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2013 | Book

Arts and Technology

Third International Conference, ArtsIT 2013, Milan, Italy, March 21-23, 2013, Revised Selected Papers

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About this book

This book constitutes the thoroughly refereed proceedings of the Third International Conference on Arts and Technology, ArtsIT 2013, held in Milano, Bicocca, Italy, in March. The 19 revised full papers presented were carefully selected and reviewed from 31 submissions and are organized in topical sections on: art and technology in action, music and technology in action, reflecting on art and technology, understanding the artistic practice, and at the boundaries.

Table of Contents

Frontmatter

Art and Technology in Action

Subway: Activist Performance through Mediation
Abstract
Subway is a participatory multi-located activist art project. It builds on the mediation of a dance performance by breaking a video apart into its image frames; creating a photo app in Android to re-use these frames as guides for a frame-by-frame reenactment; and finally reassembling the collected images into a new video. Through the affordances of digital and mobile media, it allowed participants in New York and Teheran to create a shared dance performance as digital activist art.
Andrew Quitmeyer, Michael Nitsche, Ava Ansari
Exhibiting Poetry in Public Places Using a Network of Scattered QR Codes
Abstract
Our goal was to remove poetry from its usual setting, exhibit it in public places and let the unsuspecting citizen engage with it in a way that he is unaccustomed to. We thus came up with codepoetry, a poetry game in the city. A large number of QR barcodes, spray painted on walls around central Athens using a large metallic stencil, tempt passers-by into scanning them using a smartphone in order to reveal a random poem from a curated online collection to which participating modern Greek writers and members of the public have contributed. The experience is further enhanced by allowing visitors to leave comments underneath the verses. The public context in combination with the use of smartphones and the feeling of playful discovery, helps familiarize the audience with poetry and demystifies this form of expression.
Theodoros Papatheodorou, Ioannis Dimitriadis
The Soundwalker in the Street: Location-Based Audio Walks and the Poetic Re-imagination of Space
Abstract
The development of mobile and location-based technologies intensifies media use in public space. Media theorist Eric Kluitenberg emphasizes this emerging trend, as he notes that the city becomes an intensified mediatized space where the modus operandi is carried out almost without thinking. The aim of this article is to show, with the use of location-based audio walks as case studies, how this intensive hybridization of space on the contrary is able to provide new possibilities to engage with space. The power of location-based audio walks is its aesthetic and poetic potential of layering new information over a physical space, while revealing the stories, memories and history of specific physical locations. In doing so, these audio walks can be seen as a poetic act: they draw together human involvement and invite engagement with reality to such an extent that it enters consciousness and it re-imagines space poetically.
Micky van Zeijl
How to Outreach the External World from a Museum: The Case of the Marsili’s Spirit App
Abstract
A well known critical success factor for any institution (including museums) is its outreach. Outreach, in fact, concerns how wholly unknown people can be connected and attracted by a given institution. Hence, a successful communication strategy includes outreach activities, which very often involve the use of digital technologies. In fact, digital literacy is progressively increasing and, hence, providing a universal language that can be utilized to decode any information that comes from very far. Virtual reality applications have flourished in museums, for example, showing in videos how past cultures lived and prospered. Augmented reality techniques are being utilized to help visitors imagine the appearance of ancient landscapes on site (e.g., the Colosseum at the Roman Empire time), mixing archaeological remains with superimposed graphical representations. Much more can be done, however, taking advantage of the multimodal interactions that can be realized with the use of modern technologies. Among the many possible choices, gamification techniques, for example, are emerging as a viable instrument to incentive people to accomplish given tasks. As such, we here describe how we exploited such paradigm to outreach the exterior of a museum. In particular, we here describe the design and implementation of a smartphone app, available on the iPhone App Store since July 2012, whose scope is that of ferrying visitors from the outside to the inside of five of the main cultural attractions of Bologna, Italy. All this has been achieved providing new and additional (also artistic) content, thus departing from any traditional museum guide paradigm.
Marco Roccetti, Gustavo Marfia, Angelo Varni, Marco Zanichelli

