Not Signed-In
Which clippings match 'Computer Interface' keyword pg.1 of 1
18 JUNE 2011

MediaArtTube Exhibition 1.0: Biofeedback Art

"Biofeedback art is recently emerged interactive art form which applies technologies to capture biological changes of the body and create an artistic meaning through them. Biofeedback interfaces measures EEG, galvanic skin response, facial analysis, temperature analysis, eye–tracking or hearth rate in order to monitor the users bio–philosophical and produce a dynamic psychological/behavioural/emotion–based analysis of the person. The artistic meaning production based on the applications of these qualities which often deals with embodiment, enaction, body awareness, immersion or active/passive bodily engagement. There are a variety of tools can be used by artists which are usually divided to contact (for example EEG) or non–contact (facial analysis through camera). The MediaArtTube Exhibition 1.0 presents a collection of engaging art works and experiments in this hot topic of media art."

(MediaArtTube)

Fig.1 Brainloop interactive performance platform http://www.aksioma.org/brainloop/index.html

Fig.2 Yasushi Noguchi, Hideyuki Ando – Watch Me!, eye–responsive Installation 2009 http://r–dimension.xsrv.jp/projects_e/watch_me/

1
2

TAGS

actuators • affective art • affective computing • affective environment • applied researchArs Electronica • art works • behavioural analysis • bio art • bio-philosophical analysis • bio-sensors • biofeedback • biofeedback art • biofeedback interfaces • biological changes • blood volume pressure • bodily engagementbodybody awareness • body data • brain • cognitive-based concept • communication devicecomputer interfaceconvergencecorrelative analoguecreative technologydata visualisationdevicedigital art • EEG • electroencephalography • electronic artembodied interactionsembodimentemotion research • emotion-based analysis • erotic ambiguity • external world • eye-trackingfacial analysis • galvanic skin response • graphic representationHCI • heartbeat • hearth rate monitor • humidity • hybrid art • immersioninformation aestheticsinteraction designinteractive artinteractive media artinteractive performanceinteractive visualisationinterface artinterface designkinetic artman machinemeasurementmedia art • MediaArtTube • micro-bio-electrochemical systems • micro-electromechanical • mobile phonenew media artpsychological analysispulse • responsive environment • robotrobot artscreen-based interface • skin conductivity • smell • stroke • sweat • tangible biofeedback • tangible interfacetechnology-based arttemperature analysis • tickle • time-based art • ventilators • vibrationvibratorvirtual realityvirtual worldvisualisation

CONTRIBUTOR

Simon Perkins
23 OCTOBER 2008

The Logic of Hypermediacy

"Unlike a perspective painting or three–dimensional computer graphic, this windowed interface does not attempt to unify the space around any one point of view. Instead, each text window defines its own verbal, each graphic window its own visual, point of view. Windows may change scale quickly and radically, expanding to fill the screen or shrinking to the size of an icon. And unlike the painting or computer graphic, the desktop interface does not erase itself. The multiplicity of windows and the heterogeneity of their contents mean that the user is repeatedly brought back into contact with the interface, which she learns to read just as she would read any hypertext. She oscillates between manipulating the windows and examining their contents, just as she oscillates between looking at a hypertext as a texture of links and looking through the links to the textual units as language.

With each return to the interface, the user confronts the fact that the windowed computer is simultaneously automatic and interactive. We have argued that the automatic character of photography contributes to the photograph's feeling of immediacy, but with the windowed computer, the situation is more complicated. Its interface is automatic in the sense that it consists of layers of programming that are executed with each click of the mouse. Its interface is interactive in the sense that these layers of programming always return control to the user, who then initiates another automated action. Although the programmer is not visible in the interface, the user as a subject is constantly present, clicking on buttons, choosing menu items, and dragging icons and windows. While the apparent autonomy of the machine can contribute to the transparency of the technology, the buttons and menus that provide user interaction can be seen as getting in the way of the transparency. If software designers now characterize the two–dimensional desktop interface as unnatural, they really mean that it is too obviously mediated. They prefer to imagine an 'interfaceless' computer offering some brand of virtual reality. Nevertheless, the possibilities of the windowed style have probably not been fully explored and elaborated.

