Sommerer C.,University of Art and Design Linz |
Sommerer C.,University of Aalborg |
Mignonneau L.,University of Art and Design Linz
Artificial Life | Year: 2015
We introduce three of our interactive artworks that translate text into artificial creatures or creatures into text by means of user interaction. These installations make use of experimental literature, media archaeology, surrealism, artificial life, and algorithmic methods. © 2015 Massachusetts Institute of Technology.
Kresling B.,Experimental Design and Bionics |
Kresling B.,University of Art and Design Linz
Materials Research Society Symposium Proceedings | Year: 2012
Origami - the Japanese term for "paper-folding" - in natural structures such as leaves of trees, fructifications and insect organs, has fascinated scientists and designers for over two decades. Technical origami, at the other hand, that focuses on the mechanical and functional properties of deployable lightweight structures, finds its way into the fields of biology, biomechanics and biomimetic engineering. © 2012 Materials Research Society.
Perner-Wilson H.,HIGH-TECH |
Buechley L.,HIGH-TECH |
Satomi M.,University of Art and Design Linz
Proceedings of the 5th International Conference on Tangible Embedded and Embodied Interaction, TEI'11 | Year: 2011
This paper explores the idea of handcrafted electronics. We introduce a kit-of-no-parts approach to building electronics from a diverse palette of craft materials, which we argue is more personal, understandable and accessible than the construction of technology from a kit of predetermined components. We illustrate our approach by describing the design, construction, and dissemination of a collection of textile sensors, and detailing a website and a series of workshops through which we share our approach. © 2011 ACM.
Lloret J.,University of Art and Design Linz |
Valkanova N.,University Pompeu Fabra
Proceedings of the Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques, DIS | Year: 2014
Media façades are becoming part of our urban landscapes, challenging media artists and designers to create content for them. The diversity of resolution and spatial properties of these façades hasn't stopped content creators to adapt their projects to multiple media façades with significant different resolution, shapes, surroundings and social environment. In this paper we introduce Puzzle Facade as an example of an urban technological intervention that has a strong connection with the spatial properties of the media façade it was conceived for, the media façade of the Ars Electronica Center.
Brandstatter U.,University of Art and Design Linz |
Sommerer C.,University of Art and Design Linz
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2016
Video games can be appropriated for productive purposes. Commercial games and game engines are often used for video productions, and game development companies provide development kits and modding environments to gaming communities and independent developers. With gamification, game principles are deployed in non-game contexts for benefits beyond pure entertainment. Most approaches are more focused on using games and their design elements rather than the process of playing. We propose a video game category wherein productivity is achieved by playing video games, and present a forthcoming productive game as an example. © IFIP International Federation for Information Processing 2016.
Misawa D.,University of Art and Design Linz
Proceedings of the 2012 18th International Conference on Virtual Systems and Multimedia, VSMM 2012: Virtual Systems in the Information Society | Year: 2012
This paper presents a sculptural installation art project assumed as a coordinate space, which includes plural sweet-spots like spatial coordinates made of orientations of images and sounds from monitors and speakers. In the first implementation of the project, these plural sweet-spots and a structure of them, implied the existence of a transparent sculpture, like a matrix. The aim of the project was to inspire the criticism by the audience about the differences of each experience between plural sweet-spots. In the exhibition, it was observed that the audience worked around and searched the existence of the transparent sculpture. © 2012 IEEE.
Zingerle A.,University of Art and Design Linz
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2014
This research takes a closer look at online tools that anti-scam activists use when in contact with Internet scammers. These tools are used for defining one’s online character, for progressing the narrative or maintaining anonymity while uncovering the scammer’s identity. The tools are easy to use and, when combined together, they offer powerful methods to narrate stories online. This research draws mostly upon primary sources, like interviews with scambaiters or Internet forums, where scambaiters share their stories and discuss the authenticity of dubious online businesses. The discussed methods and tools are utilized while communicating with scammers. In conclusion, this paper illustrates how these tools can also used in other genres such as digital fiction, investigative journalism and advocacy. © Springer International Publishing Switzerland 2014.
Petkov I.,University of Art and Design Linz
TEI 2013 - Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction | Year: 2013
The title of the interactive sound installation "Fleischwolf" is based on the German word for meat grinder. It therefore consists of a mechanical kitchen meat grinder mounted on a wooden table. Turning the crank of the grinder causes the machine to emit a sound that initially resembles a very deep bass voice. When the crank is turned more vigorously and faster, the characteristics of the sound changes too. At a certain speed, a baby's scream becomes recognizable, but due to the construction of the meat grinder, it's hard to maintain this sound. So whether this scream is audible at all, depends on the actuation of the installation users.Copyright 2013 ACM.
Tomas E.,University of Art and Design Linz
TEI 2016 - Proceedings of the 10th Anniversary Conference on Tangible Embedded and Embodied Interaction | Year: 2016
In this paper the art installation "Tangible Scores" is presented, laying emphasis on its design decisions, features and constraints. In order to explain the important relationship between physicality and artistic expression, the concept of "performative materiality" is contextualized within the framework of tangible musical interfaces. Then, a hybrid vision of performative interfaces is introduced. Under this hypothesis, and through the creative exploration of their physical affordances and constraints, tangible musical instruments may be interpreted as scores too. © 2016 ACM.
Zingerle A.,University of Art and Design Linz
Proceedings - 2014 International Conference on Cyberworlds, CW 2014 | Year: 2014
This paper addresses three social engineering techniques that vigilante online communities of scambaitersuse for 'Inbox diving': an act of gaining access to internet scammers email accounts. The methods have been gathered by analyzing scam baiting forums and were put on the test in direct email exchange between the author and Internet scammers. By diving into the scammers inboxes, their working methods can be observed, gang structures investigated and potential victims warned. I discuss the moral issues an 'inbox diver' faces and question the ethics of scam baiting communities that prefer social engineering techniques rather than hacking email accounts. The research lead into the creation of the artistic installation 'Password:' and presents an artistic position dealing with password security. © 2014 IEEE.