Designing Dynamic Systems For Advancing Aesthetic Spatial Engagement In Sound Art

2021 ◽  
Author(s):  
◽  
Bridget Johnson

<p>This thesis documents three years of extensive research into the field of sonic spatial expression and is the culmination of years of fascination about all of the ways music is made. In particular, it focuses on the way sounds move through space. This research stems from artistic practice and a desire to deeply explore spatial aesthetics in sound art. A potential for further development of tools designed for aesthetic engagement with spatial attributes of music is identified. It is proposed that with new tools designed for the manipulation of spatial attributes, new spatial aesthetics might emerge. In exploring this proposition, a number of contributions to the field of spatial sound art are presented. The main approach taken is to apply new technologies to the design of spatialisation performance interfaces. It is hoped that in designing novel interfaces that specifically engage with spatial parameters, new ways for aesthetically engaging with space will be afforded for composers and performers. The tools designed all aim to exhibit a high level of intuitiveness in their control systems, allowing non- expert users access to these spatially expressive tools. Additionally, the new tools aim to provide high levels of expressivity so that advanced composers who are looking for new ways to use space expressively may also use them.  This thesis focuses on the design, development, implementation, analysis, and artistic use of new spatial interfaces. The design methodology implemented for all of the interfaces includes both testing and analysis phases that involve the composition and performance of new musical works. The development of the interfaces is closely coupled with the development of the new musical works, with each design phase applied to a new work and each new work or spatial idea exploring the new aesthetics afforded by the tools. The assessment of these new tools takes various forms: they are assessed by critical evaluation of the new works created, by user study evaluations from other composers who utilise the tools, and, where appropriate, by quantifiable methods of evaluation that are adopted to assess specific spatialisation tools.  The new musical interfaces presented, described, and evaluated in this document were conceived of as musical instruments, each affording new approaches to spatial expression. This document also details an extensive collection of new musical works that feature the interfaces. It concludes by suggesting future directions for this research body and the spatialisation interface design field.</p>

2021 ◽  
Author(s):  
◽  
Bridget Johnson

<p>This thesis documents three years of extensive research into the field of sonic spatial expression and is the culmination of years of fascination about all of the ways music is made. In particular, it focuses on the way sounds move through space. This research stems from artistic practice and a desire to deeply explore spatial aesthetics in sound art. A potential for further development of tools designed for aesthetic engagement with spatial attributes of music is identified. It is proposed that with new tools designed for the manipulation of spatial attributes, new spatial aesthetics might emerge. In exploring this proposition, a number of contributions to the field of spatial sound art are presented. The main approach taken is to apply new technologies to the design of spatialisation performance interfaces. It is hoped that in designing novel interfaces that specifically engage with spatial parameters, new ways for aesthetically engaging with space will be afforded for composers and performers. The tools designed all aim to exhibit a high level of intuitiveness in their control systems, allowing non- expert users access to these spatially expressive tools. Additionally, the new tools aim to provide high levels of expressivity so that advanced composers who are looking for new ways to use space expressively may also use them.  This thesis focuses on the design, development, implementation, analysis, and artistic use of new spatial interfaces. The design methodology implemented for all of the interfaces includes both testing and analysis phases that involve the composition and performance of new musical works. The development of the interfaces is closely coupled with the development of the new musical works, with each design phase applied to a new work and each new work or spatial idea exploring the new aesthetics afforded by the tools. The assessment of these new tools takes various forms: they are assessed by critical evaluation of the new works created, by user study evaluations from other composers who utilise the tools, and, where appropriate, by quantifiable methods of evaluation that are adopted to assess specific spatialisation tools.  The new musical interfaces presented, described, and evaluated in this document were conceived of as musical instruments, each affording new approaches to spatial expression. This document also details an extensive collection of new musical works that feature the interfaces. It concludes by suggesting future directions for this research body and the spatialisation interface design field.</p>


MRS Bulletin ◽  
2008 ◽  
Vol 33 (4) ◽  
pp. 389-395 ◽  
Author(s):  
Ralph E.H. Sims

