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SlideDog : présentation multimédia interactive

SlideDog : présentation multimédia interactive | Interaction multimedia art | Scoop.it

SlideDog est un logiciel révolutionnaire qui intègre tous vos médias dans une présentation unique.  Et vous permet de dialoguer avec votre public à travers smartphones et tablettes.  Le futur de la présentation interactive est déjà là.


Via Frédéric DEBAILLEUL
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Paris Street Art. Le meilleur du graffiti et du street art parisien

Paris Street Art. Le meilleur du graffiti et du street art parisien | Interaction multimedia art | Scoop.it
Paris Street Art est un guide interactif qui présente le meilleur du street art et du graffiti à Paris.
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Long Time, No See? » Creative Team

Long Time, No See? » Creative Team | Interaction multimedia art | Scoop.it

DR KEITH ARMSTRONG

Artist, Creative Director

Keith has specialised for 20 years in collaborative, hybrid, new media works with an emphasis on innovative performance forms, site-specific electronic arts, networked interactive installations, alternative interfaces, public arts practices and art-science collaborations. His ongoing research focuses on how scientific and philosophical ecologies can both influence and direct the design and conception of networked, interactive media artworks. Keith’s artworks have been shown and profiled extensively both in Australia and overseas and he has been the recipient of numerous grants from the public and private sectors. He was formerly an Australia Council New Media Arts Fellow, a doctoral and Postdoctoral New Media Fellow at QUT’s Creative Industries Faculty and a lead researcher at the ACID Australasian Cooperative Research Centre for Interaction Design. He is currently a part-time Senior Research Fellow at QUT and an actively practicing freelance new media artist.

OUR CHALLENGE with Long Time, No See? is to create an NBN-enabled and distributed artwork that can focus Australian audiences upon our long term futures. Artistic process has many avenues – and one of them is to speculate in arenas where others may see impracticalities or impossibility. In that spirit our aim is to imagine not simply a world a few decades hence, but rather a future written over long timescales that are far beyond normal imagination: in order to ask how we as a species today are ‘designing’ what is ‘left’ of that future? Our challenge therefore is to work with NBN connected communities and the general public in ways that allow them to join us on this inspiring journey. Our key activities at the outset will therefore involve a range of community workshops and walks – as a vehicle for inspiring imaginative data gathering activities that will build collective content for the work. We will also modulate this knowledge in concert with a range of past and predictive data sources drawn from across the web in order to imagine a path through this ‘storm that we call progress’. To chart this course we will need to create a kind of ‘radical cartography’ of the future, a dynamic map imagined from the present and guided by the currents of our past. We welcome you to join us to brave the storm and seek out a future worth signing up for!

DR GAVIN SADE

Artist, Interaction Designer

Gavin is a designer in the field of interactive computational media, with a background in music and sonology. Gavin Sade has a Bachelor of Music (Sonology) from the Queensland Conservatorium of Music. Gavin has been creating interactive media systems since 1990 when he began working with electronic music band Vision 4/5 and later with Keith Armstrong and the Transmute Collective. Gavin has a PhD in interactive media arts and sustainability. He is currently Head of Interaction and Visual Design at the Queensland University of Technology. Since forming Kuuki with Priscilla Bracks in 2006, Gavin has led the production of a number of electronic artworks that have been exhibited in international settings, such as the 2011 International Symposium of Electronic Art in Istanbul. Gavin’s practice is guided by an ecological philosophy inspired by vegetarianism and the critical design philosophy of defuturing, and is a mix of electronic art and critical design.

THINKING ABOUT time and long time, and how we should act now to secure the quality of life for our descendants generations into the future is not easy.  It raises existential, spiritual and cosmological questions – many of which cannot be easily answered by science, engineering, technology, design or any of the pragmatically focused practices that underpin our mastery of the now, and some argue the destruction of our future.  It is in this space that artistic practices (methods) become particularly relevant – there is no pretense to objective reporting of scientific or economic fact, but instead an intention to tell a story about how we live now, and about our futures.  For me Long Time, No See? is not some naive attempt at persuasion, or focused towards a type of behaviour change that reduced humans to objects of manipulation, but instead allows us to tell a rich story about our current moment in time through the lens of long time.

PROF. ROGER DEAN

Sound Artist, Scientist

Roger is a composer/improviser, and a research professor in music cognition and computation at the MARCS Institute, University of Western Sydney. He founded and directs the sound and multimedia ensemble austraLYSIS. His creative work is on 30 commercial audio CDs, and he has released numerous digital intermediapieces. He is particularly focused on electroacoustic music, and has previously collaborated with Keith Armstrong on the installation piece Finitude (2011),  for which he provided an interactive multichannel sound component. His 400 research publications include seven books in the humanities. Previously he was CEO of the Heart Research Institute, Sydney and then Vice-Chancellor and President of the University of Canberra.

MY MAIN ROLE in Long Time, No See? is to encourage a recognition of the many ways in which sound colours or even forms our environment. We can sense the relationships between the sonic and other physical features of our surrounds, but we don’t often think about the mutablity of the sound, as opposed to moving around the sonic space. Even if we most often observe stability in our physical surrounds, as we attune to environmental change we can gradually anticipate and recognise change in part through sonic cues. So we hope to engage our participants actively with the sounds as well as the sights and smells of the spaces they traverse. We also hope to transform some of the sounds to become continuous with those of future environments and to allow participants to play a role in this, just as we hope to engage them more actively in futuring those environments.

LINDA CARROLI

Writer, Urban Practitioner

Linda has worked across community, urban, organisational and cultural contexts and is currently working with Harbinger Consultants on a diverse range of planning, placemaking and research projects. She has also worked as a Communications, Community Engagement and Planning Consultant with major consultancies. She chaired a national art, science and technology organisation, the Australian Network for Art and Technology, and was formerly the editor of an international art, science and technology electronic magazine, fineArt forum. Linda was appointed inaugural Deputy Chair of Regional Development Australia Brisbane, with her appointment renewed by the Federal Government for a second term. As an award winning writer, she publishes in a range of media both nationally and internationally including a regular column for Arts Hub about urban innovation and creativity. Linda is also the recipient of a Centenary Medal for ‘long and distinguished service in the arts’. Having completed studies in media, cultural studies and heritage, she is currently undertaking postgraduate studies in urban planning and design and is tutoring in the School of Design at QUT. Linda participated in the 2008 Urban Design Summer School program with the Commission for Architecture and Built Environment (CABE) in the UK. Most recently she received a grant from the Australia Council Visual Arts Board to undertake a critical study of public art titledFieldworking.

LONG TIME, NO SEE? asks us to think about the future. It provides a platform for considering the future we are creating and shaping out of our everyday lives and experiences. The things we take for granted; the things we value. As an urban practitioner, I am constantly looking at our built environment wondering what we can do better and what needs to be phased out or designed away. Better for whom, on what terms? The spaces and buildings we produce usually constrain and shape our ongoing activity and thinking. So a possibility for us in Long Time, No See? is to enable the kind of creative imagining and doing that can catalyse positive change in personal, social and environmental registers and relationships. That means new stories and myths; new ways of imagining and experiencing ourselves in place and over time.

ROBERT HENDERSON

Designer

Robert is a communication designer who has collaborated on projects for cultural and community institutions such as Lismore Regional Gallery (with Range Creative), Queensland Museum Network (with Fries Need Mayonnaise), and the Nadine Joyce Refuge. He is also involved in radical art and communication collective Memefest. His practice is driven by the desire to share the struggle of communities to determine the shape of their everyday lives,  their cultures, and their future. He teaches Typography and Visual Communication Design at Queensland College of Art, and is commencing the Griffith Master of Design Futures program in 2013.

LONG TIME, NO SEE? is an opportunity to step outside purely pragmatic understandings of space and time (that which merely serves to get us from *a* to *b*). It allows us to appreciate the complexity and interdependence of our lives and chart possible paths in the world we  make/destroy and that continues to make/destroy us.

PETROS NYFANTIS

Software Developer

Petros holds a BA and a MSc. in Electrical and Computer Engineering. His main expertise is software development for high performance computing scientific and applied mathematics applications, using graphics processing units. As a researcher, he has worked on a European funded R&D project targeting the acceleration of numerical computations on GPUs  realised in Aristotle University of Thessaloniki, Greece and on a research project on acceleration of magnetic resonance 3D image reconstruction and filtering in collaboration with Duke university, NC, USA. Petros has also undertaken a number of projects as a freelancer web developer.

LONG TIME, NO SEE? A new territory for me. The idea of incorporating technical knowledge into a project that enables a combination of different kinds of data and technologies with interactive artwork is very intriguing. Is an experience that critically highlights unexplored technological aspects and potentials. Against this backdrop, the idea of redefining future and ontologically redesigning ourselves, coming in terms with a reality that can no longer wait to be seen, generates emotions of responsibility and excitement that seek to be translated into new technologies, pervaded by a futuring philosophy.

