur l'internet. Puis, plus concrètement, on procède a des descriptions et à des analyses des différents projets artistiques qui exploitent les spécificités des réseaux telles que le dialogue, l'échange, l'interactivité, la flexibilité, l'instabilité, et qui développent ainsi une rhétorique dynamique tout en se distinguant par une approche novatrice du medium. Le réseau devient lui-même l'endroit privilégié de la réflexion : des textes et des théories se développe en grande partie directement dans l'espace des réseaux. Il s'agit d'intégrer cette discussion autour des réseaux et d'analyser les notions clefs qui font déjà partie d'un vocabulaire de la critique des réseaux. Les formes spécifiques d'échange et d'expression du réseau - l'annotation, la contextualité, le mélange de contextes les plus divers - font naitre de nouvelles formes textuelles, théoriques et artistiques
Today the internet is the closest realisation of the theories about hypertext and hypermedia, and in a way, its unprecedented use has helped to propagate these theories. This work is an analysis of the specific functioning of the internet as well as its cultural significance, raising essential ethical and cultural questions which must be considered in order to define an aesthetic of the internet. This analysis examines the parallels with other media and art currents, the new status of the text, metaphors currently used in order to describe the internet and the different forms of communities emerging on the internet. It also describes and analyses art projects on the internet that explore the specifics of the internet in such terms as: dialogue, exchange, interactivity, flexibility and instability. These projects develop a dynamic rhetoric and stand out because of their innovative approach. The internet also comes to be the main space for discussion and reflection: mostly the texts and theories expand directly in cyberspace. The present paper integrates the discussion about the internet that emerges on the internet and questions important notions and concepts which are already a part of the critical discourse surrounding the internet. Out of the specific forms of exchange and expression on the net - like annotations, contextuality, the mixing of diverse contexts, transversality - arise new textual, theoretical and artistic forms
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Deutscher, Meghan Catherine. "Participant experience studies of interactive artworks : an investigation of laboratory-based methods used to study Echology." Thesis, University of British Columbia, 2008. http://hdl.handle.net/2429/729.

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We investigate the use of laboratory-based methodology for studying participant experience of interactive artworks. The investigation is motivated by two goals: to inform the HCI practitioner of the role of participant experience studies in artwork from the perspective of the artist and to inform the artist of how laboratory-based methodology can contribute to the refinement of their techniques and aesthetics. In this thesis three main purposes for participant experience studies in the artist's process are derived from the roles of artist, art object, and participants in an interactive artwork. Common characteristics of participant experience studies are reviewed, with three cases unique in their use of more formal methodologies examined in detail. This thesis builds on a foundation set forth by these three cases in an investigation of orientation media: media such as text, images, or video designed by the artist to convey supplemental information to participants and thus selectively influence their understanding of different elements in an interactive artwork. Orientation media in the form of instructions cards is used in a study of the interactive sound and video installation piece, Echology. The orientation media is successful in revealing elements of the artwork that, given explicit instructions or not, still cause confusion among participants. A general review of the study methodology is also provided. This includes observations of changes in participant behaviour due to their roles as subjects in a study and implications these changes have on using formal methodologies for studying participant experience.
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Lewter, Bradley Paul. "7 an interactive installation: explorations in the digital, the spiritual, and the uncanny." Master's thesis, University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4511.

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This thesis explores the application of digital technologies in the creation of visionary or transformative artwork. The installation emphasizes number, color, symmetry, and the human form to create symbolic compositions patterned after ancient archetypes. Background research was done to inform the work through studies of the principles of visionary and transformative artwork as practiced by Ernst Fuchs, De Es Schwertberger, and Alex Grey. Connections between art and spirituality as explained by Kandinsky were studied to augment these principles. The sequence of artwork within the installation is comprised of both digital paintings and interactive triptych panels. To convey a sense of the mystical or sacred, the Rothko Chapel was used to inform the installation and serve as an artistic precedent. As the interactive work is created using realistically-modeled, computer generated characters, special consideration was given to understanding the "uncanny valley" and its potential effect in the interpretation of the installation. Interactivity is achieved through the use of ultrasonic sensors and Arduino prototyping boards.
ID: 029094499; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Thesis (M.F.A.)--University of Central Florida, 2010.; Includes bibliographical references (p. 50-51).
M.F.A.
Masters
Department of Film and Digital Media
Arts and Humanities
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Santos, Rui Paulo Vitorino dos. "Do cartaz ao cartaz interactivo." Master's thesis, Instituições portuguesas -- UP-Universidade do Porto -- -Faculdade de Belas Artes, 2001. http://dited.bn.pt:80/29294.