One reason that this style has not been exhausted is that it functions as a cultural counterbalance to the desire for immediacy in digital technology. As a counterbalance hypermediacy is more complicated and various. In digital technology, as often in the earlier history of Western representation, hypermediacy expresses itself as multiplicity. If the logic of immediacy leads one either to erase or to render automatic the act of representation, the logic of hypermediacy acknowledges multiple acts of representation and makes them visible. Where immediacy suggests a unified visual space, contemporary hypermediacy offers a heterogeneous space, in which representation is conceived of not as a window on to the world, but rather as 'windowed' itself –with windows that open on to other representations or other media. The logic of hypermediacy multiplies the signs of mediation and in this way tries to reproduce the rich sensorium of human experience. On the other hand, hypermediacy can operate even in a single and apparently unified medium, particularly when the illusion of realistic representation is somehow stretched or altogether ruptured. For example, perspective paintings or computer graphics are often hypermediated, particularly when they offer fantastic scenes that the viewer is not expected to accept as real or even possible. Hypermediacy can also manifest itself in the creation of multimedia spaces in the physical world, such as theme parks or video arcades."

(David Bolter and Richard Grusin, 33–34.pp, 2000)

David Bolter and Richard Grusin (2000). Immediacy, Hypermediacy, and Remediation. "Remediation: Understanding New Media", The MIT Press.

1

TAGS

bringing into relationcomputer graphicscomputer interfaceDavid Bolter • desktop interface • digital technologyframed by the window • graphic window • heterogeneity of contents • heterogeneous space • human experiencehypermediacyhypermediated spacehypertextilluminated manuscriptillusionistic spaceimmediacy • interfaceless interface • James Joycejuxtaposed imagesjuxtapositionlayered meaninglayeringlayers of data • layers of programming • logic of hypermediacy • looking at a hypertext • looking through links • manipulating the windows • mediated environments • multimedia spaces • multiplicities • multiplicity of windows • painting as illusionperceptual organisation • perspective painting • perspective viewphotographyphysical worldpictorial systemsrealistic representationrepresentational modesrepresentational strategiesrepresentational systemsRichard Grusinrupture • sensorium of human experience • signs of mediation • simultaneously automatic and interactive • technology as neutraltechnology transparency • textual units as language • texture of links • theme park • three-dimensional computer graphics • transparencytransparency of meaning • two-dimensional desktop interface • unified medium • unified visual space • unified wholeunifying metaphorvideo arcadevirtual realityvisual languagevisual literacyvisual representation • visual space • visual traditions • whole is other than the sum of the partswindow on to the world • windowed computer • windowed content • windowed interface

CONTRIBUTOR

Simon Perkins
08 MAY 2007

User-interfaces are basically layered structures

"An interface is basically a layered structure with layers of code where the top layers are progressively oriented towards the human while the bottom layers address the machine. At each layer, and between the layers, the interface translates and negotiates between the machine and the human. This translation leaves traces that are perhaps most visible when the machine breaks down or when a breakdown of communication occurs. Such traces are of course not desirable when designing a user–friendly interface. Still, the translation should not always strive to be automatic, smooth, and seamless. We need critical interfaces that give the user insight into to the workings of the machine and software, which would also give the user better possibilities to develop unforeseen and 'un–designed' uses."
(Olav W. Bertelsen & Søren Pold)

1

TAGS

arrangement • Bertelsen • computer interfacedesktop metaphordog • fireplace • GUIhypermediacyimmediacyinterface metaphorlayer • literal metaphor • living roommetaphororganisationorganising metaphorpalimpsest • Pold • rolodex • visual analogy
24 JUNE 2005

Hidden Trajectories: designing through the computer interface

"Designing through the computer interface leaves little evidence of discovery. The evidence of the evolution of the design solution: the modifications, reconsideration and redesigns that constitute the tacit dimension of the students' learning trajectories are hidden from the tutors. It is as if the students' design is a palimpsest with each design decision being erased to make room for the next."

(Christine Percy)

Percy, C. (2003). "Critical absence versus critical engagement. problematics of the crit in design learning and teaching." Art, Design & Communication in Higher Education 2 (3): 143 – 154.

Fig.1 "Springloaded I", Posted on September 3, 2008 [http://brandnewmedia.wordpress.com/2008/09/03/springloaded–i/]

1

TAGS

2003andragogyartart and designbaseroom • Christine Percy • communicating through interfaces • computer interfacecritiquedesign and makingdesign educationdesign processdigital workflowdiscoursediscoveryeducationengagementerasureevidenceevidence of experimentation • hidden trajectories • layeringlearning trajectorymediated environmentsonlineonline learningoverlaypalimpsestpedagogyredesignreplacementstudent
Sign-In

Sign-In to Folksonomy

Can't access your account?

New to Folksonomy?

Sign-Up or learn more.