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Digital Arts Experimentation Level 6

Digital Arts Experimentation: Academic Rationale Presentation Recording

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Digital Arts Experimentation Level 6

Digital Arts Experimentation: Week 4

Fonts:

Colour Palettes:

Editing AI images:

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Designing Narrative Experiences Level 6

Designing Narrative Experiences: Research for project

Flowers and People – Dark by Teamlab:

This interactive artwork is not a prerecorded image played back, it’s generated in real time. The continuous interaction between individuals and the installation results in a constantly evolving, generative artwork. The flowers undergo a cycle of budding, growth, and blossoming before their petals eventually wither and fade. This process of growth and decay continuously repeats itself. The proximity of the viewer to the artwork determines whether the flowers shed their petals simultaneously, wither and die, or rejuvenate and blossom again.

Flutter of Butterflies Beyond Borders, Ephemeral Life- Teamlab:

When no one is in the space, it is completely dark and nothing exists. When people enter the space and stand still, butterflies are born from their feet where they stand, or from their hands where they touch the wall. When people touch the butterflies themselves, the butterflies die. The butterflies fly beyond borders and through other artworks, entering monitors or leaving rooms, dissolving the boundaries between artworks and flying through other works. By flying seamlessly through the other pieces, the artwork is freed from the concept of “frames” and blurs the boundaries between works. The artwork is not a pre-recorded image that is played back: it is created by a computer program that continuously renders the work in real time. The interaction between people and the installation causes continuous change in the artwork.

Walk, Walk, Walk- Teamlab:

The figures cross the boundaries of other works and continue to walk around, influencing the artworks that they enter into. Sometimes they enter other spaces and continue as a new artwork. The group of figures keep walking, meaning that the artwork is constantly moving. When people touch the figures, they react, sometimes stop, sometimes change directions and choose a different path. “Hoho kore dojo” is a Zen expression that conveys how every step is a place to learn. The figures in the artwork walk endlessly as they confront various situations. 

Glenn Kaino’s magical and immersive forest installation:

Flutter Wall- Dominic Harris:

In Flutter Wall the viewer is presented with colourful butterflies and have the opportunity to touch the creatures without causing harm. The contact brings the insects to life. The work can quickly transform into a swarming kaleidoscope of butterflies, their frenzied flight dominating the screen before once again they settle to create a stunning array of colour.

The Treachery of Sanctuary- Chris Milk:

This is a large-scale interactive piece which tells the story of birth, death, and transfiguration that uses projections of the participants’ own bodies to unlock a new artistic language. The work consists of three 30-foot high white panel frames suspended from the ceiling on which digitally captured shadows are reprojected. 3D models of birds interact with the shadows captured by three hidden Kinects. 

Awake- Sofia Aronov:

Awake is an exploration of the future of illustration: new technologies allow objects to respond to the environment and to the observer, paintings become alive and viewers are not passive anymore.

Interactive Projection Mapping Installation:

https://www.bareconductive.com/blogs/resources/create-an-interactive-projection-mapping-installation

Interactive Projected Light with Kinect V2 Sensor- Johnny Devine:

https://www.devinejohnny.com/projectdetails/interactive-project-light-with-kinect-v2-sensor

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Designing Narrative Experiences Level 6

Designing Narrative Experiences: Week 4

Pre-reading:

Design beyond vision’ by Ellen Lupton:

Class notes:

Buzzer:

NeoPixel LED:

Servomotor:

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Level 6 Sustainable Illustration Practice

Sustainable Illustration Practice: Week 3

Welcome to the Anthropocene:

The Deluge’ by Francis Danby (1840): romantic sublime

Hurricane Harvey (2017): photograph of modern day disaster

Digital collage:

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Level 6 Sustainable Illustration Practice

Sustainable Illustration Practice: Visual Research and development

Visual style ideas:

Visual inspiration:

Becca Hall:

Amy Schimler-Safford:

Jane Dignum:

Experimentation:

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Level 6 Sustainable Illustration Practice

Sustainable Illustration Practice: Project format and narrative

Project format ideas:

Project narrative ideas:

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Digital Arts Experimentation Level 6

Digital Arts Experimentation: Week 3

Social campaign based on a myth:

Visual Direction an AI:

‘AI art, explained’, Vox:

Portrait by AI program sold at auction for $432,000 (2018):

AI images by Jason Allen won an art competition (2022):

Adobe Firefly:

Categories
Designing Narrative Experiences Level 6

Designing Narrative Experiences: Week 3

Pre-Reading:

‘Cultural Probes and the Value of Uncertainty’: Cultural Probes are collections of playful, open-ended tasks or artifacts designed to provoke inspirational responses from people, rather than generate precise or comprehensive data or solve a problem. This emphasises the importance of playfulness in the design process. Cultural probes encourage a design approach that is more about discovery, empathy, and subjective interpretation than solving practical problems. Some of the key takeaways are embracing uncertainty, subjective interpretation and play as a design tool.

Extracts from ‘Lupton and Lipps’ (2018):

Notes:

Examples of Multi-Sensory Design:

Light Theremin by Kevin Powell Studio: There are two potentiometers that vary the pitch and the oscillation speed of the LED in the finger. That LED is used to get the theremin “wobbly” effect through the light dependent resistor on the bot’s temple. The 3.5mm jack in the mouth is the output. There’s another 3.5mm jack on the back of the head for easily removing the hand connection.

‘In Real Life’ by Olafur Eliasson’s at Tate Modern:

‘Bouquet’ by Niklas Roy: a synaesthetic olfactory device which allows the user to perceive color through fragrances

3D Printed Interactive Wearable Designs by Anouk Wipprecht:

Intro to Sensor Kits: These are made up of several modules, each module being able to either input or output different types of data, therefore being able to support different interactive installations and experiences.

The Modules:

Arduino Sensor Kit:

Analog Inputs:

Button controlling LED:

Potentiometer Upload the code and see a live variable change in real-time as you turn the knob.

Light Sensor: Stream data from the photoresistor (a sensor that measures the amount of light ) into the Arduino software. As you cover it with your hand and then remove it the value change depending on how much light is being received.

Ultrasonic Distance Sensor (HC-SR04): This means you need to record an analog input of the distance between two objects, measures proximity.

Arduino sensor kits- Analog inputs:

More information about sensor kits:

https://sensorkit.arduino.cc/

https://sensorkit.arduino.cc/sensorkit/module/getting-started/lesson/00-getting-started

Design challenge: Chromesthesia (sound-to-colour) synesthesia:

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Digital Arts Experimentation Level 6

Digital Arts Experimentation: Week 2

Examples of Greek myths: