Presentation Schedule 22nd/23rd September – Final Project

Presentations on the 22nd in Space 8

Session 1    

12.30 pm Jane Dudman – exhibition

1.00 pm Ben Thompson – exhibition

1.30 pm Joseph Pochciol – exhibition

2.00 pm Aaron Smiles – exhibition

2.30 pm Internal/External Examiner Discussion

Session finishes by 3.00

3.00 Tea/Coffee Break

Session 2

3.30 pm Sanjay Mortimer – exhibition

4.00 pm Helen Collard – exhibition + performance 6.30-8.30

4.30 pm Pengfei Zhang – exhibition

5.00 pm Alessandro Altavilla – exhibition + outdoor activity

5.30 pm Internal/External Examiner Discussion

Session finishes by 6.00

6.30 pm Exhibition Opening: Culture Lab Space 4/5, 7

8.30 pm Northern Stage Performances
8:30 Andrew Nixon
9:00 Ewelina Aleksandrowicz and Andrzej Wojtas
9.30 Benjamin Freeth

Presentations on the 23rd – 9.00 am, Location: Space 11

Session 3

9.00 am Ewelina Aleksandrowicz – performance/exhibition

9.25 am Andrzwej Wojtas – performance/exhibition

9.50 am  Andrew Nixon – performance

10.15 am  Ben Freeth – performance

10.40 Internal/External Examiner Discussion

Session finishes by 11.10

Project Session – Academic Writing



DM Technology Workshop – Mobile Sound Applications

Rationale

The invention of the portable audio player enabled us to change our environments perceptually by carrying sound in our pocket. The ‘father’ of the portable personal stereo cassette player, Andreas Pavel, described his first experience and said

“I was in the woods in St. Moritz, in the mountains. The snow was falling down. I pressed the button, and suddenly we were floating. It was an incredible feeling, to realize that I now had the means to multiply the aesthetic potential of any situation. [1]”

[1] LARRY ROHTER, An Unlikely Trendsetter Made Earphones a Way of Life, The New York Times, December 17, 2005.

Many people were inspired by his aesthetics and some people consider such portable machine as an environment transformation device through the ear (not as a huge library of music). They envision transforming the perception of the surroundings, enhancing the absorption in the environment, and altering the sensation of time and space with their mobile sound applications.

In this session, we briefly look around these practices with recent published iPhone projects, Bloom, RjDj, and Audible Realities. Then we’ll learn how to use such devices as a platform to develop your own work with RjDj. Details »

DM Research Training 3 – Understanding Context

topics:

Why would you want to understand the context of your work?

What is context? Details »

DM Technology Workshop 2 & 3 – Introduction to Interactive Media (+Reprise)

topics:

  • What is interactive media software?
  • How (most) computer architectures work
    • Microprocessor (Intel Core 2 Duo 2.5 GHz) or CPU
      • Why is it good to have more?
    • Memory (RAM, ROM, Hard disk, External)
      • Why is it good to have more?
    • Motherboard
    • Operating System
      • Task management and feeding the CPU
      • Memory management (program memory vs. operating system memory)
      • Applications interface (programs accessing hardware)
      • User interface standardization
    • Sound card
      • Most basically an ADC and DAC in a computer card
      • APU?
      • Sample rates, bit rates
      • Some have ‘synths’ on board, 3D functionality
    • Graphics card – most basically, a data to video converter
      • GPU – graphics processing unit. Speed of this more or less decides how many pixels it can output per second
      • Memory of a video card refers the RAM available to store pre-prepared frames
      • Dual display – DVI, VGA Details »

DM Research Training 2 – Technology Literature

topics:

  • Code documentation (java docs, api’s) (jamie)
    • Max/MSP – what’s in the install package?
    • PureData – what’s in the install package?
    • Processing – look here!
    • OpenFrameworks – look here!
  • Software

DM Research Training 1 – Plagiarism & References in DM

PART I – Issues in Digital Culture

What are the issues specific to DM relating to use and referencing of other peoples’ work?  What are your feelings of “ownership” around:

In digital media work, we run into problems in the definition of ownership, plagiarism and copyright, as these notions are all based on the idea of ‘fixing a work’ in some form or another.  This fixing is becoming harder to define as we develop a near-real-time production, publish and review cycles for all kind of infinitely re-reproducible works. Details »