{"title":"Steering Committee","authors":"A. Lewis","doi":"10.1109/mcsoc2018.2018.00009","DOIUrl":null,"url":null,"abstract":"November 10, moNday, 14:00 muratgermen.com KeYNOTe speAKer From Analog to Digital, Fictive vs. Documentary: An Ongoing Journey KeYNOTe speAKer abstract Paul Brown Paul Brown was a member of that group at the Slade School and isan artist and writer who has specialised in art, science &technology since the late-1960s and in computational & generativeart since the mid 1970s. His early work included creatinglarge-scale lighting works for musicians and performance groupslike Meredith Monk, Music Electronica Viva, Pink Floyd, etc... and he has an international exhibition record that includes thecreation of both permanent and temporary public artworks datingfrom the late 1960s. He has participated in shows at major venueslike the TATE, Victoria & Albert and ICA in the UK; the AdelaideFestival; ARCO in Spain, the Substation in Singapore and theVenice Biennale and his work is represented in public, corporateand private collections in Australia, Asia, Europe, Russia and theUSA. With Charlie Gere, Nick Lambert and Catherine Mason he was aco-editor of _White Heat Cold Logic British Computer Art 1960– 1980_ (MIT Press, Leonardo Imprint, 2009). Since 2005 hehas been honorary visiting professor and artist-in-residence atthe Centre for Computational Neuroscience and Robotics, School of Engineering and Informatics at the University of Sussex.Paul Brown Paul Brown was a member of that group at the Slade School and isan artist and writer who has specialised in art, science &technology since the late-1960s and in computational & generativeart since the mid 1970s. His early work included creatinglarge-scale lighting works for musicians and performance groupslike Meredith Monk, Music Electronica Viva, Pink Floyd, etc... and he has an international exhibition record that includes thecreation of both permanent and temporary public artworks datingfrom the late 1960s. He has participated in shows at major venueslike the TATE, Victoria & Albert and ICA in the UK; the AdelaideFestival; ARCO in Spain, the Substation in Singapore and theVenice Biennale and his work is represented in public, corporateand private collections in Australia, Asia, Europe, Russia and theUSA. With Charlie Gere, Nick Lambert and Catherine Mason he was aco-editor of _White Heat Cold Logic British Computer Art 1960– 1980_ (MIT Press, Leonardo Imprint, 2009). Since 2005 hehas been honorary visiting professor and artist-in-residence atthe Centre for Computational Neuroscience and Robotics, School of Engineering and Informatics at the University of Sussex. The work of Paul Cezanne, Georges Seurat and their contemporarieshad a profound influence on the art of the 20th century. Art asa formal analysis of it’s own internal processes became a commontheme of several inter-related art movements that, in the1960’s, overthrew the concept of art as object and replaced itwith one of art as process. The systems and conceptual artistsembraced and developed these ideas and then, in the 1970’s, anew generation of artists began to encode these concepts using theformal linguistics made possible by the new science ofcomputing. Computer art, as such, was not new: by 1970 it wasat least 20 years old and already in 1968 Jasia Reichardt, atLondon’s Institute of Contemporary Art (ICA), had curated amajor historical survey of the field called _CyberneticSerendipity_. But it was the young artists working at the SladeSchool of Art’s postgraduate Experimental and Computing Department from 1974 to 82 who were specifically applying theideas from both systems and conceptual art within the context ofthe emergent computational domain November 11, tuesday, 14:00 Photo by Francesca Franco paul-brown.com brown-and-son.com Notes Towards a History of Art, Code and Autonomy 16 17 presentations presentations The Substance of the Body in the Societies of the Contemporary Arts Emmanouela Vogiatzaki Open University of Cyprus, Department of Theatre Studies, Cyprus Artur Krukowski Intracom S. A. Telecom Solutions, R&D Unit2, Greece This paper observes the substance of the body in the Performance Art. By taking into account that the Art reflects social, cultural and sometimes political realities, we attempt to trace what kind of messages an artwork with advanced technological means transmits to us, the spectators or