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Cardoso, António Aurélio da Silva Engling. "O espectador sobre-estimulado: a recepção da arte fotográfica contemporânea." Doctoral thesis, Universidade de Évora, 2018. http://hdl.handle.net/10174/24845.

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A tese teórico-prática é composta por uma série fotográfica que aborda o tema da recepção da fotografia na cultura pós-industrial e por este conjunto de páginas que a interpretam e contextualizam. Parte-se do princípio que o ser humano está sobre-estimulado pela atual cultura visual o que, paradoxalmente, prejudica a sua ligação com a arte fotográfica. A obra centra-se na desigualdade da recepção da arte fotográfica em relação à arte interativa. Este processo é feito em contexto museológico e a série fotográfica é produzida a partir de obras interativas. A desigualdade evocada é tematizada através do conceito de meta-espectador, ou seja, aquele que observa fotografias de um outro espectador a relacionar-se com uma obra de arte interativa. É também objeto de estudo desta tese a determinação das causas e das consequências dessa sobre-estimulação sobre o ser humano e, por isso, sobre o espectador; ABSTRACT: The over-stimulated spectator. The reception of the contemporary photographic art The theoretical-practical thesis is composed by a photographic series that approaches the subject of the reception of photography in the post-industrial society and by this set of pages that interpret and contextualize it. It is assumed that the human being is over-stimulated by the current visual culture, which, paradoxically, impairs its connection with photographic art. The thesis focuses on the inequality of the reception of the photographic art in relation to the interactive art. This process is done in museological context and the photographic series is produced from interactive works. The evoked inequality is thematized through the concept of meta-spectator, that is, one that observes photographs of another spectator relating to an interactive work of art It is also subject matter of this thesis to determine the causes and consequences of this over-stimulation on the human being and, therefore, on the spectator.
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Zuckerman, Orit. "Interactive portraiture : designing intimate interactive experiences." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/37396.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2006.
Includes bibliographical references.
In this thesis I present a set of interactive portrait experiences that strive to create an intimate connection between the viewer and the portrayed subject; an emotional experience, one of personal reflection. My interactive portraits extend traditional photographic portraiture in two ways: adding motion and interaction. I present seven interactive portraits prototypes that react to viewer's presence and gender, as well as portraits that react to neighboring portraits. I demonstrate how interaction design decisions influence the viewer's experience and give Design Guidelines for the design of intimate interactive experiences. I ground my work in a theoretical framework called the "subject-object continuum", created for the art of portraiture (Brilliant, 1987). I show the relevancy of this framework for photographic portraiture, modern interactive portraits and intimate interactive experiences. Designers and artists follow (or consciously break) design guidelines when creating visual experiences. For example, photographers must train themselves to recognize the influence that light and composition have on the viewing experience of their portrait.
(cont.) In the same way, designers and artists of interactive experiences must inform themselves about the influence that different interaction techniques have on the viewing experience of their interactive experience. In my thesis I focus on two design factors: (1) the style of the interaction and (2) the viewer's expectations. I evaluated these design factors using interactive portraits prototypes, and based on my findings, developed a set of design guidelines that can inform interaction designers and portraiture artists about the design factors relevant for intimate interactive experiences.
by Orit Zuckerman.
S.M.
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Soler-Adillon, Joan 1978. "Emergence as self-organization and as generation of novelty: a framework for understanding emergence in the context of interactive art." Doctoral thesis, Universitat Pompeu Fabra, 2015. http://hdl.handle.net/10803/314388.

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The subject of study of this investigation is the concept of emergence and its viability as a driving force for the creation of interactive artwork. Emergence appears in the literature as related to self-organization and novelty. For many authors it is the result of multiple local interactions among agents within a system, which generate phenomena that could not be understood, nor anticipated, through the analysis of the elements and their behaviors in isolation. For others, emergent phenomena are related to fundamental novelty and, thus, to creativity. These two formulations of emergence are reviewed in this thesis in the context of interactive art and communication. The focus of the study is on the interactive works of the artistic field known as Artificial Life Art. After reviewing the foundational concepts and proposing an approach to both emergence and interactivity, an analytical framework is presented in order to assess the presence of emergence in interactive systems, which in turn shall serve as a first step to designing systems that aim at generating interactive emergent behaviors.
L’objecte d’estudi d’aquesta tesi és el concepte d’emergència i la seva viabilitat com a força creativa d’obres d’art interactiu. Emergència apareix a la literatura com a concepte relacionat tant amb el concepte d’auto-organització com amb el de novetat. Per a molts autors és el resultat d’una gran multiplicitat d’interaccions locals entre els agents d’un sistema, que generen fenòmens que no podrien entendre’s ni anticipar-se mitjançant l’anàlisi d’aquets agents i dels seus comportaments de manera aïllada. Per altres, els fenòmens emergents estan relacionats amb la idea de novetat fonamental i, per tant, de creativitat. La tesi revisa ambdues formulacions del concepte d’emergència en el context de l’art interactiu i la comunicació. El focus central de l’estudi són les obres d’art interactiu de la disciplina coneguda com Artificial Life Art (art i vida artificial). Després de revisar-ne els conceptes fonamentals i proposar una formulació tant d’emergència com d’interactivitat, es presenta un model d’anàlisi que permet donar compte de la presència de fenòmens emergents dins en els sistemes interactius, i que alhora és un primer pas cap al disseny de sistemes que tenen la intenció de generar comportaments interactius emergents.
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Kuzminsky, Tracy V. "Interactive Whiteboard Technology within the Kindergarten Visual Arts Classroom." Digital Archive @ GSU, 2008. http://digitalarchive.gsu.edu/art_design_theses/21.