AbstractSome forms of renewable energy have long contributed to electricity generation, whereas others are just emerging. For example, large-scale hydropower is a mature technology generating about 16% of global electricity, and many smaller scale systems are also being installed worldwide. Future opportunities to improve the technology are limited but include upgrading of existing plants to gain greater performance efficiencies and reduced maintenance. Geothermal energy, widely used for power generation and direct heat applications, is also mature, but new technologies could improve plant designs, extend their lifetimes, and improve reliability. By contrast, ocean energy is an emerging renewable energy technology. Design, development, and testing of a myriad of devices remain mainly in the research and development stage, with many opportunities for materials science to improve design and performance, reduce costly maintenance procedures, and extend plant operating lifetimes under the harsh marine environment.


2015 ◽  
Vol 78 (2-2) ◽  
Author(s):  
Nuraini Hidayah Sulaiman ◽  
Masitah Ghazali

Guidelines for designing and developing a learning prototype that are compatible with the limited capabilities of children with Cerebral Palsy (CP) are established in the form of a model, known as Learning Software User Interface Design Model (LSUIDM), to ensure children with CP are able to grasp the concepts of a learning software application prototype. In this paper, the LSUIDM is applied in developing a learning software application for children with CP. We present a user study on evaluating a children education game for CP children at Pemulihan dalam Komuniti in Johor Bahru. The findings from the user study shows that the game, which was built, based on the LSUIDM can be applied in the learning process for children with CP and most notably, the children are engaged and excited using the software. This paper highlights the lessons learned from the user study, which should be significant especially in improving the application. The results of the study show that the application is proven to be interactive, useful and efficient as the users used it.


