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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Processpatching : defining new methods in aRt&D

Nigten, Anne January 2006 (has links)
In the context of a rapidly changing domain of contemporary electronic art practice- where the speed of technological innovation and the topicality of art 'process as research' methods are both under constant revision- the process of collaboration between art, computer science and engineering is an important addition to existing 'R&D'. Scholarly as well as practical exploration of artistic methods, viewed in relation to the field of new technology, can be seen to enable and foster innovation in both the conceptualisation and practice of the electronic arts. At the same time, citing new media art in the context of technological innovation brings a mix of scientific and engineering issues to the fore and thereby demands an extended functionality that may lead to R&D, as technology attempts to take account of aesthetic and social considerations in its re-development. This new field of new media or electronic art R&D is different from research and development aimed at practical applications of new technologies as we see them in everyday life. A next step for Research and Development in Art (aRt&D) is a formalisation of the associated work methods, as an essential ingredient for interdisciplinary collaboration. This study investigates how electronic art patches together processes and methods from the arts, engineering and computer science environments. It provides a framework describing the electronic art methods to improve collaboration by informing others about one's artistic research and development approach. This investigation is positioned in the electronic art laboratory where new alliances with other disciplines are established. It provides information about the practical and theoretical aspects of the research and development processes of artists. The investigation addresses fundamental questions about the 'research and development methods' (discussed and defined at length in these pages), of artists who are involved in interdisciplinary collaborations amongst and between the fields of Art, Computer Science, and Engineering. The breadth of the fields studied necessarily forced a tight focus on specific issues in the literature, addressed herein through a series of focused case studies which demonstrate the points of synergy and divergence between the fields of artistic research and development, in a wider art&D' context. The artistic methods proposed in this research include references from a broad set of fields (e. g. Technology, Media Arts, Theatre and Performance, Systems Theories, the Humanities, and Design Practice) relevant to and intrinsically intertwined with this project and its placement in an interdisciplinary knowledge domain. The aRt&D Matrix provides a complete overview of the observed research and development methods in electronic arts, including references to related disciplines and methods from other fields. The new Matrix developed and offered in this thesis also provides an instrument for analysing the interdisciplinary collaboration process that exclusively reflects the information we need for the overview of the team constellation. The tool is used to inform the collaborators about the backgrounds of the other participants and thus about the expected methods and approaches. It provides a map of the bodies of knowledge and expertise represented in any given cross-disciplinary team, and thus aims to lay the groundwork for a future aRt&D framework of use to future scholars and practitioners alike.
2

Representing experiences of digital systems : the design and use of externalising models

Fass, John January 2018 (has links)
This is a PhD by practice that explores how people’s experiences of digital systems can be made physically and visually apparent using models and activities I have designed. The theoretical context for this PhD centres on internal and external models of people’s experiences with digital systems. This is an AHRC funded PhD written as part of the Creative Exchange, which supports collaborative research projects conducted with industry and academic partners. The way people experience digital systems can be dif cult to observe, and is experienced via complex, fragmented interfaces with hidden effects. We often nd that digital systems have a attening effect, and are frustrating and confusing to use, while our actions and behaviours are invisibly tracked and analysed. There is thus a need for people to gain awareness of the ways they experience digital systems. My primary research question focuses on the design characteristics of visual and physical models that externalise individual and group experiences of digital systems. Secondary questions include: What effects do the material properties of externalising models have on how digital systems are represented? and What types of activities externalise representations of digital systems? These questions are explored through case studies that focus on a set of digital systems identi ed through the research including web browsing, digital social networks, and image metadata. The first two case studies are exploratory, the third is applied. I completed these case studies in three collaborative settings, employing qualitative data collection methods including drawing, physical modelling and semi-structured interviews. I draw on theories of representation and cognition, and Dix and Gongora’s theory of externalisation in design, and apply them to new contexts and situations. My units of analysis are the externalising models and participants’ spoken accounts of making them. The ndings include: externalising experiences of digital systems using diverse materials is a way of countering attening effects; deploying new non-linguistic metaphors to represent experiences of digital systems is an important way of understanding and communicating them; and designing situations where people can create self-constructed representations of their experiences of digital systems enables narrative sequences, tangible expressions, and shared descriptions. My research is useful for the insight it provides participants into their own experiences with everyday digital systems, giving them better ways of understanding how digital systems shape their lives. It is also useful for designers working with people to nd out about their experiences of digital systems, and design researchers who are developing novel elicitation methods. My original contributions to knowledge include new contexts for externalising models, applying externalisation to experiences of digital systems, and recommendations for how designers can create objects and activities to externalise the experiences of digital systems of non- designers.
3

The spatiality of projection mapping : a practice-based research on projected moving-image installation

