Coded Performance: Difference between revisions
(Created page with "{{Event |Name=Coded Performance |Location=NDSM |Date=2019/07/23 |Time=9:30-16:30 |PeopleOrganisations=Zhi-fang Li, Maxim Safioulline |Type=HDSA2019 |Web=Yes |Print=No }} In a...") |
m (Text replacement - "{{#ev:youtube\|(.*)}}" to "<htmltag tagname="iframe" width="1080" height="720" frameborder="no" src="https://www.youtube.com/embed/$1"></htmltag> ") |
||
(7 intermediate revisions by one other user not shown) | |||
Line 9: | Line 9: | ||
|Print=No | |Print=No | ||
}} | }} | ||
In a world run by big data our subjective experiences often go unnoticed or unappreciated - by ourselves first and foremost. We wanted to look into the possibilities of embodying the intangible - to peek under the straightforward quantifiable actions and expressions into the murky waters of emotions and bodily reactions. | |||
How do we as designers account for the unaccountable - the sensory perceptions, the way our brains and our minds respond to them and adapt to the challenging and unpredictable situations? We chose the media of non-competitive games and brain-computer interfaces to make the attempt to come to terms with these complexities and challenge the existing design methodologies. | [[File:Brainwave2.jpg]] | ||
In a world run by big data our subjective experiences often go unnoticed or unappreciated - by ourselves first and foremost. We wanted to look into the possibilities of embodying the intangible - to peek under the straightforward quantifiable actions and expressions into the murky waters of emotions and bodily reactions. How do we as designers account for the unaccountable - the sensory perceptions, the way our brains and our minds respond to them and adapt to the challenging and unpredictable situations? We chose the media of non-competitive games and brain-computer interfaces to make the attempt to come to terms with these complexities and challenge the existing design methodologies. | |||
<gallery> | |||
Brainpresentation.jpg | |||
JujuBrainwave.jpg | |||
Lunch2.jpg | |||
</gallery> | |||
==Workshop notes== | |||
brain produces bits of electric current | |||
Electroencephalography (EEG) | |||
BCI = Brain Computer Interface | |||
Bandwidths/ranges | |||
Gamma: problem solving, concentration | |||
Beta: busy, active mind | |||
Alpha: reflective, restful | |||
Theta: drowsiness | |||
Delta: sleep, dreaming | |||
Attention = beta and gamma cumulative | |||
Meditation = activity in alpha range | |||
Non-competitive gaming | |||
Game? | |||
1. performance of an activity to your best ability | |||
2. there’s a set of rules that everyone knows and agrees to follow | |||
New Games Movement | |||
in US in the 70s and 80s, “Slaughter” | |||
https://killscreen.com/articles/inside-failed-utopian-new-games-movement/ | |||
Parlour games | |||
gaming and gamification used to generated art and creativity (Surrealists, Dadaists) | |||
Chindogu | |||
Making completely useless items | |||
https://www.chindogu.com/?page_id=336 | |||
CODING NOTES | |||
Use Lerp to make smoother values (mindset only captures one reading per second, so will be jittery) | |||
Put MindsetProcessing library folder into the > libraries folder of > Processing on the computer | |||
We invited the participants to challenge their assumptions, re-examine their approaches and to attempt to take a different look at how they - their mind sand bodies - respond to new challenges. We hoped that as a result they would come away with a new understanding of themselves and their design practice. | We invited the participants to challenge their assumptions, re-examine their approaches and to attempt to take a different look at how they - their mind sand bodies - respond to new challenges. We hoped that as a result they would come away with a new understanding of themselves and their design practice. | ||
<htmltag tagname="iframe" width="1080" height="720" frameborder="no" src="https://www.youtube.com/embed/1vQUkZs2hoU"></htmltag> |
Latest revision as of 08:50, 30 January 2024
Coded Performance | |
---|---|
Name | Coded Performance |
Location | NDSM |
Date | 2019/07/23 |
Time | 9:30-16:30 |
PeopleOrganisations | Zhi-fang Li, Maxim Safioulline |
Type | HDSA2019 |
Web | Yes |
No |
In a world run by big data our subjective experiences often go unnoticed or unappreciated - by ourselves first and foremost. We wanted to look into the possibilities of embodying the intangible - to peek under the straightforward quantifiable actions and expressions into the murky waters of emotions and bodily reactions. How do we as designers account for the unaccountable - the sensory perceptions, the way our brains and our minds respond to them and adapt to the challenging and unpredictable situations? We chose the media of non-competitive games and brain-computer interfaces to make the attempt to come to terms with these complexities and challenge the existing design methodologies.
Workshop notes
brain produces bits of electric current Electroencephalography (EEG) BCI = Brain Computer Interface
Bandwidths/ranges Gamma: problem solving, concentration Beta: busy, active mind Alpha: reflective, restful Theta: drowsiness Delta: sleep, dreaming
Attention = beta and gamma cumulative Meditation = activity in alpha range
Non-competitive gaming Game? 1. performance of an activity to your best ability 2. there’s a set of rules that everyone knows and agrees to follow
New Games Movement in US in the 70s and 80s, “Slaughter” https://killscreen.com/articles/inside-failed-utopian-new-games-movement/
Parlour games gaming and gamification used to generated art and creativity (Surrealists, Dadaists)
Chindogu Making completely useless items https://www.chindogu.com/?page_id=336
CODING NOTES Use Lerp to make smoother values (mindset only captures one reading per second, so will be jittery)
Put MindsetProcessing library folder into the > libraries folder of > Processing on the computer
We invited the participants to challenge their assumptions, re-examine their approaches and to attempt to take a different look at how they - their mind sand bodies - respond to new challenges. We hoped that as a result they would come away with a new understanding of themselves and their design practice.