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This year's conference Full/Short Papers were selected on their ablity to describe interactive multimedia artworks, tools, applications, and technical approaches for the creative use of multimedia content and technology, and management of art-related media collections. Papers presenting art works explore how human identity is fragmented through experiences of the digital world. Disophrenia works may involve, for example, movement from generation to disaggregation, from momentum to timelessness, from introversion to extroversion, from identification to loss.


Full Papers (10-page)
    Black Cloud: Patterns Towards Da Future
    Authors: Antero Garcia - University of California, Los Aneles, USA; Greg O. Niemeyer - UC Berkeley, USA

    The authors developed and tested a hyper-local air quality sensor network and a fictional game narrative to evaluate the pedagogical potential of Alternate Reality games for High School students in Los Angeles. The authors found that students developed a unique language to discuss real pollution issues within a fictional construct. Based on these experiences, students felt capable of changing pollution conditions in their neighborhood, school and workplaces. Limitations of this approach include authoritarian structures implicit in games.

    Concept, Content and the Convict
    Authors: Mika Tuomola, Teemu Korpilahti, Jaakko Pesonen, Tea Stolt - TAIK, Finland; Yue Feng, Robert Villa, Punitha Puttu Swamy, Joemon M Jose - University of Glasgow, UK

    This paper describes the concepts behind and implementation of the multimedia art work Alan01 / Alan online, which wakes up the 1952 criminally convicted Alan Turing as a piece of code within the installation - thus fulfilling Turing's own vision of preserving human consciousness in a computer. The work's context is described within the development of associative storytelling structures built up by interactive user feedback via the AspectBrowser image and video retrieval system. The input to the retrieval system is generated by Alan01 / Alan online via their respective sketch interfaces, the output of the retrieval system being fed back to Alan01 / Alan online for further processing and presentation to the user within the context of the overall artistic experience. Content is being specifically created for the AspectBrowser’s retrieval system, among other applications.

    Tabula-ex-cambio
    Authors: Vincenzo Lombardo, Andrea Valle - University of Torino, Italy; Fabrizio Nunnari - Virtual Reality Multimedia Park, Torino, Italy

    Tabula-ex-cambio is a perpetual billiard game powered by the data originating from the trend of a stock exchange market index. Tabula-ex-cambio is an interactive installation that delivers visual and audio content. The visual content is a real-time animated 3D computer graphics, that represents a billiard game where each ball is associated with a company in the index. The audio content is a polyphonic concert. All the balls in the billiard are musical sources that play an iterated theme while moving on the billiard table; the theme is altered in frequency by the trend of the company index. The final delivered visual and audio contents depend on the interaction with the user, who can select a view/listening point on the billiard game. The physical installation consists of a deformed billiard structure connected to a stele through cables; the stele is a vertical display where the billiard game takes place. The visual display relies on the graphic engine Ogre, while the aural display is implemented in Supercollider.

    Calligraphic Video: A Phenomenological Approach to Dense Visual Interaction
    Authors: Michael Fortin, Xin Wei Sha, Jean-Sébastien Rousseau - Concordia University, CA

    No matter what how the image is computationally produced, screen-based graphics is still typically presented on a two-dimensional surface like a screen, wall, or electronic paper. The limit of manipulating objects in a two-dimensional graphical display is where each pixel is an independent object. These two observations motivate the development of {\it calligraphic video}, textures that can be manipulated by the user using intuitions about physical material like water, ink, or smoke. We argue for a phenomenological approach to complex visual interaction based on corporeal kinesthetic intuition, and provide an effective way to provide such texture-based interaction using computational physics. A motivating application is to create palpable, highly textured video that can be projected as structured light fields in responsive environments.

Short Papers(4-page)
    Kosmoscope – a seismic observatory
    Author: Tim Redfern - Trinity College Dublin, IE

    Earth tremors are a constant, intrinsic part of our planet's nature and a visceral experience when first encountered. Kosmoscope, a telematic art installation by Tim Redfern, marries two venerable technologies, the kaleidoscope and the seismograph, in order to immerse viewers within an abstract audiovisual representation of earth tremors. Kosmoscope uses state of the art seismic monitoring to render live scientific data impressionistically, making the worldwide network of ultra-sensitive seismic microphones audible and creating an imposing, visually fractured narrative that evokes the frailty of humanity in the face of geological forces. This paper describes the Kosmoscope’s influences, aims, design and realisation.

    Technical Solutions in the “We Are Stardust” Installation
    Authors: Javier Villegas, George Legrady, Andres Burbano - University of California Santa Barbara, USA

    This document depicts the engineering work behind the “We are stardust” installation. It also explains the basic operation of the different parts of the system and describes how to relate the output with the Spitzer spatial telescope observations.

    Chiasmus
    Author: Stephen Cady - University of Advancing Technology, USA

    Chiasmus is a responsive and dynamically reflective, two-sided volumetric surface that embodies phenomenological issues such as the formation of images, observer and machine perception and the dynamics of the screen as a space of image reception. It consists of a square grid of 64 individually motorized cube elements engineered to move linearly. Each cube is controlled by custom software that analyzes video imagery for luminance values and sends these values to the motor control mechanisms to coordinate the individual movements. The resolution of the sculptural screen from the individual movements allows its volume to dynamically alter, providing novel and unique perspectives of its mobile form to an observer.

    Somnambule
    Author: Kevin Sillam - ICA Laboratory, France

    « Somnambule » is a global instrument which produces sound and picture, generated by a gesture - more precisely a pianistic gesture. The sound has its source in two different worlds: the real world for the sound of piano, and the virtual world for the synthetic sounds. The video derives directly from the dynamic of the pianistic gesture, where a character evolves, visible only by the tracks of his movement into a surface. This surface is a “dynamic pinscreen” which has a physical behaviour computed in real time on GPU. This work illustrates the difference between the two worlds : the real and the virtual. The two have not the same constraints. Overall, the gesture dynamic is the origin of the sound dynamic and the picture dynamic.




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The 6th Annual Multimedia Interactive Arts Program © 2009