Artistic Brain: A Complex Nonlinear System as Advanced Neuroesthetic Research
Jongcheon Shin and Joonsung Yoon / Korea Department of Digital Media in Graduate School of Soongsil University, Tianjin Normal University, China/Global School of Media in Soongsil University, Korea Paper
This paper explores brain systems that neuroesthetics and brainwave art have experimented, in order to consider a complex nonlinear system of a brain in terms of art, science and technology. Semir Zeki created a field of neuroesthetics by trying to study the relationship between art, aesthetics and brain through fMRI technology. Since then, neuroesthetics has attracted the attentions of cognitive neuroscientists and elicited the vigorous discussions of aestheticians and artists. Nevertheless, recently neuroesthetics confronts lots of criticisms and skepticisms.
Pervasive technologies in socio-technical domains such as smart cities and smart grids question the values required for designing sustainable and participatory digital societies. Privacy-preservation, scalability, fairness, autonomy, and social-welfare are vital for democratic sharing economies and usually require computing systems designed to operate in a decentralized fashion. This paper examines sonification as the means for the general public to conceive decentralized systems that are too complex or non-intuitive for the mainstream thinking and general perception in society. We sonify two complex datasets that are generated by a prototyped decentralized system of computational intelligence operating with real-world data.
Data Won’t Change Your Behavior. A Critical Design Exploration of Quantified Self Technologies
Eva Durall and Teemu Leinonen / Finland Aalto University
Data is becoming a ubiquitous phenomenon in our culture. Technologies that collect data about us on our behalf, such as lifelogging and quantified self devices, have been presented as able to help people change behaviors. This paper presents a study exploring the meaningfulness of these devices and their use. To investigate this topic, we designed our own QS device, using a critical design approach, called Feeler. We also conducted an experiment in which five participants used the device. Feeler guides users to meditate, study, and play. When the user is engaged in these activities with the device, it collects biological data (EEG) from the user and further asks users to share their own impressions about their attention and relaxation levels.
Museums and galleries have always been recognized as creating wellbeing outcomes. This paper builds upon this existing dis- course with a study that is specific to the curation of digital art- works addressing the topic of mental health. It documents my own practice based research and audience response to the exhibi- tion: Group Therapy: Mental Distress in a Digital Age, held at FACT, UK in 2015. Audience feedback was gathered using a psychosocial research method called the visual matrix, which is designed to capture more affective responses than existing meth- ods of arts evaluation. Presenting this feedback, I focus on a perceived dichotomy between the historical and the digital, where audiences understood the asylum as a place of sanctuary and the digital content as anxiety provoking.
Site-specific sound artworks are developed through location- based listening and recordings made at specific places with a particular cultural heritage. The compositional strategy in these works relies on artistic intervention by intricate processes of field recording and processing of recognizable environmental sounds using multi-channel spatialization techniques. The artistic trans- formation renders these sounds into a blurry area between compositional abstraction and portrayal of their site-based narrative. The question is: how much spatial information is retained and how much abstraction is deployed in these works? In this proposed paper presentation I discuss my recent multi-channel sound work: Decomposing Landscape (2015) to shed light on the specific approaches and the methodology of handling site-specific evidence in sound art production dealing with environmentally troubled heritage sites in India.
Motivation is a key factor that determine behavior change. In this paper, the researchers study how people is motivated when interacting with two strategies that aim to change grocery shopping behaviors. The strategies are similar but with differences in mindfulness and nudging elements. Researchers collected qualitative data with observations and interviews from 12 user participants. Motivation categories of Fogg’s behavioral model were used in the data analysis. Findings show that the strategies can trigger pleasure, pain, fear and social acceptance. People that used the reflective strategy with mindful processes were able to better express their motivations.
This paper reports the creation and research process of the AirQ jacket, a wearable device that conveys temperature and air quality data through embedded electronic devices emitting light and sound. The project is oriented to enhance environmental awareness to the local passerby, since the proximity of Manizales (Colombia) to an active volcano brings the topic of air contamination to the everyday life city concerns. While the research process is introduced, some topics will be discussed such as the policies and actions taken by governmental institutions in monitoring air pollution or some wearable technology projects and approaches facing similar challenges.
“Field Computing”, is an ongoing interdisciplinary research project to design and build wearable devices for use in citizen science applications. The works from this project is derived from the fields of wearable electronics, citizen science and environmental biomonitoring through a critical design perspective. Data Har-Vest, one of the works in this series, is a wearable tool that collects physical artifacts and contextual data about fungi for scientific surveys. An early prototype for this tool is discussed along with design considerations.