artists. This study concentrates on the Cyborg Theatre, in which the technology is a very important element in order for a performance to be staged. It is a technological performance, which cannot occur without the presence of a body. Here we refer to a cyborg body as an extended human organism, a cyborg being with mechanical parts, which integrates non organic means in order to obtain substance inside the artwork. Focusing at this kind of theatrical performance, we observe the relationship that develops between the performer and the spectator. It is an unusual interaction between those two parties, which deserves our attention. We claim that both the performer and the spectator take part in a social event that not only transmits societal realities, but also indicates future ones. keywords Technology | Performance Art | Body | Society | Cyborg Theatre Google DevArt: Following the Success of Google’s Android Market in the Visual Arts? JungHyun Anna Park | Sang-Yeal Han Graduate School of Innovation and Technology Management, Korea This paper describes the creation of SwarmVision, a system of autonomous robotic cameras that functions both as the basis for an art installation and as an instrument for generating novel engineering research. Through a series of interviews with engineers who examined the project, we illustrate how experimentation with the instrument could lead to potential new research directions in computer vision, machine learning, swarm robotics, remote collaboration, and visualization. This suggests that an unstructured and aesthetic approach to research can inform and inspire new engineering research directions, within and beyond the scope of this particular project. keywords Visual Arts | Platform | Innovation | Google | DevArt | Application Store November 10, moNday, 11:00 November 10, moNday, 11:30 Generation of Engineering Research Directions through Artistic Process (skype conference) Marco Pinter | Danny Bazo | George Legrady University of California, Santa Barbara, USA This paper describes the creation of SwarmVision, a system of autonomous robotic cameras that functions both as the basis for an art installation and as an instrument for generating novel engineering research. Through a series of interviews with engineers who examined the project, we illustrate how experimentation with the instrument could lead to potential new research directions in computer vision, machine learning, swarm robotics, remote collaboration, and visualization. This suggests that an unstructured and aesthetic approach to research can inform and inspire new engineering research directions, within and beyond the scope of this particular project. keywords Media Arts Methodologies | Computational Photography | Swarm Robotics Autonomous Robotic Cameras | Arts | Engineering Virtual Idol Hatsune Miku: New Auratic Experience of the Performer as a Collaborative Platform Jelena Guga University of West Bohemia, Czech Republic In this paper, the phenomenon of virtual idol Hatsune Miku will be analyzed in the context of critical theory, emerging technologies, and theory of digital art practices. The first part focuses on the phenomenon of the virtual ce-lebrity seen as Deleuze and Guattari’s concept of ‘body without organs.’ The second part examines how the state-of-the-art technologies have enabled the ex-istence of Hatsune Miku who is simultaneously a corporate software product, a pop icon, a performance artist, and a collaborative multimedia artwork. Based on the reading of Hatsune Miku as a hybrid product emerging from the fusion of arts and IT, the last part revolves around the concept of ‘aura’ (Benjamin) generated by virtual idol’s presence. Finally, the notion of hyperterminality is introduced not only to differentiate between entities/identities appearing on the surface of the screen and those virtual constructs co-existing with us in the spaces of physical reality, but also to explore how these newly emerging “phygital” entities transform the existing conceptions of body and identity. keywords Virtual Idol | Body | Without Organs | Hyperterminality | Hologram | Aura | Collaborative Art | Augmented Reality November 11, tuesday, 09:00 November 11, tuesday, 09:30 Angus Graeme Forbes University of Illinois at Chicago, USA 18 19 presentations presentations Traditional Painting Revised: The Ambient Intelligence Approach to Creativity Nikolaos Partarakis | Margherita Antona | Emmanouel Zidianakis | Panagiotis Koutlemanis Foundation for Research and Technology Hellas, Institute of Computer Science, Greece Constantine Stephanidis University of Crete, Greece Today, many forms of art are influenced by the emergence of interactive technologies, including the mixing of physical media with digital technology for forming new hybrid works of art and the usage of mobile phones to create art projected on public spaces. Many artists and painters use digital technology to augment their work technically and creatively. In the same context many believe that the time of transition from traditional analogue art to postmodern digital art, that is, to an art grounded in codes rather than images has arrived1. The research work described in this paper contributes towards supporting, through the use of Ambient Intelligence technologies, traditional painters’ creativity, as well as methods and techniques of art masters. The paper presents the design and implementation of an intelligent environment and its software infrastructure, to form a digitally augmented Art Workshop. Its practical exploitation was conducted in an Ambient Intelligence (AmI) simulation space and four feasibility studies were conducted. In each of these studies a","PeriodicalId":288873,"journal":{"name":"2021 IEEE/ACM 29th International Conference on Program Comprehension (ICPC)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2021 IEEE/ACM 29th International Conference on Program Comprehension (ICPC)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/mcsoc2018.2018.00009","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
November 10, moNday, 14:00 muratgermen.com KeYNOTe speAKer From Analog to Digital, Fictive vs. Documentary: An Ongoing Journey KeYNOTe speAKer abstract Paul Brown Paul Brown was a member of that group at the Slade School and isan artist and writer who has specialised in art, science &technology since the late-1960s and in computational & generativeart since the mid 1970s. His early work included creatinglarge-scale lighting works for musicians and performance groupslike Meredith Monk, Music Electronica Viva, Pink Floyd, etc... and he has an international exhibition record that includes thecreation of both permanent and temporary public artworks datingfrom the late 1960s. He has participated in shows at major venueslike the TATE, Victoria & Albert and ICA in the UK; the AdelaideFestival; ARCO in Spain, the Substation in Singapore and theVenice Biennale and his work is represented in public, corporateand private collections in Australia, Asia, Europe, Russia and theUSA. With Charlie Gere, Nick Lambert and Catherine Mason he was aco-editor of _White Heat Cold Logic British Computer Art 1960– 1980_ (MIT Press, Leonardo Imprint, 2009). Since 2005 hehas been honorary visiting professor and artist-in-residence atthe Centre for Computational Neuroscience and Robotics, School of Engineering and Informatics at the University of Sussex.Paul Brown Paul Brown was a member of that group at the Slade School and isan artist and writer who has specialised in art, science &technology since the late-1960s and in computational & generativeart since the mid 1970s. His early work included creatinglarge-scale lighting works for musicians and performance groupslike Meredith Monk, Music Electronica Viva, Pink Floyd, etc... and he has an international exhibition record that includes thecreation of both permanent and temporary public artworks datingfrom the late 1960s. He has participated in shows at major venueslike the TATE, Victoria & Albert and ICA in the UK; the AdelaideFestival; ARCO in Spain, the Substation in Singapore and theVenice Biennale and his work is represented in public, corporateand private collections in Australia, Asia, Europe, Russia and theUSA. With Charlie Gere, Nick Lambert and Catherine Mason he was aco-editor of _White Heat Cold Logic British Computer Art 1960– 1980_ (MIT Press, Leonardo Imprint, 2009). Since 2005 hehas been honorary visiting professor and artist-in-residence atthe Centre for Computational Neuroscience and Robotics, School of Engineering and Informatics at the University of Sussex. The work of Paul Cezanne, Georges Seurat and their contemporarieshad a profound influence on the art of the 20th century. Art asa formal analysis of it’s own internal processes became a commontheme of several inter-related