Malcolm Mccullough
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Quantitative Computational Experiment (Qce): an Alternative Post-Positivist Experimental Research Strategy of Inquiry for Design Studies
QUANTITATIVE COMPUTATIONAL EXPERIMENT (QCE): AN ALTERNATIVE POST-POSITIVIST EXPERIMENTAL RESEARCH STRATEGY OF INQUIRY FOR DESIGN STUDIES 1ALI GHAFFARIANHOSEINI, 2RAHINAH IBRAHIM, 3JOHN TOOKEY, 4AMIRHOSEIN GHAFFARIANHOSEINI 1,3School of Engineering, Faculty of Design and Creative Technologies, AUT University, Auckland, New Zealand 2Faculty of Design and Architecture, University of Putra Malaysia (UPM), Malaysia 4Department of Geography, Faculty of Arts and Social Sciences, University of Malaya (UM), Malaysia E-mail: [email protected] Abstract- One of the most important aspects for development of valid results in academic research is selection of the appropriate research methodology. Contemporary research in design studies confronts the rapid expansion of emerging high- tech trends. Correspondingly, an adapted research methodology is required to meet the needs of current circumstances. This paper articulates employment of a quantitative computational research methodology for design studies. The research framework, implementation and validations are expressed in details. Computational charrette test method and computational emulation reasoning and representation are incorporated in order to validate the discussed research methodology outputs. In summary, the developed research methodology is articulated in details to enable further exploitations in academic research and practices. Index terms- Quantitative Computation Experiment (QCE); Social Science Research; Design Cognition; Research Methodology; Design Studies I. INTRODUCTION artificial intelligent-based expert systems to better understand/perform the design process [17-19]. One of the most important aspects for development of Generally, QCE is applied in order to advance design valid results in academic research is selection of the computing and cognition [20] core progress by appropriate research methodology [1-6]. This paper understanding the way researcher/designer thinks/acts elaborates on an alternative method for putting into [21]. -
Open Design Education: Addressing Accountability in the Age of Computing Açık Tasarım Eğitimine Doğru: Hesaplama Ve Hesap Verebilme
ARTICLE MEGARON 2020;15(3):343-349 DOI: 10.14744/MEGARON.2020.32650 Open Design Education: Addressing Accountability in the Age of Computing Açık Tasarım Eğitimine Doğru: Hesaplama ve Hesap Verebilme Desantila HYSA,1 Mine ÖZKAR2 ABSTRACT Attitudes complement knowledge and skills but are often overlooked as assessable competencies in higher education. In architectural design curriculum, attitudes are especially relevant in order to ensure the training of responsible designers. As humanistic and environ- mental approaches are increasingly at the forefront, the studio cultures of the schools seek to cultivate collaborative and participato- ry skills on individual creativity. The parallel acclaim of computational methods expounds the reasoning processes of design and new opportunities arise for open and liable cultures of design. However, the task of connecting these methods to a broader competency in design is still not fulfilled. This paper provides an interdisciplinary context for accountability as an attitude in design education and a conceptual framework for implementing and assessing it through computational methods. It argues that computation in early-design education, in the form of shape rules and devices of visual computing, is supportive in instilling reflective attitudes by promoting knowl- edge sharing with accountability among learners. Keywords: Collaborative design; computational design; ethics; first-year design education; reflective practice. ÖZ Yükseköğretimde öğrenim çıktıları olarak bilgi ve becerileri tamamlayan tutumlar, -
This Copy Is for Staff Use Only
