Dissertations / Theses on the topic 'Interactive art'
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Seevinck, Jennifer. "Emergence in interactive art." Thesis, University of Technology, Sydney, 2011.
Find full textMcMorran, Susan Mary. "Interactive painting : an investigation of interactive art and its introduction into a traditional art practice." Thesis, Northumbria University, 2007. http://nrl.northumbria.ac.uk/3125/.
Full textKomarova, Maria. "Interactive technologies on art museum websites." Kansas State University, 2015. http://hdl.handle.net/2097/18947.
Full textDepartment of Communications Studies
Gregory Paul
This report investigates how American art museums have adopted interactive technologies on their websites. The use of such technologies brings to the forefront a tension regarding authority over visitors’ experience of and interpretation of art both in person and online. Interactive tools on 15 art museum websites were coded as enabling one of three types of interaction: human-to-computer, human-to-human and human-to-content. Human-to-computer interactive features were most prevalent on museum websites, followed by human-to-human and human-to-content interactive technologies respectively. The findings demonstrate a tension between the goals of art museums in wanting to engage visitors in co-creation of meaning about art on the one hand and wanting to maintain their traditional authority over that meaning on the other. The report concludes by offering recommendations for how museums can use interactive technologies more effectively in order to maintain their role as centers of social and cultural life.
Strindlund, Nathalie. "Exploring relations between Interaction attributes and Pleasures in multisensory interactive art." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23788.
Full textDrummond, Jon R. "Interactive electroacoustics." Thesis, View thesis, 2007. http://handle.uws.edu.au:8081/1959.7/35367.
Full textMurat, Mathilde. "Scénographie interactive, interfaces et interférences." Thesis, Toulouse 2, 2014. http://www.theses.fr/2014TOU20013/document.
Full textThe present dissertation partakes of an ongoing inquiry into our kinesthetic experience and the influence of the environment on our perceptions. The technologies of interactivity, which stem from cybernetics and from the rise of computer technology, are major tools in this exploration, as they enable the emergence of scenographies whose specificity is the way they integrate corporeality in its autopoieticdimension, by means of the interface-Based devices.This dissertation is the product of research work of a practical and of a theoretical nature. The first part tackles the question of what is at stake, in relationships, between plasticity and corporeality. A few paragraphs are devoted to modes of interaction in the context of immersive plasticity. In interactive scenographies, body and space are complexly interconnected. The scenographies lead to the emergence of new cognitive possibilities, notably at the level of the sensory-Motor perception patterns. They are explored through the practice of installation. The second part focuses on the stakes of a specific spectaroriality. Following previous approaches, we proposeto identify an epistemological shift of the notion of space which occurs with the integration of hypermedia computationalareas into the topological field. Being thus made an interactor, the spectator becomes a potential author. The notion of auctoriality is tempered in the way of constraint caused by the apparatus. By resorting to systemic thought and relying on theanalysis of our productions, we can define the dialectic between constraint and freedom as programmed action fields inrelation with individual action fields. Steigler’s theory enables us to regard the spectator as a practician-Body in the plasticsphere. The third part deals with the poietics of interaction technologies, on which is brought to bear an approach focusingon plasticity. As metatools, the interactivity and the digital tools it requires in the constitution of media promote a new approach to the worshop. The multiplicity of skills this practice involves leads to poietic considerations as regards collective practices.The identification of a culture specific to digital art as a cross-Disciplinary field underlines the influence of a professional field established around these practices. Interactivity practice, by experimentation, stends out in a creation-Research-Profession process
Babic, Kristopher T. "InterDraw - An Online, Interactive, Collaborative Art Program." Digital WPI, 2000. https://digitalcommons.wpi.edu/etd-theses/825.
Full textChanhthaboutdy, Somphout. "Vanité interactive : recherche et expérimentation artistique." Thesis, Paris 8, 2015. http://www.theses.fr/2015PA080060/document.