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The purpose of this document is to design and record a Kindergarten visual arts unit using the Activboard to determine how student achievement, motivation, and interest are impacted. Methods of data collection include both observational recording and student interviews. The Activboard facilitates a highly interactive study of the art curriculum and data collected throughout the unit indicates a positive impact on student achievement, motivation, and interest.
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Genest, Valérie, and Valérie Genest. "Rêves de L'Infini... : réflexions sur l'installation immersive interactive." Master's thesis, Université Laval, 2014. http://hdl.handle.net/20.500.11794/25334.

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Ce texte d’accompagnement du projet explique dans le détail les notions relatives à ma recherche-création en arts visuels. Les principaux points traités sont en lien avec l’installation immersive interactive travaillée par l’entremise de la fibre optique, la lumière et la microprogrammation. Il s’agit d’une œuvre multidisciplinaire et hybride qui allie la sculpture et l’art numérique dans un ensemble médiatique interactif rappelant à la fois le microcosme et le macrocosme dans son esthétique visuelle générale.
Ce texte d’accompagnement du projet explique dans le détail les notions relatives à ma recherche-création en arts visuels. Les principaux points traités sont en lien avec l’installation immersive interactive travaillée par l’entremise de la fibre optique, la lumière et la microprogrammation. Il s’agit d’une œuvre multidisciplinaire et hybride qui allie la sculpture et l’art numérique dans un ensemble médiatique interactif rappelant à la fois le microcosme et le macrocosme dans son esthétique visuelle générale.
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Khundam, Chaowanan. "Evaluation de l'usage de la réalité virtuelle pour la promotion de patrimoine historique." Thesis, Université Grenoble Alpes (ComUE), 2019. http://www.theses.fr/2019GREAI017/document.

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Les applications de patrimoine numérique ont été largement développées grâce aux techniques de réalité virtuelle, également appelées Virtual Museum (VM). Les appareils et les contenus numériques augmentent considérablement, ce qui permet le système d’interaction de faire immerger les utilisateurs dans la VM. Afin de développer une application interactive, une interaction est toujours définie avant la création d'une application sur la plate-forme sélectionnée. Cela dépend du contenu et des appareils, ce qui est limité s’il y a le changement d'appareil. A l’heure actuelle, les technologies de la réalité virtuelle évoluent rapidement. Une plate-forme de développement d’application doit supporter l’évolution des périphériques et optimiser les systèmes d’interaction à utiliser dans les ordinateurs virtuels. Cependant, l'organisation des périphériques et la structure du contenu sur une plate-forme ne font toujours pas l'objet d'une gestion efficace pour soutenir une interaction alternative en général.Nous avons proposé une nouvelle méthode pour développer une application de VM qui fournit un modèle de narration numérique pour créer un contenu interactif et un système d’interaction adaptatif dans lequel une application est exportable dans n’importe quel appareil. Nous fournissons aux développeurs des outils d’édition flexibles pour gérer la structure du contenu. L'utilisation des interactions sera interprétée dans une abstraction de haut niveau et exécutée sur un périphérique matériel de bas niveau où les interactions ont été adaptées. La narration spécifie le comportement d'interaction qui peut conduire à une interaction dans une scène virtuelle, même un périphérique peut être commuté. Notre système d'interaction adaptatif supporte l'identification des capacités des appareils et des attentes en matière de narration qui pourraient être sélectionnées pour un système d'apprentissage efficace et pour améliorer le niveau d'immersion. Cette mise en œuvre est utile à déployer non seulement pour le développement d'applications de patrimoine numérique, mais également pour l'ingénierie industrielle où un contenu interactif et un travail collaboratif sont nécessaires
Digital heritage applications have been widely developed through Virtual Reality (VR) technologies as known as Virtual Museum (VM). Devices and digital contents are significantly increasing which support interaction system to immerse users into VM. In order to develop interactive application, interaction is always defined before creating application up to selected platform. It depends on a given content and devices which is limited when considering switching devices. Nowadays VR technologies is rapid changing, a platform to develop application should support devices changing and also to optimize interaction system to be used in VM. However, both devices organization and contents structure on a platform is still lacking efficient management to support alternative interaction in general.We proposed a novel method for developing a VM application providing digital storytelling template to create interactive content and adaptive interaction system where an application is exportable into any device. We provide flexible editing tools for developer to manage the content structure. The interaction usage will be interpreted into a high-level abstraction and run on a low-level hardware device where interactions have been adapted. Storytelling will specify interaction behavior which can drive interaction in a virtual scene even device may be switched. Our adaptive interaction system supports to identify devices capabilities and storytelling expectation which could be selected for efficiency learning system and improve level of immersion. This implementation is useful to deploy not only for the development of digital heritage applications, but also for industrial engineering where interactive content and collaborative working are required
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Dallet, Jean-Marie. "La notion de figure dans les arts interactifs." Paris 8, 2001. http://www.theses.fr/2001PA081939.

