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Angus G. Forbes
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Journal Articles
Publisher: Journals Gateway
Leonardo (2020) 53 (4): 387–393.
Published: 01 July 2020
Abstract
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The Classification Cube art installation invites participants to become familiar with a machine-learning classification system. Inside a private space within the gallery, participants’ bodies are subjected to a classification process that detects their faces and estimates their age, gender, emotion and actions. Participants are also able to see how their own classification compares with how the installation classifies a series of animated figures. Rapidly changing results encourage participants to actively perform their behavior to the system and alter the way it “sees” them. The entanglement with the system raises awareness regarding the effectiveness of machine interpretation.
Journal Articles
Publisher: Journals Gateway
Leonardo (2020) 53 (4): 401–407.
Published: 01 July 2020
Abstract
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This article introduces Resonant Waves , a work of interactive new media art that incorporates cymatic patterns into an immersive installation. The authors describe their research and design process in creating Resonant Waves , and they discuss technical details about the installation, highlighting innovative aspects of the project and contextualizing the project in terms of previous cymatics research and related artistic explorations of complex phenomena. Finally, the authors discuss audience reaction to different installations of the project and identify directions for future research in immersive cymatics.
Includes: Multimedia, Supplementary data
Journal Articles
Publisher: Journals Gateway
Leonardo (2018) 51 (4): 332–335.
Published: 01 August 2018
Journal Articles
Publisher: Journals Gateway
Leonardo (2017) 50 (4): 368–375.
Published: 01 August 2017
Abstract
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This paper examines the history of the influential Interactive Image computer graphics showcase, which took place at museum and conference venues from 1987 to 1988. The authors present a preliminary exploration of the historical contexts that led to the creation of this exhibition by the Electronic Visualization Lab (EVL), which included the integrated efforts of both artists and computer scientists. In addition to providing historical details about this event, the authors introduce a media archaeology approach for examining the cultural and technological contexts in which this event is situated.