art movements that, in the1960’s, overthrew the concept of art as object and replaced itwith one of art as process. The systems and conceptual artistsembraced and developed these ideas and then, in the 1970’s, anew generation of artists began to encode these concepts using theformal linguistics made possible by the new science ofcomputing. Computer art, as such, was not new: by 1970 it wasat least 20 years old and already in 1968 Jasia Reichardt, atLondon’s Institute of Contemporary Art (ICA), had curated amajor historical survey of the field called _CyberneticSerendipity_. But it was the young artists working at the SladeSchool of Art’s postgraduate Experimental and Computing Department from 1974 to 82 who were specifically applying theideas from both systems and conceptual art within the context ofthe emergent computational domain November 11, tuesday, 14:00 Photo by Francesca Franco paul-brown.com brown-and-son.com Notes Towards a History of Art, Code and Autonomy 16 17 presentations presentations The Substance of the Body in the Societies of the Contemporary Arts Emmanouela Vogiatzaki Open University of Cyprus, Department of Theatre Studies, Cyprus Artur Krukowski Intracom S. A. Telecom Solutions, R&D Unit2, Greece This paper observes the substance of the body in the Performance Art. By taking into account that the Art reflects social, cultural and sometimes political realities, we attempt to trace what kind of messages an artwork with advanced technological means transmits to us, the spectators or artists. This study concentrates on the Cyborg Theatre, in which the technology is a very important element in order for a performance to be staged. It is a technological performance, which cannot occur without the presence of a body. Here we refer to a cyborg body as an extended human organism, a cyborg being with mechanical parts, which integrates non organic means in order to obtain substance inside the artwork. Focusing at this kind of theatrical performance, we observe the relationship that develops between the performer and the spectator. It is an unusual interaction between those two parties, which deserves our attention. We claim that both the performer and the spectator take part in a social event that not only transmits societal realities, but also indicates future ones. keywords Technology | Performance Art | Body | Society | Cyborg Theatre Google DevArt: Following the Success of Google’s Android Market in the Visual Arts? JungHyun Anna Park | Sang-Yeal Han Graduate School of Innovation and Technology Management, Korea This paper describes the creation of SwarmVision, a system of autonomous robotic cameras that functions both as the basis for an art installation and as an instrument for generating novel engineering research. Through a series of interviews with engineers who examined the project, we illustrate how experimentation with the instrument could lead to potential new research directions in computer vision, machine learning, swarm robotics, remote collaboration, and visualization. This suggests that an unstructured and aesthetic approach to research can inform and inspire new engineering research directions, within and beyond the scope of this particular project. keywords Visual Arts | Platform | Innovation | Google | DevArt | Application Store November 10, moNday, 11:00 November 10, moNday, 11:30 Generation of Engineering Research Directions through Artistic Process (skype conference) Marco Pinter | Danny Bazo | George Legrady University of California, Santa Barbara, USA This paper describes the creation of SwarmVision, a system of autonomous robotic cameras that functions both as the basis for an art installation and as an instrument for generating novel engineering research. Through a series of interviews with engineers who examined the project, we illustrate how experimentation with the instrument could lead to potential new research directions in computer vision, machine learning, swarm robotics, remote collaboration, and visualization. This suggests that an unstructured and aesthetic approach to research can inform and inspire new engineering research directions, within and beyond the scope of this particular project. keywords Media Arts Methodologies | Computational Photography | Swarm Robotics Autonomous Robotic Cameras | Arts | Engineering Virtual Idol Hatsune Miku: New Auratic Experience of the Performer as a Collaborative Platform Jelena Guga University of West Bohemia, Czech Republic In this paper, the phenomenon of virtual idol Hatsune Miku will be analyzed in the context of critical theory, emerging technologies, and theory of digital art practices. The first part focuses on the phenomenon of the virtual ce-lebrity seen as Deleuze and Guattari’s concept of ‘body without organs.’ The second part examines how the state-of-the-art technologies have enabled the ex-istence of Hatsune Miku who is simultaneously a corporate software product, a pop icon, a performance artist, and a collaborative multimedia artwork. Based on the reading of Hatsune Miku as a hybrid product emerging from the fusion of arts and IT, the last part revolves around the concept of ‘aura’ (Benjamin) generated by virtual idol’s presence. Finally, the notion of hyperterminality is introduced not only to differentiate between entities/identities appearing on the surface of the screen and those virtual constructs co-existing with us in the spaces of physical reality, but also to explore how these newly emerging “phygital” entities transform the existing conceptions of body and identity. keywords Virtual Idol | Body | Without Organs | Hyperterminality | Hologram | Aura | Collaborative Art | Augmented Reality November 11, tuesday, 09:00 November 11, tuesday, 09:30 Angus Graeme Forbes University of Illinois at Chicago, USA 18 19 presentations presentations Traditional Painting Revised: The Ambient Intelligence Approach to Creativity Nikolaos Partarakis | Margherita Antona | Emmanouel Zidianakis | Panagiotis Koutlemanis Foundation for Research and Technology Hellas, Institute of Computer Science, Greece Constantine Stephanidis University of Crete, Greece Today, many forms of art are influenced by the emergence of interactive technologies, including the mixing of physical media with digital technology for forming new hybrid works of art and the usage of mobile phones to create art projected on public spaces. Many artists and painters use digital technology to augment their work technically and creatively. In the same context many believe that the time of transition from traditional analogue art to postmodern digital art, that is, to an art grounded in codes rather than images has arrived1. The research work described in this paper contributes towards supporting, through the use of Ambient Intelligence technologies, traditional painters’ creativity, as well as methods and techniques of art masters. The paper presents the design and implementation of an intelligent environment and its software infrastructure, to form a digitally augmented Art Workshop. Its practical exploitation was conducted in an Ambient Intelligence (AmI) simulation space and four feasibility studies were conducted. In each of these studies a
我们认为,表演者和观众都参与了一个社会事件,不仅传递了社会现实,而且预示了未来的社会现实。关键词科技|行为艺术|身体|社会|机器人剧场Google DevArt:继Google Android Market在视觉艺术领域的成功之后?JungHyun Anna Park | Sang-Yeal Han创新与技术管理研究生院韩国本文描述了SwarmVision的创建,这是一个自主机器人相机系统,既可以作为艺术装置的基础,也可以作为产生新颖工程研究的工具。通过对检查该项目的工程师的一系列采访,我们说明了该仪器的实验如何在计算机视觉,机器学习,群体机器人,远程协作和可视化方面带来潜在的新研究方向。这表明,一种非结构化和美学的研究方法可以在这个特定项目的范围内外,为新的工程研究方向提供信息和启发。关键词视觉艺术|平台|创新| Google | DevArt | Application Store 11月10日周一上午11点11月10日周一上午11点30分通过艺术过程生成工程研究方向(skype会议)Marco Pinter | Danny Bazo | George Legrady University of California, Santa Barbara, USA本文描述了SwarmVision的创建过程。这是一个自主机器人相机系统,既可以作为艺术装置的基础,也可以作为产生新颖工程研究的工具。通过对检查该项目的工程师的一系列采访,我们说明了该仪器的实验如何在计算机视觉,机器学习,群体机器人,远程协作和可视化方面带来潜在的新研究方向。这表明,一种非结构化和美学的研究方法可以在这个特定项目的范围内外,为新的工程研究方向提供信息和启发。虚拟偶像初音未来:作为协作平台的表演者的全新视觉体验耶莱娜·古加西波西米亚大学捷克共和国本文将在批判理论、新兴技术和数字艺术实践理论的背景下分析虚拟偶像初音未来的现象。第一部分主要关注德勒兹和瓜塔里的“无器官的身体”概念中的虚拟虚拟名人现象。第二部分探讨了最先进的技术是如何使初音未来同时成为企业软件产品、流行偶像、行为艺术家和协作多媒体艺术品的存在。最后一部分以初音未来作为艺术与IT融合的混合产品的解读为基础,围绕虚拟偶像的存在所产生的“光环”(Benjamin)的概念展开。最后,引入超终端的概念不仅是为了区分出现在屏幕表面的实体/身份和那些在物理现实空间中与我们共存的虚拟结构,而且是为了探索这些新出现的“物理”实体如何改变现有的身体和身份概念。关键词虚拟偶像|身体|无器官|超终端|全息图|光环|协同艺术|增强现实11月11日周二09:00 11月11日周二09:30安格斯·格雷姆·福布斯美国伊利诺伊大学芝加哥分校18 19场演讲演讲传统绘画修正环境智能方法的创造力Nikolaos Partarakis | Margherita Antona | Emmanouel Zidianakis | Panagiotis Koutlemanis研究与技术基金会Hellas,计算机科学研究所,希腊克里特大学Constantine Stephanidis,希腊今天,许多艺术形式受到互动技术出现的影响。包括物理媒介与数字技术的混合,形成新的混合艺术作品,以及使用手机在公共空间进行艺术投影。许多艺术家和画家使用数字技术来增强他们的工作技术和创造性。在同样的背景下,许多人认为从传统的模拟艺术向后现代数字艺术过渡的时代已经到来,也就是说,向一种基于代码而不是图像的艺术过渡的时代已经到来。本文所描述的研究工作有助于通过使用环境智能技术,支持传统画家的创造力,以及艺术大师的方法和技巧。本文介绍了一个智能环境及其软件基础设施的设计和实现,以形成一个数字增强的艺术工作室。 在环境智能(AmI)仿真空间中进行了实际开发,并进行了四项可行性研究。在每一项研究中