Music and Technology in Action

Exploiting Latest Technologies for RF Sounding’s Evolution
Abstract
In this paper we present the most recent technological innovations introduced into the artistic installation we called RF Sounding, keep on maintaining our fundamental goals: creating an artistic installation that can be used for educational purposes as well. Indeed we have been inspired by the impossible human dream of flying that we reasoned on the acoustic dimension. We decided to make the inaudible, audible by a translation in the audio bandwidth of signals coming from cellular networks. We thus want to provide the user, entering the specifically defined area, with awareness of radio frequency signals characterizing the cellular networks band. With respect to the prototype presented in previous papers we finally exploit the information coming from a spectrum analyser, thus taking into account also the whole uplink, and position data acquired from a Microsoft Kinect in order to realize localization inside the equipped area, without the need for the users to wear an active device.
Claudia Rinaldi, Marco Santic, Luigi Pomante, Fabio Graziosi
Giving Robots a “Voice”: A Kineto-Acoustic Project
Abstract
In this paper we present a kineto-acoustic project based on soccer robots. The movements of robots, determined by the needs of a soccer game, are transformed into a piece of music. Therefore, the robots are equipped with microphones, speakers, and custom-designed audio modules. The amplification of microphones and speakers is adjusted to create constantly varying feedback effects. These effects evolve from the relative positions and motions of the robots. Furthermore, data from control computers are utilized for the musical sound modulation. As the sequence of movements is not deterministic the resulting musical structure is unique in each performance.
Ralf Hoyer, Andre Bartetzki, Dominik Kirchner, Andreas Witsch, M. J. G. van de Molengraft, Kurt Geihs
Assistive Synchronised Music Improvisation
Abstract
The second stage of a project to develop a tool for assistive musical improvisation is described. Building on the findings from preliminary participatory workshops with a group of adult learners with mobility issues, a pattern based musical-model is defined. Employing a synchronised pattern-based approach to music generation a prototype ‘instrument’ has been realised that brings together key assistive and musical features that were identified as desirable. Using an example combination of joystick and force-sensor controls, the system offers the performer a combination of rule and skill-based performance behaviours to maintain both a sense of ownership and control.
Ben P. Challis

Reflecting on Art and Technology

Neuroaesthetic Resonance
Abstract
Neuroaesthetic Resonance evolved from a mature body of research investigating ‘Aesthetic Resonance’. Music Making, Digital Painting, Robotic control and Video Game control via movement alone is catalyst of the work where motivated fun through ludic engagement is core. Innovation of apparatus and methods in non-formal rehabilitation via matching digital media plasticity to human performance plasticity are foci. System adaptions according to abilities offer a generic solution. Performance art learning (stage and interactive installations – where solo and multiple ‘actors’ participated) is a thread in the work. A published patent and commercial product resulted alongside intervention models for in-action and on-action reflections, actions, and evaluations. This paper addresses the issues of innate aesthetic value by philosophically and contextually questioning ‘what is art’ and ‘artistic value’.
Anthony Brooks
Digital-Foley and Live Performance
Abstract
Using a series of reflective case-studies, the role of the Foley artist is reconsidered alongside technological innovations in both digital sound-manipulation and physical computing. A variety of approaches to electronic sound-production and control are described along with first-hand reflections on the expressivity and control that are offered by each within a context of live drama. In redefining digital-Foley, design considerations are outlined that could enhance the connectivity between the sound-artist and the sonic-landscapes they create.
Ben Challis, Rob Dean
Towards Novel Relationships between the Virtual and the Real in Augmented Reality
Abstract
In Augmented Reality (AR), virtual and real content coexist in the same physical environment. However, in order to create AR, solely adding virtual content to a real space does not suffice. In this paper we argue that an augmentation adds and relates something virtual to something real. Subsequently, we discuss both existing and promising future relationships between the virtual and the real. We explore what AR is and what it could possibly include from a technology-independent and conceptual point of view. By comparing our take on AR with common manifestations of AR, we identify possible directions for future research and AR (art) works, such as the use of non-visual modalities and the design of novel interactions between the virtual and the real.
Hanna Schraffenberger, Edwin van der Heide
Interactive Multimedia Installations:Towards a Model for Preservation
Abstract
Interactive Multimedia Installations (IMIs) are invaluable for the history of art and culture, for media technology and for other disciplines involved in the scientific research and the areas of application. Despite their importance, Interactive Multimedia Installations show some weaknesses that threaten their chance to be preserved long enough to be studied or replicated: (1) they show a complexity that cannot be oversimplified; (2) they are highly refractory to preservation. Moreover, they show an alarmingly short life expectancy compared to other cultural materials, such as audio-video carriers, let alone paper documents, paintings and sculptures. This paper presents the main problems related to the preservation of Interactive Multimedia Installations , and proposes the core of a possible solution.
Federica Bressan, Sergio Canazza, Antonio Rodá
Encoded Thoughts: Writing Code as an Art Practice
Abstract
This paper is a reflexion on the role that code writing is presently assuming in the field of visual expression and art making. Drawing on methods of analysis already studied and applied to the processes of artistic expression using conventional means and techniques, this study crosses over to the new field of code art. The development of a visual discourse for self expression using traditional art methods is approached as a bridge for the understanding of the same process when code writing is the elected art practice. The observation and registration of the processes of aesthetic choices and decision making followed by the author during the development of a piece of code art, is taken as an example to clarify the visual concepts approached in this paper.
Evangelina Sirgado de Sousa
Aesthetics of ‘We’ Human-and-Technology
Abstract
Technology presents that identity of we humans is performed by the collaborative action of the human and technology. The new identity provoked by technology can be called as ‘We’ human-and-technology. In the concept of ‘We’ human-and-technology, technology reconciles politics and the aesthetic. Technology based contemporary art articulates that politics and the aesthetic meet in creative tension between art and technology. Technology’s investigation of relation of politics and the aesthetic in contemporary art claims that art is politics. This claim comes from two ideas. First is the performative: the pairing of politics and the aesthetic is performed in collaborative action of ‘We’ human-and-technology. Second is the intervention: the contesting collaboration of politics and the aesthetic emancipates the sense, and reframes the distribution of the sensible. The way of technology posing the relation of politics and the aesthetic in contemporary art opens a new way of knowing linking art, technology and humanity: the understanding of ‘We’ human-and-technology in the collaborative action based interdependent perspective.
HyunKyoung Cho, Chang-Soo Park
The Sense Making Process in The Legible City
Abstract
Play has been intertwined with art for centuries although interactive arts seem to privilege this dimension in such ways that some artistic propositions became authentic open-ended games. This article explores the aesthetic experience with an interactive art installation called The Legible City. An empirical study was conducted using an Interpretative Phenomenological Analysis approach with the purpose to understand the influence of playfulness in the construction of meaning in The Legible City.
Filipe Pais