Architecture, Design and Planning Handbook 2018 This copy is for staff use only Handbooks online: sydney.edu.au/handbooks Contents Contents Honours 21 Welcome 1 Bachelor of Design in Architecture enrolment 21 A message from the Dean 1 planner Bachelor of Architecture and Environments 3 Bachelor of Design in Architecture 23 Overview 3 Bachelor of Design in Architecture 23 Bachelor in Architecture and Environment 3 Bachelor of Design in Architecture (Honours) 23 enrolment guide Course Resolutions 23 Summary of requirements 3 Master of Architecture prerequisite unit of study 3 Bachelor of Design in Architecture 25 Honours 3 Table A: Units of study in the Bachelor of Design 25 Bachelor of Architecture and Environments 3 in Architecture enrolment planner Bachelor of Design in Architecture 29 Bachelor of Architecture and Environments 5 Table A: Units of study in the Bachelor of Design 29 Bachelor of Architecture and Environments 5 in Architecture Bachelor of Architecture and Environments 5 Bachelor of Design in Architecture - Core units of 29 (Honours) study Course Resolutions 5 Junior units of study 29 Senior units of study 29 7 Bachelor of Architecture and Environments Bachelor of Design in Architecture 31 Table D: Units of study in the Bachelor of 7 (Honours)/Master of Architecture honours core Architecture and Environments units Recommended electives 31 Bachelor of Architecture and Environments 9 Master of Architecture - Prerequisite unit of study 31 Table D: Units of study in the Bachelor of 9 Architecture and Environments School electives -
The Production of Agency in Locative Media Art Practice
Technological University Dublin ARROW@TU Dublin Doctoral Applied Arts 2012-6 The Construction of Locative Situations: the Production of Agency in Locative Media Art Practice Conor McGarrigle Technological University Dublin Follow this and additional works at: https://arrow.tudublin.ie/appadoc Part of the Arts and Humanities Commons Recommended Citation McGarrigle, C. (2012) The Construction of Locative Situations: the Production of Agency in Locative Media Art Practice. Doctoral Thesis. Dublin, Technological University Dublin. doi:10.21427/D7D88Q This Theses, Ph.D is brought to you for free and open access by the Applied Arts at ARROW@TU Dublin. It has been accepted for inclusion in Doctoral by an authorized administrator of ARROW@TU Dublin. For more information, please contact [email protected], [email protected]. This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 4.0 License The Construction of Locative Situations: the production of agency in Locative Media art practice. Conor McGarrigle, BSc University College Dublin, MA National College of Art & Design Dublin. This Thesis is submitted to the Dublin Institute of Technology in Candidature for the Degree of Doctor of Philosophy Graduate School of Creative Arts and Media & Digital Media Centre June 2012 Supervised by: Dr. James Carswell, Head of Spatial Information Technologies Research, Digital Media Centre DIT. Mr. Martin McCabe, Lecturer School of Media, DIT & Teaching Fellow, GradCAM. Dr. Brian O'Neill, Head School of Media, DIT. Abstract This thesis is a practice led enquiry into Locative Media (LM) which argues that this emergent art practice has played an influential role in the shaping of locative technologies in their progression from new to everyday technologies. -
A Framework for Spatial Interaction in Locative Media
Proceedings of the 2006 International Conference on New Interfaces for Musical Expression (NIME06), Paris, France A Framework for Spatial Interaction in Locative Media A tau Tanaka Petra Gemeinboeck Sony Computer Science Laboratory Paris Key Centre of Design Computing and Cognition 6 rue Amyot University of Sydney F-75005 Paris FRANCE NSW 2006 AUSTRALIA +33-1-4408-0512 +61-2-9351-3030 [email protected] p [email protected] ABSTRACT mediated and physical spaces [5]. This paper presents the concepts and techniques used in a Related work in the area of mobile music systems can be family of location based multimedia works. The paper has seen in the projects presented at international events like the three main sections: 1.) to describe the architecture of an Mobile Music Workshop series [11]. Recently, new fields of audio-visual hardware/software framework we have creative works known as locative media are gaining interest. developed for the realization of a series of locative media Work in this area is represented in research consortia such as artworks, 2.) to discuss the theoretical and conceptual Open PLAN [8], and in festivals such as PixelAche [13]. One underpinnings motivating the design of the technical of the themes for the 2006 edition of the International framework, and 3.) to elicit from this, fundamental issues Symposium of Electronic Art (ISEA 2006) is the Interactive and questions that can be generalized and applicable to the City [10]. growing practice of locative media. Recent artistic inteventions in the field of locative media include the annotation of the physical with virtual marks or Keywords narratives [14] or the revelation of patterns by tracing the Mobile music, urban fiction, locative media. -