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L'origine de ce travail de recherche sur la notion de figure dans les arts interactifs, trouve son fondement dans l'idée que lesécrans interactifs, les installations interactives, requièrent, au stade actuel d'investigation et d'innovation, un travail de délimitation et d'identification d'une écriture spécifique. Le but à atteindre était de montrer la pertinence d'une telle interrogation centrée sur la question des langages et de démontrer qu'effectivement, aujourd'hui, à travers l'interactivité, une écriture nouvelle se cherche qui associe aussi bien le texte, l'image et le son que le langage programmatique. . .
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Scharlott, William C. "Representing Diversity in the Arts Through Interaction Design." Kent State University Honors College / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ksuhonors1494252723818847.

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Mavridis, George. "Digital Communication and Interactive Storytelling in Wikipedia : A Study of Greek Users’ Interaction and Experience." Thesis, Linnéuniversitetet, Institutionen för kulturvetenskaper (KV), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-104993.

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Wikipedia consists of an online encyclopedia created by users worldwide who collaborate to distribute knowledge and edit information in real-time. Although Wikipedia's accuracy has been a disputable and debatable issue in many recent studies, little academic research has systematically addressed how users interact with the platform's storytelling tools and how do they perceive and use Wikipedia's infrastructure, such as interactive tools. This exploratory study fulfills this gap and sheds light on users' perceptions about Wikipedia's interactivity. Moreover, Wikipedia is approached as an online community where collaboration, co-creation, and knowledge distribution play an important role. Therefore, it can be studied under the scope of Digital Humanities as well. The theoretical framework of interactive storytelling and digital communication suggests that hyperlinks, page preview bottoms, or interactive catalogs are applied in Wikipedia's environment to help users absorb information and construct their narratives. The findings of this thesis offer practical insights on how Wikipedia's interactive storytelling tools empower users with the ability to develop their stories and become editors/authors and provide a foundation for further academic research on user experience and how to improve interactivity and digital communication in Wikipedia
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Moreira, Abrantes Ferreira Da Silva Maria Eduarda. "Narrativas Dinámicas. Estructuras Interactivas de los Nuevos Medios en la Red." Doctoral thesis, Universitat Politècnica de València, 2013. http://hdl.handle.net/10251/31382.