2017 ◽  
Vol 12 (2) ◽  
pp. 41
Author(s):  
Miguel Alfonso Bouhaben

Poder, violencia y resistencia de la imagen. Batallas audiovisuales en América LatinaMiguel Alfonso BouhabenResumenEl mundo contemporáneo se ha convertido en imagen. El poder controla, por medio de imágenes –cámaras de vigilancia, películas ideológicas, nuevas tecnologías, etc.– lo que se debe pensar y sentir. El presente artículo tiene como objetivo la definición y la evaluación crítica de las relaciones entre el poder, la violencia y las formas de resistencia de las imágenes. A través del análisis de algunas secuencias de La hora de los hornos (Gettino y Solanas, 1968), Sangre de cóndor (Jorge Sanjinés, 1969) y El coraje del pueblo (Jorge Sanjinés, 1971), se valorarán las alternativas a los dispositivos de dominio audiovisual con el fin de poner contra las cuerdas la lógica de violencia visual del poder hegemónico. Se trata, en definitiva, de explorar las posibilidades de emergencia de las contraimágenes en el contexto de América Latina.Palabras claves América Latina; contraimagen; poder; resistencia; violenciaPower, Violence and Resistance of the Image. Audiovisual Battles in Latin AmericaMiguel Alfonso BouhabenAbstractThe contemporary world has become an image. The power controls, through images – surveillance cameras, ideological films, new technologies, etc. – what should be thought and felt. This article aims at the definition and critical evaluation of the relations between power, violence and forms of resistance of images. Through the analysis of some sequences from The Hour of the Furnaces (Gettino and Solanas, 1968), Blood of the Condor (Jorge Sanjinés, 1969) and The Courage of the People (Jorge Sanjinés, 1971), the alternatives to the devices of audiovisual domain will be assessed in order to question the logic of visual violence of the hegemonic power. Finally, the purpose is to explore the possibilities of emergence of counter-images in the Latin American context.KeywordsLatin America; Counter-image; power; resistance; violencePoder pelio y uapiai imagenmanda, batallas audiovisuales América- latinapeMiguel Alfonso BouhabenMaillallachiska:Chi mundo contemporáneo convertirerka e imagen. Chi poderka controla chi imágenes- cámara de vigencia, películas ideológicas, musu tecnologías, etc.- deberenme iuiai y sentengapa. Kai presente articulok rukanme objetivo la definición y evaluacion crítica de las realciones entre poder, chi pilio y forma de resistencia de las imágenes. Atraves del análisis sug secuenciakuna la hora de los hornos ( Gettino y Solanas, 1968) iauar condorpa ( Jorge Sanjinés, 1969 ) y sug koraje pueblomanda ( Jorge Sanjinés 1971) se valoraran sug alternativakuna dispositivokuna de dominio audiovisual churrangapa contra las cuerdas sug lógica de pilio visual del poder hegemonico, tratarenme en definitiva, explorangapa sug posibilidadkuna de emergencia sug contraimagenkunamanda contextope América Latinape.Rimangapa Ministidukuna:América Latina; contraimagen; poder, uapiai; pilioPuissance, violence et résistance de l'image. Batailles audiovisuelles en Amérique latineMiguel Alfonso BouhabenRésuméLe monde contemporain est devenu une image. Le pouvoir contrôle, à travers des images –caméras de surveillance, films idéologiques, nouvelles technologies, etc. – ce qu'il faut penser et ressentir. Cet article vise la définition et l'évaluation critique des relations entre le pouvoir, la violence et les formes de résistance des images. Grâce à l'analyse de certaines séquences de L'Heure des brasiers (Gettino et Solanas, 1968), Sang du Condor (Jorge Sanjinés, 1969) et Le courage du peuple (Jorge Sanjinés, 1971), les alternatives à des dispositifs de domaine audiovisuel sont évaluées, afin de contester la logique de violence visuelle du pouvoir hégémonique. Enfin, il s'agit d'explorer les possibilités d'émergence de contre-images dans le contexte de l'Amérique latine.Mots clésAmérique latine; contre-image; pouvoir; résistance; violencePODER, VIOLÊNCIA E RESISTÊNCIA DA IMAGEM. BATALHAS AUDIOVISUAIS NA AMÉRICA LATINAMiguel Alfonso BouhabenResumoO mundo contemporâneo tem se transformado em imagem. O poder controla, por meio de imagens câmeras de vigilância, filmes ideológicos, novas tecnologias, etc –o que se deve pensar e sentir. O presente artigo tem como objetivo de resistência das avaliações crítica das relações entre o poder, a violência e as formas de resistência das imagens. Através da análise de algumas sequências La hora de los hornos (Gettino y Solanas, 1968), Sangre de cóndor (Jorge Sanjinés, 1969) e El coraje del pueblo (Jorge Sanjinés, 1971), se valorizarão as alternativas aos dispositivos de domínio audiovisual com o fim de pôr contra as cordas a lógica de violência visual do poder hegemônico. Definitivamente se trata de explorar as possibilidades de emergência das contra imagens no contexto da América Latina.Palavras-chave América Latina; contra imagem; poder; resistência, violência


2015 ◽  
Vol 1 (3) ◽  
pp. 351
Author(s):  
Hoger Mahmud Hussen ◽  
Mazen Ismaeel Ghareb ◽  
Zana Azeez Kaka Rash

Recently the Kurdistan Region of Iraq has experienced an explosion in exposure to new technologies in different sectors especially in media and telecommunication. Internet is one of those technologies that have opened a way for information proliferation amongst a previously censored region. Developing web sites to deliver news and other information is a relatively new phenomenon in Kurdistan; this means that the design and development of web pages may lack the quality standard required. In this paper the quality of webpage interface design and usability in the field of news journalism in the KRI is examined against a set of web interface design and usability criterion. For the purpose of data collection 9 available popular news websites are chosen and 900 questionnaires are sent to 100 random users. The result is analyzed and we have found that the majority of users are satisfied with the interface design and usability of the news WebPages, however the result points out some weakness that can be improved. The outcome of this research can be used to enhance website design and usability in the field of journalism in the KRI.