Full textThis work is about sensory interactivity, real-time 3D and visual arts. This artistic and technical study falls within a long-term research, introducing the notion of an enhanced representation of Death, embodied by the Vanitas and exploring new ways of inducing feedback about a work of art.From an artistic point of view, this research analyses the creation process which led us from the enhanced representation of Death on video, to the experience of the Vanitas through a total immersion into virtual pictures. This analysis brings out the motives for the creation and the use of 3D Vanitases in interactive installations. It highlights the issues raised by this innovative process regarding the History of the Vanitas since its outbreak. It goes further, by developing an original approach, to the communication between the audience and the work of art, introducing the use of a sensorial interface as a medium.At the technical level, the study revolves around the use of a Brain Computer Interface (BCI), inducing a new way of discovering and interacting with a work of art, as part of a feedback process. It creates a sense of interactivity, between concentration and meditation. The control of the brainwaves and muscular contractions brings the Body and the Mind together to achieve the mastery of the BCI
Drummond, Jon R. "Interactive electroacoustics." View thesis, 2007. http://handle.uws.edu.au:8081/1959.7/35367.
Full textA thesis presented to the University of Western Sydney, College of Arts, School of Communication Arts, in fulfilment of the requirements for the degree of Doctor of Philosophy. Title from title screen. Includes bibliographies. Thesis minus video and audio files also available online at: http://handle.uws.edu.au:8081/1959.7/35367.
Margerison, Paul. "An algorithmic and interactive approach to computer art." Thesis, Open University, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.240001.
Full textKeays, William G. (William George) 1960. "Using high-bandwidth input/output in interactive art." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/61839.
Full textIncludes bibliographical references (leaves 75-78).
Are we making the best use of commonly available high-bandwidth input/output ( I/O) devices on our computers? How would research on this subject be affected if it were driven by a purely artistic mandate? The bandwidth in question refers specifically to video input and output devices, the only high-bandwidth devices that are on found on common, conventional computers. Under normal circumstances, these devices transmit moving two dimensional images at rapid refresh rates; this high-bandwidth is a prerequisite for the capturing and viewing of motion images. A great potential exists in using this high-throughput capacity in applications that do not simply convey continuous moving images. In the burgeoning field of highly technological interactive art, a large number of works suffer from poorly adapted interface mechanisms. New high-bandwidth I/O configurations can serve to derive improved interfaces for the creation of interactive art. This course of research is not driven solely by the desire to create new technology and improved modes of interaction. As the the infusion of rapid-changing technology in art reaches popular levels, the role of the artist in society is equally in flux. The definition of such a role is sought as part of this thesis. These goals are accomplished through the study of the nature and history of interactivity in art, the development of new prototypes, the creation and exhibition of interactive art works in public spaces, and through a close analysis of the role of the artist-scientist in contemporary society.
b William G. Keays.
S.M.
Blackaller, Luis (Luis Eduardo Blackaller Bages). "Performing process : the artist studio as interactive art." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/44806.
Full textIncludes bibliographical references (p. 123-127).
Digital technology has radically changed human communication in the last few decades. The digital medium has pushed cultural artifacts towards forms defined by interaction, participation, and social systems. This thesis looks at recent changes of artistic practice in the realm of digital visual arts. In order to study the intersection between interactive art and the digital image, I will describe the design of an online participatory studio system, where an artist can perform the creative process and respond to remote feedback from audience participants at the same time. Such a system opens a conversation between artist and audience that will shed new light on how we can learn, understand and communicate boundaries in digital space and digital interactive art.
by Luis Blackaller.
S.M.
DUNNE, THOMAS G. "DEFINING THE ART OF INTERACTIVE REAL-TIME 3D." University of Cincinnati / OhioLINK, 2004. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1085463758.
Full textVorhees, Chris. "A series of viewer interactive sculptures." Virtual Press, 1997. http://liblink.bsu.edu/uhtbin/catkey/1168144.
Full textDepartment of Art
Voirol, Mary Agnes. "Interactive mechanized fairytale jewelry." Virtual Press, 2000. http://liblink.bsu.edu/uhtbin/catkey/1178353.