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Siendo las bases de datos el centro del proceso creativo en la era del ordenador1 (Manovich) y siendo su medio de elección, Internet, partiendo de la hipótesis de que para que se adapten a este espacio las narrativas dinámicas deben amoldarse a las características inherentes al mismo, haciendo uso de las bases de datos - esto debe ser su enfoque principal para la supervivencia en este medio. Como forma de adaptar la narrativa a Internet, en esta investigación se distinguen dos modos que pueden completar ideas así como proyectos presentes y emergentes: la primera se titula bionarrativas ¿ se trata de estructuras que se auto generan, infinitas, que se construyen y se desarrollan sin control alguno del autor y siguen libremente sin la opción de encontrar un fin; la segunda se titula narrativas ecológicas - estructuras narrativas que se recrean, o no, a través de la intervención colaborativa, y cuya principal característica es hacer uso de bases de datos existentes, en el sentido de la remix, recontextualizándolas a través de enlaces semióticos (aquí entran todos los datos multimedia, como el vídeo, la fotografía, las imágenes gráficas, la animación, el sonido, el texto u otros elementos medias mezclados), que se podrán adaptar a estructuras prediseñadas. Para representar estos dos modos se han creado estructuras narrativas orgánicas, basadas en las ya existentes y en las propuestas realizadas, entre ellas podemos destacar: la acción injerto y la computación ubicua como las posibilidades futuras que serán desarrolladas en las narrativas dinámicas en línea, permitiendo el entendimiento de la principal rivalidad en las narrativas - la inmersión y la interactividad. La implicación humano-humano puede ser mucho más inmersiva que la Inteligencia artificial y puede facilitar más posibilidades de crear algo inesperado y no previsto por el autor de la estructura. El arte en red está entorno al ser humano y en lo referente a las narrativas, ellas también deberán estar basadas en el factor presencia y acción colaborativa del mismo.
Moreira Abrantes Ferreira Da Silva, ME. (2013). Narrativas Dinámicas. Estructuras Interactivas de los Nuevos Medios en la Red [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/31382
TESIS
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Munro, Samantha Fawn. "Being for others : critical reflections on the stranger, the estranged and the self in participatory art." Thesis, Rhodes University, 2015. http://hdl.handle.net/10962/d1017771.

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By referring to established concepts and theories which contemplate our experiences in relation to others and space, this thesis examines the interactions and responses of an audience during various participatory artworks. I draw upon Jean-Paul Sartre’s Being and Nothingness and Elizabeth Grosz’ Architecture From The Outside: Essays on Virtual and Real Space in order to understand our interactions with other people, our interactions inside an environment, and the objects and ceremonies we use during these interactions. I align these experiences with the methods which are employed to anticipate and create the interactions between an audience and a participatory artwork. Our daily interactions can be considered a frame that an artist shapes for their represented situation to allow, provide and guide an audience towards their possibilities for movements and actions within a participatory artwork. The interactions that occur in participatory art are done in relation to others and include groups of people interacting with each other rather than an individual disembodied experience. I refer to Claire Bishop in her book, Artificial Hells, and Nicolas Bourriaud in Relational Aesthetics in order to define participatory art. In defining participatory art I focus on the idea that participation is a social activity without which the artwork does not function or exist. I unravel Brett Bailey’s Exhibit A, Anthea Moys Anthea Moys vs The City of Grahamstown and Christian Boltanski’s Personnes in terms of the frame they use to construct participation and interaction. I refer to my own exhibition Ineffaceable as an exploration of these frames which encourage participation. The inside and the outside are a constant theme throughout this thesis and my exhibition. This thematic re-emerges in relation to a number of opposing and fluctuating dynamics: the self and the other; the object and the subject; familiarity and strangeness; the participator and the spectator; the immersive and the disembodied; and the artwork and the audience. Participatory art has not been sufficiently explored particularly in South Africa with South African case studies and particularly from a practical standpoint that includes methodologies for creating participation. This thesis hopes to enrich and contribute to the contemplations on participatory art by focusing on our interactions with others.
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Steiner, Ariana. "Disruptions of Normalcy: Subverting Discomfort and Expanding Social Perceptions of Art Through Process-based Experiences." Scholarship @ Claremont, 2017. http://scholarship.claremont.edu/scripps_theses/933.

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This paper explores the artistic theories of social practice and examines the artwork of Michael Rakowitz, Carmen Loch and Ernesto Neto to observe the ways artists can expand traditional understandings of art. Looking at art therapy and the ways that participation in art can make art more accessible and functional, this paper also outlines a project which functions to bring comfort to participants and expand boundaries of art through individually shaped personal experiences.
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Zamora, Sanabria Ana Carolina. "Espacio paradójico, lo pacifista y lo militar : relato en forma de instalación interactiva." Tesis, Universidad de Chile, 2012. http://www.repositorio.uchile.cl/handle/2250/112413.