Understanding the Artistic Practice

Studying the Effect of Creative Joint Action on Musicians’ Behavior
Abstract
How does the individual behavior of a musician change in solo Vs. creative joint action? In this paper we consider music performance, an ideal ecological test bed to investigate non-verbal social behavior, to compare the expressive movement of violinists when playing solo or in a string quartet ensemble. In the presented study, by measuring its Sample Entropy, we observe that the movement of a musician’s head in creative joint action is more regular with respect to the solo condition.
Donald Glowinski, Maurizio Mancini, Antonio Camurri
Towards Automated Analysis of Joint Music Performance in the Orchestra
Abstract
Preliminary results from a study of expressivity and of non-verbal social signals in small groups of users are presented. Music is selected as experimental test-bed since it is a clear example of interactive and social activity, where affective non-verbal communication plays a fundamental role. In this experiment the orchestra is adopted as a social group characterized by a clear leader (the conductor) of two groups of musicians (the first and second violin sections). It is shown how a reduced set of simple movement features - heads movements - can be sufficient to explain the difference in the behavior of the first violin section between two performance conditions, characterized by different eye contact between the two violin sections and between the first section and the conductor.
Giorgio Gnecco, Leonardo Badino, Antonio Camurri, Alessandro D’Ausilio, Luciano Fadiga, Donald Glowinski, Marcello Sanguineti, Giovanna Varni, Gualtiero Volpe
Modeling Interaction in Rehearsals
Abstract
In this article, we consider different ways of modeling interaction in the rehearsal of a music ensemble. As part of the study, three amateur musicians were to rehearse a jazz piece, and their progress was documented on video and in self-reports. The visible interaction between the musicians was then modeled in sequence diagrams using Unified Modeling Language (UML). The diagrams show a progress from verbal communication between the musicians towards more and more non-verbal interaction. In addition, we discuss the different ways a musician might form decisions in the performance (or in the case of a rehearsal, quasi-performance) when direct communication between the musicians becomes all but impossible.
Kristoffer Jensen, Søren R. Frimodt-Møller
The Choreographer in Action: Hints for Augmented Choreography
Abstract
Choreographers may exploit digital technologies to create augmented choreographies where the behavior of dancers determines the behavior of projections, lighting and other scenographic effects. This paper presents the preliminary results of ethnographic studies about how choreographers work from an interaction design perspective. Finally the paper describes the first elements of a choreographers-oriented design process for an Augmented Choreography.
Andrea Bene, Diego Bernini, Giorgio De Michelis, Angela Nuzzi, Francesco Tisato

At the Boundaries

Social Exploration of 1D Games
Abstract
In this paper the apparently meaningless concept of a 1 dimensional computer game is explored, via netnography. A small number of games was designed and implemented, in close contact with online communities of players and developers, providing evidence that 1 dimension is enough to produce interesting gameplay, to allow for level design and even to leave room for artistic considerations on 1D rendering. General techniques to re-design classic 2D games into 1D are also emerging from this exploration.
Andrea Valente, Emanuela Marchetti
Backmatter
Metadata
Title
Arts and Technology
Editors
Giorgio De Michelis
Francesco Tisato
Andrea Bene
Diego Bernini
Copyright Year
2013
Publisher
Springer Berlin Heidelberg
Electronic ISBN
978-3-642-37982-6
Print ISBN
978-3-642-37981-9
DOI
https://doi.org/10.1007/978-3-642-37982-6

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