ERIC LIN

Intern, Research Assistant

Eric is an undergraduate student at the Queensland University of Technology. He recently completed his third year study in his major, Industrial Design (with one year left to complete his course), while also minoring in Graphic Design and Interactive Visual Design. Throughout the three years, he has undertaken a diverse range of studies that provided him with the opportunity to expand his knowledge and awareness of design. This includes knowing how to effectively use design thinking strategies, the processes involved in developing and finalising a concept, and most importantly knowing how to successfully collaborate in a team setting. With this understanding, Eric ensures the work he creates is not only aesthetically pleasing but can resolve ill-defined needs with enhanced user experience and sustainability in mind. The care that has been employed in his design has led to this rare opportunity to assist in the Long Time, No See?project, as well as being able to work with some of the best in the creative industry.

LONG TIME, NO SEE?is all about broadening the community’s awareness and readiness for the future. As an industrial designer, I am able to relate to this cause as we continuously aim to develop sustainable products. We also provide enhanced user experience and interaction, a skill that can be applied to the development of the walkshop and app. With this knowledge; I have been given the role to assist in the research and development of the walkshop and app.

LUBI THOMAS

Curator

COLLABORATION & CRITICAL FRIENDS

This project has also involved beta testing and mapping participation design. The following people and groups collaborated in this process:

Jason Haigh, Cloud Dwellers Architecture and Design, Enabling SuburbsCherissa McCaughey, Cloud Dwellers Architecture and DesignNora Kinnunen, Deka DesignBenjamin Iser, Enabling SuburbsJM John Armstrong, Harbinger Consultants, Enabling SuburbsSonia Murphy, artistLuke Jaaniste, Super Critical MassDr Mirko Guaralda, QUT School of Design


Via Jules Rochielle
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Rescooped by Flore Gerac from Digital #MediaArt(s) Numérique(s)
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PROCESSING[ART] : 2 jours d'expérimentations graphiques et multimédia @ Stereolux (30-31.012014)

Processing est un langage de programmation simple pour la création multimédia : création visuelle, modélisation 3D, design d’interaction, art génératif, développement…

Via Jacques Urbanska
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Rescooped by Flore Gerac from Time to Learn
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SlideDog : présentation multimédia interactive

SlideDog : présentation multimédia interactive | Interaction multimedia art | Scoop.it

SlideDog est un logiciel révolutionnaire qui intègre tous vos médias dans une présentation unique.  Et vous permet de dialoguer avec votre public à travers smartphones et tablettes.  Le futur de la présentation interactive est déjà là.


Via Frédéric DEBAILLEUL
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Centre de création numérique - Centre d'art contemporain - Centre d'arts numériques - arts vivants - art contemporain Fées d'hiver est un lieu de création d'art contemporain, pluri-artistique, plur...

Centre de création numérique - Centre d'art contemporain - Centre d'arts numériques - arts vivants - art contemporain Fées d'hiver est un lieu de création d'art contemporain, pluri-artistique, plur... | Interaction multimedia art | Scoop.it
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audiovisualcity - Web Magazine of Audiovisual Artists and Events interested in the relationship between Image and Sound

audiovisualcity - Web Magazine of Audiovisual Artists and Events interested in the relationship between Image and Sound | Interaction multimedia art | Scoop.it

Audiovisual City is an international network of audiovisual creation, connecting artists and events interested in the relationship between image and sound.

 

In the website the users can find qualified information about every audiovisual artist visioned by web curator, and a wide database of audiovisual events, in order to facilitate research for simple users and artists interested in calls for performance and live exhibition.

 

It will configure a map of the audiovisual culture, where cities will be presented based on the interest of institutions and citizenship towards the practices of Vjing, AV Performance, Mapping, Generative Art, Interaction Design…

 

We aim at generating a hub for the Audiovisual culture, connecting all the agents working in this field, in order to improve mobility and interchange between different parts of the AV world.

 

Audiovisual City has been created by Aelfwine, Multimedia Craftsman and Marco Savo, Web Curator & Audiovisual Manager in November 2011. Saskia Lillepuu, anthropologist is collaborating with us.


Via Jacques Urbanska
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LucidPress. Créer des documents multimédia en mode collaboratif - Les Outils Collaboratifs

LucidPress. Créer des documents multimédia en mode collaboratif - Les Outils Collaboratifs | Interaction multimedia art | Scoop.it
LucidPress est un étonnant système éditorial en ligne qui permet de créer des documents multimédia pour le print et pour le web en mode collaboratif.
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