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painstudieslab

Tracing Transduction and Information in the Living Arts

By | Conference Papers

Tyler Fox presented his paper, Tracing Transduction and Information in the Living Arts, co-written by Diane Gromala, at nohuman, the 26th annual meeting of the Society for Literature, Science and the Arts, held in Milwaukee, Sept. 27-29.

The abstract of the paper reads as follows:

Gilbert Simondon offers a definition of information in opposition to the quantification of signal and noise introduced by Claude Shannon and information theory. For Simondon, information is “the tension between two disparate realities.” In this way, information precedes individuation, which results in resolutions, however partial, of such tension. If information precedes individuation, it is through processes of transduction that individuation occurs. Corresponding to relations of the disparate realities that require information and individuation, transduction can be traced through the structures and patterns that emerge from resolving a given set of relations, specifically patterns and structures that were not present before transduction. In this paper, I implement Simondon’s conceptualization of information and transduction as theoretical touchstones in relation to several recent works of art involving living entities, including a work in progress of my own. These artworks combine organic and inorganic materials and processes, bringing together “disparate realities” through nonhuman assemblages, and in ways that productively challenge the application of information theory to life in general. Thus, the emergent relations and resolutions brought forth through praxis and in the experience of these artworks offer useful points of exploration of Simondon’s ideas. Simondons work offers rich conceptual tools with which to trace how the informational demands and processes of transduction shift through the separate events of making and experiencing art.

Sound Design: A Procedural Communication Model for VE

By | Conference Papers

Pain Lab researcher Mark Nazemi presented his paper, co-written with Diane Gromala, on Sound Design: A Procedural Communication Model for VE at the seventh Audio Mostly conference in Corfu, Greece, September 26-28.

The full paper is available here. The abstract reads as follows:

In this paper, we address the issue of sound mapping in virtual environments (VEs). Currently, the use of sound in virtual environments is shifting towards adaptive or generative techniques in which sound no longer has a static quality but is dynamic via real-time controls that modify the tonal characteristics over time. We build upon the acoustic communication model posited by Barry Truax by examining two aspects: how sound mediates information and its importance to the listener through cognitive processing. Using this model and investigating the qualitative aspects of soundwalks, soundscape composition, and sound in virtual reality (VR), we present a hybrid model, which addresses the use of procedural sound design techniques to enhance the communicative and pragmatic role of sound in virtual environments. The end result produces a sonic environment that heightens the listeners experience and cognitively engages them to sounds within a specific time and space.

Portable Presence: Can Mobile Games be Immersive Games?

By | Conference Papers, Conferences

Terry Lavender, a PhD candidate with the Transforming Pain Research Group, presented the paper Portable Presence: Can Mobile Games be Immersive Games?” at MOGA 12, the mobile gaming workshop at ICEC 2012 (International Conference on Entertainment Computing) in Bremen, Germany on September 26.

The paper was cowritten with Dr. Diane Gromala. It discusses planned research into whether immersion is achievable on smaller platforms, such as tablets and smartphones.

Abstract:

Mobile games – in particular, games played on smartphones and tablet computers – are becoming increasingly popular. Yet, there has been little research into whether players can experience immersion while playing mobile games. As the potential for immersive mobile games would be of interest to game developers, researchers and players, it is proposed to measure mobile immersion by comparing Osmos, a multi-platform ambient video game, on three different-sized devices – a smart phone, a tablet and a desktop computer.

Pain Lab researchers to be part of ISEA STEMArts curriculum

By | Collaborations, Conferences, Events

Tyler Fox and Carlos Castellanos have been invited to be in the ISEA STEMArts curriculum, featuring DPrime Research (the artist-organization to which they belong) and their two alternative computing projects, Biolesce (exploring bioluminescent algae as a display in physical computing) and Biopoeisis (a chemically-based analog computer that explores concepts of conditioning, networks and emergent phenomena). STEMArts curriculum attempts to dissolve boundaries by using art as a way to explore and learn about science, engineering, technology and math.

DPrime Research specializes in cultural production informed by the intersection of technology, research and the arts. Our approach is exemplified by the enhancement of collaboration, dialogue and knowledge sharing between local communities, academic research and cultural institutions, with the goal of showcasing alternatives to dominant social and technological models.