• Date
      May 23, 2017

      Google Rhapsody 

      Billy Sims / USA
      Independent artist
      www.billysims.net

      In Google Rhapsody, a single, happenstantial image of Chicago architecture serves as the onset for a potentially continuous chain of phantasmagoric imagery. The single image queues a search, providing Google with content which can then be evaluated for relevant subject and pattern to anticipate a user's needs. After including 30 images from each search, the 30th image is then fed back into the search queue, allowing the process to continue indefinitely. Using these returned results, the search extends to over 50,000 images from throughout the globe. As Google is a web crawling technology, its indexing methods can be applied to anything linked on the web. This allows for a diversity exceeding any given method of image production. In reconciling these different fields, the search engine must swim across disciplines of visualization, evincing a semiotic coherence that is as indistinguishable as possible from that of the user.
    • Date
      May 23, 2017

      Interactive Instantiation of Artworks

      Raivo Kelomees / USA
      Estonian Academy of Arts 
      Design Cases
       www.artun.ee

      This paper provides two examples of interactive emulations of analogue artworks by Estonian artist Raul Meel. These meta-artworks allow to preserve, to establish and open the artworks for the audience. My object of interest is Estonian artist Raul Meel and two of his works: "Under the Sky" (beginning of 1970ties) and "The Dice" (1994, original idea 1969). New digital emulators allow the audience to experiment with artists original ideas, to create their own compositions and to approach artworks as they were initially made for open participation.
    • Date
      May 23, 2017

      On the other side of the strategic design for the trans-disciplinary

      Francisca Keller / Chile
      Wide Beach University
      Design Cases
      www.redhacedores.cl
      In most governance systems, public policies seek to promote sectorization to measure the country's growth. The success of the strategic plans of the governments is determined by the stratification in biased productive sectors that move away from a holistic conception of the human experience. The tendency to generate actions of exclusion and privileged selection based on an imposed sectoral definition, creates spaces of opacity that prevent the emergence of experiences that propose new organizational logics from the unsuspected combination of the transdisciplinary. The strategic design emerges in the institutions, from the use of new technologies and the new value of advertising, to bring about an experimentation that contributes to overcoming gaps such as distrust of institutions.
    • Date
      May 23, 2017

      Ways of Knowing: Creative Pedagogies for Digital Literacy

      Catalina Alzate / India
      Srishti Institute of Art, Design and Technology  
      Design Cases
      This sample design includes two examples of projects that consider digital literacy as a political act with the potential to empower people. The basic premise is that digital literacy is not an isolated educational and technical component for communities, but rather something significant that must be derived from current social and cultural practices, and find scenarios where technology adds value, since digital literacy is an experience and not a final product. The two projects were carried out in rural areas of the state of Karnataka, India, with two communities of women, who engaged in a pedagogical process using digital tools.
    • Date
      May 23, 2017

      DataBlocks - A Tangible Interface for Data Visualization

      Ana Jofre, Stephen Tiefenbach Keller, Lan-Xi Dong, Samaa Ahmed, Steve Szegeti and Sara Diamond / Canada OCAD University
      Design Cases

      We present a prototype for a tangible user interface, designed for interactive data visualization, which we believe will be useful to facilitate collaborative work in data analysis. Our hybrid system combines a desktop-friendly user interface with a two-dimensional display screen. Users interrogate the data by manipulating 'tokens' on the table and screen, which display the results of the user's query. We demo our system with UN demographic data, but we've designed it so that the user can enter their own data to view it.

    • Date
      May 23, 2017

      Experiments at the interface between art, anthropology and science to re-design health campaigns against mosquito-borne diseases

      Alejandro Valencia-Tobon / Colombia Autonomous university of Occident
      Design Cases
      www.alejandrovalenciat.com

      The reality is that the number of people becoming infected with mosquito-borne diseases is increasing each year. Dengue ranks as the most important mosquito-borne viral disease. I present mosquito-borne diseases from another point of view, suggesting that the "over-automation" of health campaigns must be replaced by new ways of seeing and thinking about them. Through the creation of Vampires (https://goo.gl/Da7Yyn), the Mosquito Kite (http://goo.gl/oQt2gV), Serotype (http://goo.gl/NnTg6P) and Buzzing (https: / /goo.gl/Zjjzmu), I argue that the simplistic understanding of mosquito-borne diseases centered on the elimination of mosquito breeding sites only leads to inaccurate and imprecise observations of the human-human relationship. mosquito-virus.
    • Date
      May 23, 2017

      ROVER: The Reactive Observant Vacuum Emotive Robot

      Hanna Wolfe / USA
      University of California Santa Barbara
      ROVER, the Vacuous Emotive Robot Reactive Observatory, is an interactive sculpture that navigates the gallery and sings emotionally when it meets people. Based on audio and emotion research, ROVER modulates audio qualities such as timbre, fundamental frequency, contour, mode, and tempo to portray emotion. It also learns space, tracking obstacles and people, while navigating using proximity, bump and heat sensors. ROVER is an experimental platform for human robotic interaction and has been used to conduct research on the human affective response to emotive sounds produced by an embodied agent. ROVER has two modes, an active mode where it moves around the space looking for people to interact with and a passive mode where it is stationary and only interacts when approached. ROVER is a biologically awkward alien form trying to learn to communicate and express emotions.
    • Date
      May 23, 2017

      Interstellar: Cross-Scale Space-Scapes

      Clarissa Ribeiro, Mick Lorusso and Herbert Rocha / Brazil
      CrossLab, University of Fortaleza
      www.clarissaribeiro.com
      Conceived as a peaceful and playful exploration of the interstellar space, the augmented reality soundscape installation – “Interstellar: Cross-Scale Space-Scapes” invites the audience to access the experiential dimension of space technologies and how the huge amount of data derived from space exploration can be accessed, processed and visualized. Walking through a softly illuminated room where a few transparent cables come from the ceiling having small augmented reality markers in its extremities, holding an ipad mini one will find him/herself immersed in a soundscape populated with 3D animated models derived from actual nanoscale stardust particles' images.
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