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Which clippings match 'Interactive Works' keyword pg.1 of 1
05 AUGUST 2014

ICC × Media Art Chronology 1988 - 2013

"ICC×メディア・アート年表 この年表では,メディア・アートを軸に編集された年表と,ICCの過去の活動の両方を見ることができます"

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TAGS

1988art museumchartchronological visualisationchronologydiagramdigital media timeline • digital media works • ICC Online • information designinteractive worksmedia art • media art chronology • media art timeline • media culture timeline • net artnew media artnew media art timelineNTT InterCommunication CentertimelineTokyovisualisation

CONTRIBUTOR

Simon Perkins
30 MAY 2014

Digital Revolution: an immersive exhibition of art, design, film, music and videogames

Exhibition: Digital Revolution at The Barbican Centre, London from 3rd July – 14th September 2014.

"Digital Revolution is the most comprehensive presentation of digital creativity ever to be staged in the UK. This immersive and interactive exhibition brings together for the first time a range of artists, filmmakers, architects, designers, musicians and game developers, all pushing the boundaries of their fields using digital media. It also looks at the dynamic developments in the areas of creative coding and DIY culture and the exciting creative possibilities offered by augmented reality, artificial intelligence, wearable technologies and 3–D printing.

Contribute to new commissions including Google's DevArt, an installation by global music artist and entrepreneur will.i.am and artist Yuri Suzuki and works by artists Umbrellium, Universal Everything, Seeper and Susan Kare (Mac Paint designer). Experience Oscar–winning visual effects behind Christopher Nolan's Inception and Tim Webber's Gravity, or go back in time to play classic videogames like Pacman and Space Invaders."

Chris Milk The Treachery of Sanctuary, 2012 The Creators Project, a partnership with Intel and VICE photography by Bryan Derballa.

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CONTRIBUTOR

Simon Perkins
23 FEBRUARY 2014

Local Projects: growing new audiences through technology

"Local Projects was tasked with growing new audiences through technology for the Cleveland Museum of Art, and created 'Gallery One,' a suite of new interactives that transform the Art Museum experience. Visitors can explore digital versions of the artworks, gathering ideas, and seeing the original context of the artworks themselves. Rather then simply bask in the reflection of others' artworks, visitors to Gallery One create their own works of art, and understand creativity by being creative themselves. Through interactive games, visitors can put their own bodies into the experience, matching poses with figurative sculptures, or browse the museum's collection by making different facial gestures. All of these interfaces are experiences that invite visitors to understand art and art–making through intuition, play and creativity. For those who do not like technology, the traditional design of the galleries means that the interactives are opt–in and do not circumvent the art gallery experience. An expansive interactive wall allows multiple visitors to see all 3,000 artworks on display at the same time, inviting them to curate their own experiences by exploring connections between artworks. Custom tours can be connected to a new iPad application that allows visitors to both navigate the museum through a Director's tour and take tours made by other visitors. Gallery One at the Cleveland Museum of Art will change how visitors understand the artworks and themselves."

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TAGS

2013art gallery experienceart museum • Cleveland Museum of Art • collaborative storytellingDiller Scofidio + Renfro • emotional storytelling • environmental graphic design • environmental media • Frank Gehry • Gallery One (museum space) • interaction designinteractive gamesinteractive wallinteractive worksinteractives • iPad application • Jacob Barton • Local Projects (media design) • media design • multi-touch screenmuseum • physical design • physical spacetechnology design

CONTRIBUTOR

Simon Perkins
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