Kang, Yiyun January 2018 (has links)
This practice-based research investigates how projection mapping develops a distinctive relationship between screen, moving image, and space in projected moving-image art. Despite projection mapping’s growing popularity, little in-depth research has been conducted on this medium. This lack of research and the superficial nature of many projects have led artists and researchers to regard the medium as a mere technique that serves only to decorate three-dimensional surfaces. Rather than view projection mapping simply as a digital technique, my research situates it in the continuum of projected moving-image installation artwork. To do this, I examine projection mapping’s screen, narrative, and surrounding space—the constituents of all projected moving-image installation art—through the lenses of surface and depth. In addition to considering cinematic frames, I analyse these traits through artistic lenses such as painting, site-specific art, and architecture to investigate how projection mapping reconfigures the constituents that comprise all screen-based projected moving-image works. In so doing, I define the ways which projection mapping develops its distinctive relationship among these constituents. I conducted three projects in a cyclical developmental process using a reflective methodology derived from case study research: defining the question, recording the process, analysing, and reflecting. My practices as case studies are integral parts of this thesis investigation of how projection mapping generates a distinctive relationship. This study aims to contribute to the body of knowledge about an under-researched area, projection mapping, by providing an in-depth conceptual and practical analysis of this medium. The knowledge resulting from the research is embodied in findings from contextual reviews and original artworks produced as case studies.
4

Ludic dysnarrativa : how can fictional inconsistency in games be reduced?

Summerley, Rory Keir January 2017 (has links)
The experience of fictional inconsistencies in games is surprisingly common. The goal was to determine if solutions exist for this problem and if there are inherent limitations to games as a medium that make storytelling uncommonly difficult. Termed ‘ludic dysnarrativa’, this phenomenon can cause a loss of immersion in the fictional world of a game and lead to greater difficulty in intuitively understanding a game’s rules. Through close textual analysis of The Stanley Parable and other games, common trends are identified that lead a player to experience dysnarrativa. Contemporary cognitive theory is examined alongside how other media deal with fictional inconsistency to develop a model of how information (fictional and otherwise) is structured in media generally. After determining that gaps in information are largely the cause of a player feeling dysnarrativa, it is proposed that a game must encourage imaginative acts from the player to prevent these gaps being perceived. Thus a property of games, termed ‘imaginability’, was determined desirable for fictionally consistent game worlds. Many specific case studies are cited to refine a list of principles that serve as guidelines for achieving imaginability. To further refine these models and principles, multiplayer games such as Dungeons and Dragons were analysed specifically for how multiple players navigate fictional inconsistencies within them. While they operate very differently to most single-player games in terms of their fiction, multiplayer games still provide useful clarifications and principles for reducing fictional inconsistencies in all games. Negotiation between agents (designers, players, game rules) in a game is of huge value to maintaining coherent fictional worlds and social information in some multiplayer games takes on a role close to that of fictional information in single player games. Dysnarrativa can also be used to positive effect in certain cases such as comedy games, horror games or for satirical purposes.
5

A designer's approach : exploring how autistic adults with additional learning disabilities experience their home environment

Gaudion, Katie January 2015 (has links)
Autistic adults with limited speech and additional learning disabilities are people whose perceptions and interactions with their environment are unique, but whose experiences are under-explored in design research. This PhD by Practice investigates how people with autism experience their home environment through a collaboration with the autism charity Kingwood Trust, which gave the designer extensive access to a community of autistic adults that it supports. The PhD reflects upon a neurotypical designer’s approach to working with autistic adults to investigate their relationship with the environment. It identifies and develops collaborative design tools for autistic adults, their support staff and family members to be involved. The PhD presents three design studies that explore a person’s interaction with three environmental contexts of the home i.e. garden, everyday objects and interiors. A strengths-based rather than a deficit-based approach is adopted which draws upon an autistic person’s sensory preferences, special interests and action capabilities, to unravel what discomfort and delight might mean for an autistic person; this approach is translated into three design solutions to enhance their experience at home. By working beyond the boundaries of a neurotypical culture, the PhD bridges the autistic and neurotypical worlds of experience and draws upon what the mainstream design field can learn from designing with autistic people with additional learning disabilities. It also provides insights into the subjective experiences of people who have very different ways of seeing, doing and being in the environment.
6

Approaching Chineseness : investigating the cultural transfer of behavioural factors in and through Chinese industrial design

Yao, Wenjin January 2015 (has links)
This PhD research by project is for designers investigating relations between culture and design through an experiential perspective of Chi- nese culture in terms of developing a new understanding of ‘Chineseness’. ‘Chineseness’ in my work, can be re-mapped as a form of communication that deals with Chinese culture in design. It is not just along with historical stereotypes, nor a remote copy of other countries’ successful cultural trans- fers, but rather should be inseparable from the radical social phenomena and design culture already emerging within contemporary China. Through a series of design projects, my research is ultimately allowing Chineseness to be less implied and instead, to be made manifest, in terms of what behav- iours over symbolism and decoration. New knowledge is articulated through exploring my understanding and its shifts during my approach to re-map Chinese cultural elements in design and search for the meaning of ‘Chineseness’. This research remarks the stereotypes, generalisations and categorisations when designers deal with cross-cultural design from both non-Chinese and Chinese angles. The thesis comprises three parts. The first part is a contextual review of cultural elements and appropriate methods. The second part explores a systematic approach to reflecting Chineseness from various cultural an- gles. These action-research method-led projects describe three ways of ex- ploring the transfer of Chinese culture into design: symbolic, behavioural and political/philosophical. They culminate in an enabling developmental structure through which designers can deal with Chinese cultural com- plexity in design. The third part sees two final projects that reflect back and re-evaluate what Chineseness could be. The thesis contributes a three-layer structure that reflects Chinese cultural elements into design through meth- ods and analysis of values in practice. Additionally, for the readers sympa- thetic with a systematic design approach or cultural identitarianism, this work addresses a view of critical understanding for facing Chinese culture in design.
7

Investigation and application of writing structures and world development techniques in science fiction and fantasy

Stroud, Allen January 2018 (has links)
This thesis is an example of creative practice that uses contemporary transmedia storytelling techniques to build a fictional environment that content creators can collaborate in and contribute to with their own fictional works. Within this thesis, I refine my methodology and identify new methods and processes that apply to the context of the creative project example – the fictional world of Chaos Reborn. The most notable of these are 1) making use of invented and real mythology to project depth into the work 2) presenting information to other contributors so they can switch roles as creators and consumers of the franchise content and 3) Identifying the ways in which my creative work interacts with other elements of the transmedia narrative of Chaos Reborn. This thesis also identifies issues around continuance of production for this franchise after an initial raft of publications and suggests a consistent way to approach further development of content. The main creative component of this thesis is a novel set in the world of Chaos Reborn. This is Dreams of Chaos (2016), the first of a planned trilogy entitled The Death of Gods, which tells the story of how the world of Chaos Reborn came about from its alternative history root in Earth’s 14th century. This operates as the background to the game world and anchors the fantasy genre context to a version of our own history. This work is only a part of the writing undertaken to build the world of Chaos Reborn. There is additional material in appendices which contain the other associated writing from this work and from my previous science fiction case study on Elite Dangerous to illustrate the progression and development of my methodology across the genres of science fiction and fantasy.
8

Territorial violence and design, 1950-2010 : a human-computer study of personal space and chatbot interaction

Windle, Amanda January 2011 (has links)
Personal space is a human’s imaginary system of precaution and an important concept for exploring territoriality, but between humans and technology because machinic agencies transfer, relocate, enact and reenact territorially. Literatures of territoriality, violence and affect are uniquely brought together, with chatbots as the research object to argue that their ongoing development as artificial agents, and the ambiguity of violence they can engender, have broader ramifications for a socio-technical research programme. These literatures help to understand the interrelation of virtual and actual spatiality relevant to research involving chatrooms and internet forums, automated systems and processes, as well as human and machine agencies; because all of these spaces, methods and agencies involve the personal sphere. The thesis is an ethical tale of cruel techno-science that is performed through conceptualisations from the creative arts, constituting a PhD by practice. This thesis chronicles four chatbots, taking into account interventions made in fine art, design, fiction and film that are omitted from a history of agent technology. The thesis re-interprets Edward Hall’s work on proxemics, personal space and territoriality, using techniques of the bricoleur and rudiments (an undeveloped and speculative method of practice), to understand chatbot techniques such as the pick-up, their entrapment logics, their repetitions of hateful speech, their nonsense talk (including how they disorientate spatial metaphors), as well as how developers switch on and off their learning functionality. Semi-structured interviews and online forum postings with chatbot developers were used to expand and reflect on the rudimentary method. To urge that this project is timely is itself a statement of anxiety. Chatbots can manipulate, exceed, and exhaust a human understanding of both space and time. Violence between humans and machines in online and offline spaces is explored as an interweaving of agency and spatiality. A series of rudiments were used to probe empirical experiments such as the Prisoner’s Dilemma (Tucker, 1950). The spatial metaphors of confinement as a parable of entrapment, are revealed within that logic and that of chatbots. The ‘Obedience to Authority’ experiments (Milgram, 1961) were used to reflect on the roles played by machines which are then reflected into a discussion of chatbots and the experiments done in and around them. The agency of the experimenter was revealed in the machine as evidenced with chatbots which has ethical ramifications. The argument of personal space is widened to include the ways machinic territoriality and its violence impacts on our ways of living together both in the private spheres of our computers and homes, as well as in state-regulated conditions (Directive-3, 2003). The misanthropic aspects of chatbot design are reflected through the methodology of designing out of fear. I argue that personal spaces create misanthropic design imperatives, methods and ways of living. Furthermore, the technological agencies of personal spaces have a confining impact on the transient spaces of the non-places in a wider discussion of the lift, chatroom and car. The violent origins of the chatbot are linked to various imaginings of impending disaster through visualisations, supported by case studies in fiction to look at the resonance of how anxiety transformed into terror when considering the affects of violence.

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