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Magíster en artes mediales
Frecuentemente las investigaciones en las artes visuales y mediales son reconocidas y socializadas bajo la noción de producción, tanto por sus autores como para quienes conforman el entorno especializado que se ocupa de la crítica, exhibición y comunicación de las formas artísticas en mención. Desde esta óptica, en “Espacio Paradójico” se pretendió estructurar una reflexión poética sobre la dualidad entre la idealización de mi país, Costa Rica, y el enaltecimiento de las Fuerzas Armadas en Chile y, cómo esta se manifiesta a través de otros conceptos como alteridad, territorio, simulación y poder por medio del montaje de una instalación interactiva que se inserta en el contexto de la práctica de las artes visuales y los nuevos medios. Para dar cuenta de este propósito se acudió a los métodos propios de la investigación en las artes visuales tales como la lluvia de ideas a partir de bocetos, la indagatoria de referentes visuales y conceptuales, así como la experimentación con materiales y técnicas para lograr la síntesis formal. La intención en la realización de este proyecto fue el generar experiencias perceptivas en el usuario y arribar a la concreción de un proceso creativo orgánico y semiestructurado, que potenció la expresividad de la obra y la comprensión de las implicaciones disciplinarias que confluyen en una propuesta de arte multimedia.
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Saxon, Andrew Philip. "Human-computer interaction design : using an arts-based approach." Thesis, Birmingham City University, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.272093.

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Evalte, Tatiana Telch. "Para entender o livro-brinquedo : arte e literatura na infância." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2014. http://hdl.handle.net/10183/106489.

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Esta dissertação tem como objetivo entender como se dá a interação da criança com o livro-brinquedo. Para tanto, como referencial teórico, se apoia nos estudos da semiótica discursiva enfocando os regimes de interação propostos por Landowski (2009) no contato das crianças com essas produções. A partir de um levantamento das premiações da Fundação Nacional do Livro Infantil e Juvenil (FNLIJ) na categoria livro-brinquedo, da acessibilidade aos livros premiados, de possuírem uma narrativa adequada à faixa etária que a pesquisa compreende e de ter mais possibilidades de interação, foram selecionados três livros para análise. Para a interação com os livros foi selecionada uma turma de alunos de cinco anos, de uma escola de educação infantil, da cidade de Porto Alegre (RS). De cunho qualitativo, a pesquisa consistiu num estudo exploratório e se utilizou de vídeo-gravação para análise da interação criança/livro. A partir das falas das crianças e também das suas manifestações de comportamento, foi possível constatar como elas interagiram com o livro-brinquedo. Os principais regimes de interação percebidos na relação criança/livro foram os regimes da programação, acidente e ajustamento. Os resultados apontam alguns indícios de como podemos usar esses livros nas salas de aulas e como os pais podem melhor escolhê-los. Também foi possível evidenciar como se faz importante o ensino da leitura de imagem na escola numa sociedade onde a imagem está presente a todo o momento, mas que pouco se reflete sobre o que é mostrado.
This research aims to understand how children interact with toy books. In order to do that, the theorethical reference is based on the dircursive semiotics focusing the interactive regimes, proposed by Landowski (2009), in toy books and in the children contact with the productions. Three books to be analyzed were selected based on a research of the awards of Fundação Nacional do Livro Infantil e Juvenil (FNLIJ) in the category toy books, market availability of award books, books narrative appropriate to the age that research comprises and of the amount of interactive possibilities. Five year students from a kindergarten school of Porto Alegre, RS, in Brazil, were selected to interact with the chosen books. The research has a qualitative emphasis; it is an exploratory study using video recording to analyze children interaction with toy books. Their behavior and talking were used to observe how they interact with the toy books. The main interactive regimes perceived during the interaction were programming regimes, accident and adjustment. The results show some evidences of how we can use these books in classrooms and how parents can better select them. It was also possible to determinate how important is the teaching of image reading in school, in a society where image is present at all times, but that very little is reflected on what is shown.
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Rolt, Clóvis Da. "Um rio de muitas margens: sociabilidade, interações simbólicas e práticas de apropriação da arte." Universidade do Vale do Rio do Sinos, 2009. http://www.repositorio.jesuita.org.br/handle/UNISINOS/2146.

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Made available in DSpace on 2015-03-04T22:02:04Z (GMT). No. of bitstreams: 0 Previous issue date: 14
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Esta pesquisa propõe como objeto de investigação as interações de sociabilidade entre participantes de um contexto de exposição de artes visuais do tipo Bienal, tendo como campo empírico a 6ª Bienal de Artes Visuais do Mercosul, evento ocorrido em Porto Alegre-RS, de 1º de setembro a 18 de novembro de 2007. Amparado nas premissas conceituais da teoria do interacionismo simbólico, o estudo busca discutir como se estruturam alguns aspectos relativos à sociabilidade, às práticas de apropriação, às representações e aos usos sociais da arte contemporânea num contexto expositivo de arte visuais do tipo Bienal.
This research proposes an investigation of sociability interactions among participants, who are situated in a context of a Biennial art exhibition type. The empirical field is focused in the 6th Mercosul Biennial, which happened in Porto Alegre, Rio Grande do Sul (Brazil), from September 1st to November 18th, 2007. Supported by the premises of the symbolic interaction theory, the study intends to discuss the structure of certain aspects related to sociability, to art appropriation practices, to representations and to social uses of the contemporary art in a context of the Biennial art exhibition type.
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Clarke, Jennifer. "The Effect of Digital Technology on Late 20th Century and Early 21st Century Culture." [Tampa, Fla. : s.n.], 2003. http://purl.fcla.edu/fcla/etd/SFE0000108.