THE HYBRID FLÂNEUR: an Urban Experience Through the Game Pokémon GO
FEDERAL UNIVERSITY OF RIO GRANDE DO SUL ARCHITECTURE COLLEGE Postgraduate Program in Urban and Regional Planning Research Line: City, Culture and Politics RACHEL BERRUTTI PEREIRA DA CUNHA THE HYBRID FLÂNEUR: An urban experience through the game Pokémon GO. ADVISOR Dra. Daniela Marzola Fialho Porto Alegre 2018 THE HYBRID FLÂNEUR: An urban experience through the game Pokémon GO. Dissertation presented as a requirement for obtaining the title of Master – Universidade Federal do Rio Grande do Sul. (UFRGS) EXAMINING BOARD _____________________________________ PhD. Breno Maciel Souza Reis External Examiner from FABICO/UFRGS _____________________________________ Prof. PhD. Paulo Edison Belo Reyes PROPUR/UFRGS _____________________________________ Prof. PhD. César Bastos de Mattos Vieira PROPUR/UFRGS ____________________________ Advisor Prof. PhD Daniela Marzola Fialho PROPUR/UFRGS 2 3 ABSTRACT The general objective of this dissertation is to problematize the relations between Information and Communication Technologies (ICT) and leisure in the public space, more specifically, games in the public space. It was noted that locative media games played through smartphones provide a new movement of users to the public spaces, a movement that brought players of digital games into the public space and also brought in those who used to play video games indoors. The theme is the ICT in the form of appropriation of the public space, in the perspective of the games of augmented reality and the form of hybrid relationship that people establish with the public space, since the mobility of the mobile locative games produced visible changes in what concerns the occupation and / or exploitation of such spaces. As the object of this work, the game Pokémon GO was used, because it has been a game of great impact and repercussion in the whole world and by the relation of the augmented reality present in the game. -
An Exploration of People's Use of Locative Media and The
Claiming Places: An Exploration of People’s Use of Locative Media and the Relationship to Sense of Place by Glen E. Farrelly A thesis submitted in conformity with the requirements for the degree of Doctor of Philosophy Faculty of Information University of Toronto © Copyright by Glen E. Farrelly 2017 Claiming Places: An Exploration of People’s Use of Locative Media and the Relationship to Sense of Place Glen E. Farrelly Doctor of Philosophy Faculty of Information University of Toronto 2017 Abstract This dissertation explores the role of locative media in people’s place-making activities and sense of place. Sense of place is a human need that entails people’s meanings, memories, and feelings for a location. Recent technological and market developments have introduced powerful geographic information tools and place-related media. By identifying a user’s location, locative media deliver geographically relevant content that enable people to capture and preserve place information, virtually append it to space, and broadcast it to others. Despite locative media’s growing prominence, the influence on sense of place is not well understood. A major finding of this research is that use of locative media can contribute meaningfully to a person’s positive sense of place, including fostering existential connection. This study refutes scholarly and popular dismissals of the medium as only detracting from sense of place. Locative media was found to enable people to make spaces their own by offering geographic relevant information and experiences, recording and sharing place-related impressions, and presenting places in new and enjoyable ways, such as through defamiliarization and decommodification. -
A Survey of Locative Media