Full textDepartment of Art
Ha, Byeongwon. "Nam June Paik as a Pioneer of Interactive Art." VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5405.
Full textSommerer, Christa. "Modeling complex adaptive systems and complexity for interactive art." Thesis, University of South Wales, 2002. https://pure.southwales.ac.uk/en/studentthesis/modeling-complex-adaptive-systems-and-complexity-for-interactive-art(3d7143e3-eb05-49b9-8965-0ffa53767eb9).html.
Full textRaboisson, Nathanaëlle. "Esthétique d'un art expérientiel : l'installation immersive et et interactive." Paris 8, 2014. http://octaviana.fr/document/18500332X#?c=0&m=0&s=0&cv=0.
Full textVia its qualities, experiential art tends to intermingle the actual artwork and experience. In contemporary art, certain artists produce installations that call for a strong corporeal investment on the part of the spectator/vistitor, that call to be experienced. This thesis studies the process of reception of the installation as experiential artwork. How does the experience of this kind of work get constructed ? What are its modalities and features ? After a brief presentation of this type of art, the thesis offers a first theoretical approach that focuses on the technical assemblage so as to single out the situationbased specificities of it : spatio-temporal, practical, formal and structural. A second theoretical approach then looks at the visitor's experience so as to make sense of how the assemblage's specificities can impact his/her psycho-motor and sensori-motor habits, and thus offer new potentialities. In the last part of the thesis, a practical approach is offered, whereby the various works created during the doctoral research are presented, along with the results of a behaviourist study. This thesis hopes to offer the premise of a new aesthetics by exposing the process of appropriation of immersive/interactive installations and by demonstrating that, in certain cases, such installations can propose a singular experience, a selfexperience, a new active and aesthetic state of being
Sikora, Andrzej. "Interactive relationships between artist and recipient in virtual art." Doctoral thesis, Katowice : Uniwersytet Śląski, 2020. http://hdl.handle.net/20.500.12128/18633.
Full textHanney, Lesley. "Family assessment and interactive art exercise : an integrated model." Thesis, View thesis, 2009. http://handle.uws.edu.au:8081/1959.7/46525.
Full textHanney, Lesley. "Family assessment and interactive art exercise an integrated model /." View thesis, 2009. http://handle.uws.edu.au:8081/1959.7/46525.
Full textA thesis presented to the University of Western Sydney, College of Arts, Social Justice and Social Change Research Centre, in fulfilment of the requirements for the degree of Doctor of Philosophy in the field of Art Therapy. Includes bibliographies.
Kuzminsky, Tracy V. "Interactive Whiteboard Technology within the Kindergarten Visual Arts Classroom." Digital Archive @ GSU, 2008. http://digitalarchive.gsu.edu/art_design_theses/21.
Full textLopez, Juan. "PORTRAITURE: AN INTERACTIVE EXPERIENCE." Master's thesis, University of Central Florida, 2008. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4205.
Full textM.F.A.
Department of Art
Arts and Humanities
Studio Art and the Computer MFA
Munro, Samantha Fawn. "Being for others : critical reflections on the stranger, the estranged and the self in participatory art." Thesis, Rhodes University, 2015. http://hdl.handle.net/10962/d1017771.
Full textJohnson, Grant. "Otherworldly goods." Morgantown, W. Va. : [West Virginia University Libraries], 2002. http://etd.wvu.edu/templates/showETD.cfm?recnum=2361.
Full textTitle from document title page. Document formatted into pages; contains vi, 32 p. : ill. (some col.). Includes sound file in the mp3 audio format. Vita. Includes abstract. Includes bibliographical references (p. 29).
Oxborrow, Marie Lynne Aitken. "Interactive Web Technology in the Art Classroom: Problems and Possibilities." BYU ScholarsArchive, 2012. https://scholarsarchive.byu.edu/etd/3172.
Full textSeaman, William. "Recombinant poetics : emergent meaning as examined and explored within a specific generative virtual environment." Thesis, University of South Wales, 1999. https://pure.southwales.ac.uk/en/studentthesis/recombinant-poetics(e26d7312-0586-4c42-bb25-3e47cc2d4a39).html.