2020 ◽  
Vol 61 (2) ◽  
pp. 252-271
Author(s):  
Elyssa Livergant

February 2010. The lights are off. As I adjust to the dark I can make out shapes of others scattered around the room. Disoriented and uncertain I wait for some sign or direction of what to do. The air is thick with anticipation, but as time drags it becomes clear that no instructions are coming. Then it begins all around me. Sat in the dark in a workshop in the courtroom studio of Toynbee Studios, I begin to feel anxious. I see the outline of another body in front of me and I panic. I should do something. I reach for anything that might keep things working, that might keep play going. Does anyone want to dance, I ask. I waltz. I sense someone dancing behind me.In what follows I think through my participation in a 2010 workshop led by Anne Bean, recounted in part above, to understand better the role of play in the conditions of production for theatre and performance under capital. Bean is an interdisciplinary artist, belonging to (or claimed by) multiple experimental art scenes, including visual, performance, and sound art, who has been a central figure of European live art since the 1970s. The workshop, which was conducted largely in the dark and focused on the aestheticization of cooperation through an emphasis on its participants doing play was held at Artsadmin's Toynbee Studios, the influential UK arts producing organization's home in East London. This article puts my account of Bean's workshop in conversation with Victorian economist Arnold Toynbee's demand for a new capitalist morality. Toynbee's appeal was, of course, not directed at me or the other workshop participants disoriented and uncertain in the dark. But, I argue, the situation of play that arose in Bean's workshop is a contemporary iteration of what Toynbee called a gospel of life, a term referring to a commitment to self and civic betterment at the core of a burgeoning capitalist morality. The connection between the shaping of Victorian labor practices and the staging of cooperation between participants in Bean's contemporary workshop is the basis for this essay's core assertion: that the value of play as a counterpoint to work within practices and discourses of theatre and performance needs considerable rethinking.


Author(s):  
María del Carmen Moreno Sáez

“Impresiones en azul” se corresponde con el nombre genérico de varios talleres dentro de un programa de educación artística para personas con demencia temprana, realizados en el Centro de Referencia Estatal de Atención a Personas con Enfermedad de Alzheimer y otras Demencias, de Salamanca, dependiente del IMSERSO. El objetivo de este programa era evaluar si la implementación de actividades artísticas podía ser una estrategia eficaz para promover el bienestar y las capacidades psicosociales, cognitivas y de comunicación de las personas con demencia temprana y, en consecuencia, una manera de mejorar los sistemas de cuidado de los mayores con principios de demencia. Estos talleres consistieron en el desarrollo de una sencilla técnica fotográfica, combinada con nuevas tecnologías. La investigación psicosocial cualitativa fue la metodología utilizada, prevista en tres fases: diseño de las actividades, desarrollo y seguimiento de los mismos y análisis de las producciones artísticas de los asistentes. Las conclusiones a las que se han llegado se pueden resumir en las siguientes: la demencia no ha supuesto problema alguno para el desarrollo de los talleres, el interés demostrado por los pacientes ha sido significativo, obteniendo resultados positivos en relación con su bienestar psicosocial, se ha experimentado un incremento de la comunicación entre los asistentes, tanto en sus relaciones interpersonales, como en su proyección al exterior y, por último, merece la pena destacar los modelos que pueden ser desarrollados en el cuidado de las personas con demencia temprana.“Impressions in blue” is the generic name given to several workshops belonging to an Art Education program targeted to people with early dementia, carried out in the State Centre for the Attention to People with Alzheimer Disease and other Dementias, in Salamanca, dependent on the IMSERSO. The aim of this program was assessing if the implementation of artistic activities could be an efficient strategy for promoting wellbeing and psychosocial, cognitive and communication capacities in people with early dementias and, therefore, improve the caring systems for the elderly with early dementias. These workshops consisted on the development of a simple photographic technique, combined with new technologies. The psychosocial qualitative research was the chosen methodology and was organised in three phases: activities design, development, follow-up and analysis of the artistic productions done by the participants. The conclusions drawn can be outlined as follows: Dementia didn’t cause any problem while developing the workshops; the interest shown by the participants was remarkable, obtaining positive reactions in regard to their psycho-social wellbeing; it was observed an increase in communication amongst the participants, not only in their personal relationships but also in their contact with the outside; lastly, it is worth highlighting the models that can be developed in the early dementia care.