A Survey of Locative Media Anıl Çamcı Graduate Program in Media Arts and Technology, UC Santa Barbara, Santa Barbara, California, USA [email protected] ABSTRACT coupled, we obtain the basic locative media device through the In this paper, studies on locative media are investigated. Through attachment of location information to the data that is passed to a a survey of supporting technologies, structure of related projects, network via mobile devices. both within artistic, social and practical contexts are covered. Also, the social implications of these studies, such as the new 3. SUPPORTING TECHNOLOGIES urban communities, virtual spaces versus physical ones, and the theory of location awareness in general are discussed. 3.1 GPS Furthermore, concepts that are tightly coupled with locative media The GPS technology is a central component to locative media such as context-awareness, ubiquitous systems, pervasive projects and applications. While there are other technologies such computing and ambient intelligence are explained as new vistas as GIS (Geographical Information System), GSM (Global System for locative media projects. for Mobile communications) etc. that can be incorporated into locative media studies, the ubiquity of GPS puts this technology to the focus of the locative media research both in terms of Keywords technology and concept development. Locative Media, GPS, Mobile Technologies, Location- Awareness, Context-Awareness, Ubiquitous and Pervasive GPS is a satellite-based navigation system. The GPS network Computing, Ambient Intelligence. consists of 24 satellites that started being placed into orbit by the U.S. Department of Defense starting in 1978. In 1994, with the 1. INTRODUCTION addition of the last satellite, the current system was achieved [2]. -
“Smart” Cities in William Gibson's the Peripheral
URBAN ASSEMBLAGE: THE CITY AS ARCHITECTURE, MEDIA, AI AND BIG DATA. • Paper / Proposal Title: Representations of “Smart” Cities in William Gibson’s The Peripheral (2014) and Agency (2020) • Author(s) Name: Vasileios N. Delioglanis • University or Company Affiliation: Independent researcher • Abstract (300 words): On discussing ubiquitous computing, artist and architect Mark Shepard defines a “sentient city” as “one that is able to hear and see things happening within it” (“Toward” 31; emphasis in the original). He writes that “[c]ities are ‘smart’,” because “[a]rtifacts, spaces and systems we interact with (and through) on a daily basis collect, store and process information about us, or are activated by our movements and transactions” (Introduction 9). Shepard’s observations about “smart” architecture are evident in William Gibson’s latest novels The Peripheral (2014) and Agency (2020), which also present futuristic dystopian, dark, ghostlike, yet highly-technologized and sentient cityscapes where human action is constantly mediated through object-interfaces. This also corroborates Shepard’s view that “[n]on-human sentience” has been evident in science fiction writing (“Toward” 33). Being highly imbued with science fiction elements, these two novels serve as cases studies through which ubicomp technologies can be explored, as they both bring to our attention an emerging world that is currently being shaped by ubiquitous computing technologies, artificial intelligence and the Internet of Things. The present paper concentrates on the ways in which Gibson encapsulates through his literary practice the recent advances in the fields of ubiquitous computing and artificial intelligence with the depiction of multilayered, networked, “smart” urban spaces. The author sheds light to constantly expanding ubicomp systems of networked connectivity in which smartphones and AI entities are invisibly and transparently connected with other devices, while computing processes are embedded in the urban environment and the surrounding objects. -
Practices of Place-Making Through Locative Media Artworks1
AUTHOR’S COPY | AUTORENEXEMPLAR Practices of place-making through locative media artworks1 GEMMA SAN CORNELIO and ELISENDA ARDE´ VOL E-Mails: [email protected]; [email protected] Abstract In recent years, the vast increase in information flows has made it possible to instantly connect location-dependent information with physical spaces. These technologies have provided new forms of the representation of space as much as new forms of perception through tools and techniques used in land surveying, remote sensing, etc. From a critical point of view, pervasive computing, location-based applications, or, in other words, “locative me- dia” provide an interesting framework to understand how these technol- ogies relate to our understanding of space and place. Concretely, we want to examine how the uses of locative media in social-oriented artworks in- teract with people’s sense of place. This article therefore discusses contem- porary theories on space related to media and