Full textHead, Donna J. "Advanced Placement Art History: Effective Teaching Strategies in the Art Beyond the European Content Area." VCU Scholars Compass, 2005. http://scholarscompass.vcu.edu/etd/1037.
Full textRyan, Bengtsson Linda. "Re-negotiating social space : Public art installations and interactive experience." Doctoral thesis, Karlstads universitet, Avdelningen för medie- och kommunikationsvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-11723.
Full textWoolf, Sam. "Expanded media : interactive and generative processes in new media art." Thesis, University of Sussex, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.420707.
Full textVasconcelos, Francisco Wesdley da Silva. "Refrains, mantras and chaos: compossibility and contemplation in interactive art." Universidade Federal do CearÃ, 2011. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=7285.
Full textThis research aims to restore, in the realms of cyberart, the notions of refrain, compossibility and contemplation, through the development of an interactive installation named Ritus. Based on the Deleuzian notion of refrain as an expressive material capable of creating territories, a study was conducted concerning repetition as an enabler of the difference in philosophy and contemporary art. The concept of compossibility was adopted as a narrative model to artistic processes based on computer programming. The question of contemplation in art was treated in order to conceive the possibility of a paradoxical contemplative situation in interactive works. Furthermore, a study was conducted about the potential of sonic material as a trigger of altered states of consciousness. Finally, was outlined the genesis path of the installation Ritus, based on an interactive environment in which sound and image repeated in loops are actualized by the interactor according its position in a room, evoking audiovisual contents captured on religious events performed in state of CearÃ.
Esta pesquisa pretende reconstituir, no Ãmbito da ciberarte, as noÃÃes de ritornelo, compossibilidade e contemplaÃÃo, por meio do desenvolvimento de uma instalaÃÃo interativa denominada Ritus. Partindo da noÃÃo deleuzeana de ritornelo como matÃria expressiva criadora de territÃrios, foi realizado um estudo acerca da repetiÃÃo como elemento propiciador da diferenÃa na filosofia e na arte contemporÃnea. O conceito de compossibilidade foi adotado como modelo de narrativa para os processos artÃsticos baseados em programaÃÃes computacionais. A questÃo da contemplaÃÃo na arte foi tratada no sentido de conceber a possibilidade paradoxal de uma situaÃÃo contemplativa em obras interativas. Ademais, foi realizado um estudo sobre as potencialidades da matÃria sonora como provocadora de estados alterados de consciÃncia. Por fim, foram delineados os percursos de gÃnese da instalaÃÃo Ritus, baseada num ambiente interativo em que sons e imagem reiterados na forma de loops sÃo atualizados pelo sujeito interator a partir de sua posiÃÃo numa sala, evocando material audiovisual captado em manifestaÃÃes religiosas realizadas no estado do CearÃ.
Bech, Tine. "Playful interactions : a critical inquiry into interactive art and play." Thesis, University of the West of England, Bristol, 2014. http://eprints.uwe.ac.uk/25212/.
Full textEnros, Max. "Development of an Interactive VR Experience for an Art Museum." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79463.
Full textI detta projekt utvecklades en prototyp för ett virtual reality museum. Den virtuella miljön innehåller tavlor och fåglar som användaren kan interagera med för att visa information. En textpanel eller en bild visas bredvid objektet som användaren interagerade med. Texten eller bilden som visas innehåller information om objektet. En inspelning av informationen kan spelas upp för några av bilderna och textpanelerna. Detta förbättrar museets upplevelse jämfört med att titta på ett objekt i den verkliga världen. Virtual reality-upplevelsen gör att museet kan vara mer interaktivt och roligt för besökarna. Några användartester genomfördes för att testa upplevelsens användbarhet. Testerna hittade några användbarhetsproblem som måste åtgärdas innan denna upplevelse kan vara en del av ett verkligt museum.