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44

Havlik, Michele Lynne, and havlik@optusnet com au. "An investigation of Interaction Design principles, for use in the design of online galleries." RMIT University. Creative Media, 2007. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080213.091808.

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Abstract: This research is the culmination of a four-year investigation and analysis into the principles of Interaction Design, particularly those that are found to be most suitable when designing and developing interactive navigation systems. The research was undertaken as a Masters degree by project. The project consists of a CD containing an online gallery showcasing works of art and an accompanying exegesis. The exegesis is structured into seven chapters, which consider, analyse and define what the key characteristics of Interaction Design are, where it comes from, and how it improves the quality of interactive multimedia applications. The exegesis includes four case studies that look at how other practitioners in the digital realm have created systems for showcasing narrative or creative content online. I examine alternative artworks and how they have shaped the development of creative media. I investigate what experts in the field define as good Interaction Design and what guidelines and principles they recommend. I show how these guidelines conflict with more creative approaches and how good design and creativity can be merged to be usable and friendly to users. I also look at the history of opponents of guidelines and principles and how their contribution helps make design better. By creating the example gallery I aim to help designers working within the field of ID to understand the principles behind good design in order that they may deliver higher-quality user experiences relevant to the content they are displaying. By creating this gallery I also hope to help artists understand the principles behind good design in order that they may showcase their artworks in ways appropriate to their artwork. By designing and building an example I aim to provide a better understanding of how to construct a feature-rich application in an easy to use and understandable environment.
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Pryor, Sally. "Extending integrationist theory through the creation and analysis of a multimedia work of art Postcard from Tunis /." View thesis, 2003. http://library.uws.edu.au/adt-NUWS/public/adt-NUWS20040416.112222/index.html.

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Thesis (Ph.D.) -- University of Western Sydney, 2003.
"Thesis submitted for the degree of Doctor of Philosophy in the School of Communication, Design and Media, University of Western Sydney, 31 August 2003" Includes bibliography.
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Drummond, Jon R. "Interactive electroacoustics." View thesis, 2007. http://handle.uws.edu.au:8081/1959.7/35367.

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Thesis (Ph.D.)--University of Western Sydney, 2007.
A thesis presented to the University of Western Sydney, College of Arts, School of Communication Arts, in fulfilment of the requirements for the degree of Doctor of Philosophy. Title from title screen. Includes bibliographies. Thesis minus video and audio files also available online at: http://handle.uws.edu.au:8081/1959.7/35367.
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47

Haber, Arne [Verfasser]. "MontiArc - Architectural Modeling and Simulation of Interactive Distributed Systems / Arne Haber." Aachen : Shaker, 2016. http://d-nb.info/1118258789/34.

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48

Gromala, Diane J. "Towards a phenomenological theory of the visceral in the interactive arts." Thesis, University of Plymouth, 2007. http://hdl.handle.net/10026.1/653.

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This thesis explores the ways in which certain forms of interactive art may and do elicit visceral responses. The term 'visceral' refers to the cardiovascular, respiratory, uro-genital and especially excretory systems that affect mind and body on a continuum of awareness. The 'visceral' is mentioned in the field of interactive arts, but it remains systematically unexplored and undefined. Further, interactive artworks predominantly focus on the exteroceptive (stimuli from outside) rather than the interoceptive (stimuli arising within the body, especially the viscera) senses. The existentialist phenomenology of Maurice Merleau-Ponty forms the basis for explorations of the visceral dimension of mind/body. New approaches to understanding interactive art, design and the mind/body include: attunements to the world; intertwinings of mind/body, technology and world; and of being in the world. Each artwork within utilizes a variation of the phenomenological methods derived from Merl eau-Ponty's; these are discussed primarily in Chapters One and Three. Because subjective, first-person, experiences are a major aspect of a phenomenological approach, the academic writing is interspersed with subjective experiences of the author and others. This thesis balances facets of knowledge from diverse disciplines that account for visceral phenomena and subjective experience. Along with the textual exegesis, one major work of design and two major works of art were created. These are documented on the compact disc (CDROM) bound within. As an essential component of each artwork, new technological systems were created or co-created by the author. User surveys comprise Appendices Two, Three and Four, and are also online at: www.sfu.ca/-dgromala/thesis. To access the URL: login as , and use the password . Numerous talks, exhibitions and publications that directly relate to the thesis work is in Appendix One. This work begins with an introduction to Merleau-Ponty's ideas of flesh and reversibility. Chapter Two is the review of the literature, while Chapter Three is an explication of the hypothesis, an overview of the field, and a framing of the problem. Discussions of each artwork are in Chapter Four (The Meditation Chamber), Chapter Five (BioMorphic Typography) and Chapter Six (The MeatBook). Chapter Seven forms the conclusion. References to the documentation on the CD are found throughout the thesis, and italicized paragraphs provide an artistic context for each chapter.
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Baroya, Sydney. "Real-time Body Tracking and Projection Mapping in the Interactive Arts." DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2250.