technology with a specific focus on the conceptualization of the notion of place. It also relates these theories to the study of different locative media artworks: Canal Accessible (2006), Bio Mapping (2004), Disappearing Places (2007), and Coffee Deposits (2010). We contend that locative media artworks act upon dis- tinctive ways to understand the mediation of technology in current place- making practices. Keywords: locative media, digital art, place, space, cartography, place- making, new media, visual ethnography Locative media and art practices The term “locative media” usually refers to media technologies that in- volve location; thus providing a link or some information related to a specific place via devices such as GPS, mobile phones, PDAs, laptops and applications of augmented reality. -
Ryangibboney.Com RYANGIBBONEY @Firehoot VISUAL DESIGNER + EDUCATOR Ryangibboneydesign
814–502–3700 [email protected] www.ryangibboney.com RYANGIBBONEY @firehoot VISUAL DESIGNER + EDUCATOR ryangibboneydesign EDUCATION Masters of Fine Art in Visual Communications Design \\ December 2013 Purdue University – West Lafayette, IN \\ Summa Cum Laude, GPA: 3.95 Bachelors of Fine Art in Graphic Design \\ August 2008 Savannah College of Art and Design – Savannah, GA \\ Magna Cum Laude, GPA: 3.72 Renaissance Masters: Innovators of Italian Styles Off Campus Seminar – Italy \\ June 2008 Savannah College of Art and Design off campus study abroad program. Received the Neely Elizabeth Toohill Memorial Scholarship for studying abroad. Trip included stud- ies in Rome, Pienza, Sienna, Florence, Bologna, and Venice over a four week period. Associate in Specialized Technology in Graphic Design \\ July 2003 Pittsburgh Technical Institute – Pittsburgh, PA \\ Magna Cum Laude, GPA: 3.93 ACADEMIC APPOINTMENTS Instructor of Integrated Media Arts \\ Fall 2015 - Present Integrated Media Arts Department, Juniata College – Huntingdon, PA Taught an 18 credit load under a 1 year fixed term position. In addition to course work, worked with students to create Practicum Projects focused on Adobe Creative Cloud programs in addition to supervising local internship students focused on web design and social media marketing. Courses Taught: IM110: Principles of Digital Media IM275 Integrated Media Arts Lab IM276: Integrated Media Arts Lab II IM360: Digital Video Production IM399: Digital Video Production II IT341: Web Design Instructor of Graphic Design \\ Spring 2015 Graphic Design, College of Arts and Architecture, Penn State University – State College, PA Instructed and developed projects, exercises, schedule, lab and studio lectures, and lesson plans for the freshman-level graphic design course: GD102: Introductory Design Studio. -
Headmap Manifesto and the Vision of Locative Media
FCJ-216 'Know Your Place': headmap manifesto and the Vision of Locative Media Dale Leorke, Melbourne School of Design, The University of Melbourne Abstract: Ben Russell’s headmap manifesto (1999) is an early and highly influential example of the discourse around commercial location-aware technologies that accompanied their emergence at the turn of the last century. Although numerous theorists acknowledge its influence on the fields of urban computing and locative media art, there have been few close analyses of the text and little consideration of its ongoing relevance in the current era of smartphones, location-based social networks and 'smart city urban planning initiatives. In this paper, I seek to address this shortcoming through a close examination of headmap and its influence on the discourse around what became known as 'locative media'. I argue that headmap offers a polemical, utopian vision of the world as it might have been, but also highlights the disparity between academic and artistic discourses around location-aware technologies and their current mainstream application. doi: 10.15307/fcj.29.XXX.2017 What is the point of all the extraordinary technical inventions the world now has at its disposal if the conditions are lacking to derive any benefit from them, if they contribute nothing to leisure, if imagination is absent? Constant Nieuwenhuys, 'Another City for Another Life' (2006/1960: 71) Introduction When the headmap manifesto first appeared in 1999, Google was barely a year old, the U.S. government had not yet removed the GPS signal degradation that prevented its widespread commercial use, and Apple’s iPhone was still almost a decade away.