Braverman, Janice Regina. "Art and Technology Unite: The Quiepalpatorium, and Interactive Kinetic Installation." The Ohio State University, 1999. http://rave.ohiolink.edu/etdc/view?acc_num=osu1394715300.
Full textGenest, Valérie, and Valérie Genest. "Rêves de L'Infini... : réflexions sur l'installation immersive interactive." Master's thesis, Université Laval, 2014. http://hdl.handle.net/20.500.11794/25334.
Full textCe texte d’accompagnement du projet explique dans le détail les notions relatives à ma recherche-création en arts visuels. Les principaux points traités sont en lien avec l’installation immersive interactive travaillée par l’entremise de la fibre optique, la lumière et la microprogrammation. Il s’agit d’une œuvre multidisciplinaire et hybride qui allie la sculpture et l’art numérique dans un ensemble médiatique interactif rappelant à la fois le microcosme et le macrocosme dans son esthétique visuelle générale.
Cason, Nancy F. (Nancy Foster). "The Effect of Interactive Multimedia on the Critical Writings of Art History Survey Students." Thesis, University of North Texas, 1996. https://digital.library.unt.edu/ark:/67531/metadc332664/.
Full textBuccellato, Steven. "AdTech Interactive Media Network /." Online version of thesis, 1994. http://hdl.handle.net/1850/11757.
Full textMubarak, Oussama. "Designing and Modeling Collective Co-located Interactions for Art Installations." Thesis, Paris, CNAM, 2018. http://www.theses.fr/2018CNAM1170/document.
Full textWith works such as Kinoautomat by Radúz Činčera, SAM - Sound Activated Mobile by Edward Ihnatowicz, and Glowflow by Myron Krueger, artists have deployed, as early as the 1960s, art installations engaging novel situations of collective co-located interaction, i.e involving multiple or even many spectators interacting in the same place via and with a digital apparatus. The number of those works has continued to increase since the beginning of the 21st century, taking advantage of the new opportunities offered by advances in real-time computer vision technologies and the advent of ubiquitous computing marked by the multiplication and interoperability of mobile computing devices. While experiences in this area are more and more frequent, they have not yet been the subject of structured analysis and, even less, of proposals for dedicated tools and design methods. How can we, nowadays, conceive such interactive art installations whose intrinsic complexity involves questions of the technical, social, cognitive and aesthetic order? This dissertation draws on previous work in the fields of human-computer interaction (HCI), computer-supported cooperative work (CSCW), and interactive arts research with the aim of increasing our knowledge of the challenges faced both by art practitioners and participants in such collective interactive installations, and, beyond, the designers of apparatus in a promising future. A set of tools and guidelines are proposed when designing collective co-located interactions for digital art installations. First a classification system is developed centered on the most decisive aspects that allow the emergence of a collective experience. Two distinct approaches are then explored to find the bases of a graphical modeling language for the design and analysis of such apparatus. Build on top of Petri nets, the second approach supports modeling the spatial and material resources of an installation, as well as the human-machine, human-human and human-machine-human interactions. The investigations conducted for this research have required laying particular emphasis on the conditions - whether spatial, material, or human - which affect the ability for participants to co-construct a common aesthetic experience in the absence of orchestration or a preannounced goal to be achieved. While this singular approach primarily concerns interactive arts, it may be relevant to a wide range of research communities, including, and foremost, that of HCI, as well as CSCW, New Interfaces for Musical Expression (NIME), interaction design, and even culture, museography in particular
Smith, Jeffrey Statler. "Multi-camera: interactive rendering of abstract digital images." Thesis, Texas A&M University, 2003. http://hdl.handle.net/1969.1/341.
Full textNigten, Anne. "Processpatching : defining new methods in aRt&D." Thesis, University of the Arts London, 2006. http://ualresearchonline.arts.ac.uk/5655/.
Full textPope, Simon. "Who else takes part? : admitting the more-than-human into participatory art." Thesis, University of Oxford, 2015. http://ora.ox.ac.uk/objects/uuid:5a34e4c6-0031-40d5-8bc0-2157e53f91ea.
