Coded Performance: Difference between revisions

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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
Print No


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.

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.