2008 ◽  
Vol 3 (2) ◽  
pp. 83-98
Author(s):  
Geetha Udayangani Kulasekara ◽  
Buddhini Gayathri Jayatilleke ◽  
Uma Coomaraswamy

Interactive Multimedia (IMM) package has a greater potential of supporting individual differences of learners due to its inherent strength of media attributes. This study was carried out to explore the design features of IMM, which was specially designed to support the open and distant learners, studying Microbiology as a part of the B.Sc. Degree program, of the Open University of Sri Lanka (OUSL), with the purpose of explaining the dynamic abstract concepts in Microbiology. When designing the IMM emphasis was placed on the design features, interface design in particular, in order to help the learners to achieve a meaningful learning experience. The purpose of this research paper is to explore learner perceptions of the design features of the IMM and, in developing a more user friendly, authentic instructional package. As such, quantitative and qualitative research methods were used by means of questionnaires, interviews and observations. Evaluation reveals many supportive and constructive outcomes, and suggests improvements in providing a better support for learners studying science subjects at a distance. In the context of the university using new technologies, especially for delivery, the results of this study would be a great asset.


2018 ◽  
Vol 8 (1) ◽  
Author(s):  
KOMANG REDY WINATHA . ◽  
PROF.DR. NASWAN SUHARSONO, M.Pd. . ◽  
Dr. KETUT AGUSTINI, S.Si, M.Si. .

Penelitian ini bertujuan untuk menghasilkan produk pembelajaran berupa e-modul berbasis proyek yang valid, praktis, dan efektif bagi siswa kelas X semester ganjil mata pelajaran simulasi digital. Penelitian pengembangan ini didasari oleh belum tersedianya bahan ajar inovatif yang sesuai dengan tuntutan Kurikulum 2013 pada mata pelajaran simulasi digital di SMK TI Bali Global Singaraja. Prosedur pengembangan menggunakan model ADDIE yang terdiri dari lima tahap yaitu: analysis, design, development, implementation dan evaluation. Hasil penelitian terkait bahan ajar yang dikembangkan, telah memenuhi aspek validitas, kepraktisan, dan efektivitas. Hasil uji validitas menunjukkan bahwa e-modul berbasis proyek beserta buku panduan berada pada kategori sangat baik berdasarkan uji coba para ahli. E-modul juga telah memenuhi aspek kepraktisan dilihat dari respon guru dan siswa terkait kemudahan penggunaan dan kemenarikan desain antarmuka. Hasil uji-t menunjukkan, terdapat perbedaan yang signifikan antara nilai rata-rata hasil belajar siswa sebelum dan setelah menggunakan e-modul interaktif berbasis proyek. Di mana nilai rata-rata posttest lebih lebih besar dari nilai rata-rata pretest dan telah memenuhi kriteria ketuntasan minimal yang telah ditetapkan. Berdasarkan hal tersebut, e-modul interaktif berbasis proyek telah memenuhi aspek efektivitas.Kata Kunci : pengembangan,e-modul,simulasi digital,pembelajaran berbasis proyek This research aims to develop learning product such as valid, practical and effective interactive e-module based on project for student grade X first semester simulation digital lesson. This development research based by unavailable innovation education material which suitable with Curriculum 2013 on digital simulation subject in SMK TI Bali Global Singaraja. The development procedure use ADDIE model, it consist of five steps are analysis, design, development, implementation and evaluation. Results of research related teaching materials developed, fulfills the validity, practicality, and effectiveness. Validity test results indicate that the interactive e-module based on project with guide books that are in the very good category based on testing experts. E-module also fulfills the practicality on the response of teachers and students related to ease of use and attractiveness of the interface design. The results of t-test showed a significant difference between the average value of student learning outcomes before and after using the interactive e-module based on project. Where the average value posttest is greater than the average pretest and have met the minimum completeness criteria that have been set. Based on this, interactive e-module based on project fulfills the effectiveness.keyword : development,e-module,digital simulation,project-based learning


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