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Projection mapping, a subtopic of augmented reality, displays computer-generated light visualizations from projectors onto the real environment. A challenge for projection mapping in performing interactive arts is dynamic body movements. Accuracy and speed are key components for an immersive application of body projection mapping and dependent on scanning and processing time. This thesis presents a novel technique to achieve real-time body projection mapping utilizing a state of the art body tracking device, Microsoft’s Azure Kinect DK, by using an array of trackers for error minimization and movement prediction. The device's Sensor and Bodytracking SDKs allow multiple device synchronization. We combine our tracking results from this feature with motion prediction to provide an accurate approximation for body joint tracking. Using the new joint approximations and the depth information from the Kinect, we create a silhouette and map textures and animations to it before projecting it back onto the user. Our implementation of gesture detection provides interaction between the user and the projected images. Our results decreased the lag time created from the devices, code, and projector to create a realistic real-time body projection mapping. Our end goal was to display it in an art show. This thesis was presented at Burning Man 2019 and Delfines de San Carlos 2020 as interactive art installations.
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Swarowsky, Luciana Abitante. "INSTANTES COTIDIANOS: POR UMA ARTE DA FOTOGRAFIA MÓVEL." Universidade Federal de Santa Maria, 2013. http://repositorio.ufsm.br/handle/1/5221.

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The objective of this research, in visual poetic, is to investigate in a practicaltheoretical way, the photography production from the usage of a new media: the mobile phone. This research aims to question the mobile photography while photographic object, as question the ephemerid of photographic act through a mobile device. In the subjugate of the pre-established technical limitation, which is a mobile device characteristic, I am developing a poetic which works the photographic capture and post-capture in transit, the mobility. This is a poetic motivated by a growing potential that is reaching the mobile communication and that tries to include new media in daily basis. Therefore, we are being guided by electronic impulses and dialogs mediated by the machine. Through three-distinct operational process, from innumerous possible, I work the mobile photography searching ways to transform it in an expressive way of art. In the position of a armed subject and completely apparatus , with a camera always in hand, I tried to express an experience derived not only from my subjectivity while author and real subject, but also as a experience that elucidates the device chosen automatisms and, therefore, and automatized subject revealed, non-personalized. In this way, all the photographic production process, capture and post-capture, get instituted by an interactive dialog between subjectivity and automaticity.
O objetivo desta pesquisa, em poéticas visuais, é investigar de modo teóricoprático a produção de fotografias a partir do uso de uma nova mídia: o telefone móvel. O propósito é questionar a fotografia móvel enquanto objeto fotográfico, bem como questionar a efemeridade do ato fotográfico mediado por um dispositivo móvel. No subjugo da limitação técnica pré-estabelecida, própria dos dispositivos móveis, desenvolvo uma poética que trabalha a captura e a pós-captura fotográfica em trânsito, na mobilidade. É uma poética motivada pelo crescente potencial atingido pela comunicação móvel e que atenta para a inclusão cada vez mais frequente das novas mídias no cotidiano, fazendo com que o homem seja cada vez mais guiado por impulsos eletrônicos e diálogos mediados pelo maquínico. Por meio de três processos operatórios distintos, dentre os inúmeros possíveis, trabalho a fotografia móvel buscando maneiras de fazer dela um meio expressivo na arte. Na posição de um sujeito armado (SONTAG, 1980) e completamente aparelhado (COUCHOT, 2003), com uma câmera sempre à mão, procuro exprimir uma experiência que deriva não apenas da minha subjetividade enquanto autora e sujeito real, mas também uma experiência que enuncia os automatismos do dispositivo escolhido e, portanto, reveladora de um sujeito automatizado, despersonalizado. Dessa maneira, todo o processo de produção fotográfica, captura e pós-captura, instaura-se por meio de um diálogo interativo entre subjetividade e automaticidade.
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