Full textLiu, Mankun. "The production of differential spaces through participatory art in Hong Kong 2000-2019." HKBU Institutional Repository, 2020. https://repository.hkbu.edu.hk/etd_oa/853.
Full textChenzira, Ayoka. "Haptic cinema: an art practice on the interactive digital media tabletop." Diss., Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/39500.
Full textSchiller, Gretchen Elizabeth. "The kinesfield : a study of movement-based interactive and choreographic art." Thesis, University of Plymouth, 2003. http://hdl.handle.net/10026.1/2384.
Full textBedworth, Jonathan. "Music as embodied action : interfacing autonomous systems and rhythmical expression." Thesis, University of South Wales, 2001. https://pure.southwales.ac.uk/en/studentthesis/music-as-embodied-action(d720a3e7-8b3f-466c-9663-877f31e60c1c).html.
Full textHavlik, Michele Lynne, and havlik@optusnet com au. "An investigation of Interaction Design principles, for use in the design of online galleries." RMIT University. Creative Media, 2007. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080213.091808.
Full textPryor, Sally. "Extending integrationist theory through the creation and analysis of a multimedia work of art Postcard from Tunis /." View thesis, 2003. http://library.uws.edu.au/adt-NUWS/public/adt-NUWS20040416.112222/index.html.
Full text"Thesis submitted for the degree of Doctor of Philosophy in the School of Communication, Design and Media, University of Western Sydney, 31 August 2003" Includes bibliography.
Keating, Marla Jo Matlick. "Computers in college art and design programs /." Online version of thesis, 1992. http://hdl.handle.net/1850/11630.
Full textPryor, Sally. "Extending integrationist theory through the creation and analysis of a multimedia work of art : postcard from Tunis." Thesis, View thesis, 2003. http://handle.uws.edu.au:8081/1959.7/746.
Full textMubarak, Oussama. "Designing and Modeling Collective Co-located Interactions for Art Installations." Electronic Thesis or Diss., Paris, CNAM, 2018. http://www.theses.fr/2018CNAM1170.
Full textWith works such as Kinoautomat by Radúz Činčera, SAM - Sound Activated Mobile by Edward Ihnatowicz, and Glowflow by Myron Krueger, artists have deployed, as early as the 1960s, art installations engaging novel situations of collective co-located interaction, i.e involving multiple or even many spectators interacting in the same place via and with a digital apparatus. The number of those works has continued to increase since the beginning of the 21st century, taking advantage of the new opportunities offered by advances in real-time computer vision technologies and the advent of ubiquitous computing marked by the multiplication and interoperability of mobile computing devices. While experiences in this area are more and more frequent, they have not yet been the subject of structured analysis and, even less, of proposals for dedicated tools and design methods. How can we, nowadays, conceive such interactive art installations whose intrinsic complexity involves questions of the technical, social, cognitive and aesthetic order? This dissertation draws on previous work in the fields of human-computer interaction (HCI), computer-supported cooperative work (CSCW), and interactive arts research with the aim of increasing our knowledge of the challenges faced both by art practitioners and participants in such collective interactive installations, and, beyond, the designers of apparatus in a promising future. A set of tools and guidelines are proposed when designing collective co-located interactions for digital art installations. First a classification system is developed centered on the most decisive aspects that allow the emergence of a collective experience. Two distinct approaches are then explored to find the bases of a graphical modeling language for the design and analysis of such apparatus. Build on top of Petri nets, the second approach supports modeling the spatial and material resources of an installation, as well as the human-machine, human-human and human-machine-human interactions. The investigations conducted for this research have required laying particular emphasis on the conditions - whether spatial, material, or human - which affect the ability for participants to co-construct a common aesthetic experience in the absence of orchestration or a preannounced goal to be achieved. While this singular approach primarily concerns interactive arts, it may be relevant to a wide range of research communities, including, and foremost, that of HCI, as well as CSCW, New Interfaces for Musical Expression (NIME), interaction design, and even culture, museography in particular