Archive for the '互動藝術(Interactive Art)' Category

060913 藝術與科學國際作品展暨學術研討會

Thursday, September 14th, 2006       article in english

今天參加第二屆”藝術與科學國際作品展暨學術研討會”的作品籌備會議,才知道今年底前我又要交作品跟論文了,不太確定有作品趕不趕的上,確定的是是論文免不了。在此有個好信息給玩新媒體藝術的朋友們,若想投放作品或者投稿的可以在本週前儘快將作品介紹和論文大綱題交至aas@mail.tsinghua.edu.cn。太晚提交的我可以試著幫幫忙,但別在最後一刻才給我。還有問題的請打我電話吧。

2001年,成功舉辦的首屆”藝術與科學國際作品展暨學術研討會”,推動了國際國內的學術交流與對話,在國際國內產生了廣泛而積極的影響。五年一屆的第二屆”藝術與科學國際作品展暨學術研討會”,將於2006 年11月11日至11月25日在北京舉辦。屆時將薈萃國內外”藝術與科學”領域的優秀作品,並就藝術與科學的融合與創新問題進行國際性多學科的學術研討。
www.tasie.org/show_content.asp?sort=9
www.tasie.org/show_content.asp?sort=1

江澤民主席參觀”第一屆藝術與科學國際作品展
www.tasie.org/show_detail.asp?sort=20&id=45

溫家寶總理參觀”第一屆藝術與科學國際作品展
www.tasie.org/show_detail.asp?sort=20&id=1078

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060911 Organizations Supporting the Collaboration of Art and Technology and Grant Resources

Tuesday, September 12th, 2006       article in english

從南加州大學電影與電視學院(USC School of Cinema/Television)教授michael naimark的研究網站上找到了一個關於贊助新媒體藝術立項的組織介紹和連結,裡面竟是一些西方國家(東方國家中只有日本)對於新媒體藝術項目的贊助單位。內容非常之詳盡,讓我看的眼花撩亂。

幾個大牌新媒體藝術組織和部份歐洲學校都名列其中,這些包括加拿大Banff,奧地利Ars Electronica Futurelab,德國ZKM,以及義大利Interaction Design Institute Ivrea還有瑞典的The Interactive Institute都列上了。

拿不拿的到錢不知道,因為我也不知道限制為何?歐洲組織明顯多過美國,讓這個有錢的老大哥相形變的銅臭味多了許多。我最快今年底可以用上這個名單,還有幾個月的時間,加油加油。

Organizations Supporting the Collaboration of Art and Technology and Grant Resources by Dana Plautz
www.artslab.net/index.php?content=primer&primer=list_from_dp

The Ars Electronica Futurelab (Austria)
www.aec.at/futurelab/
At the Ars Electronica Futurelab national and international experts on art, science and technology are working on projects for the Museum Of the Future and on projects for partners in the private or the public sector. It is a special feature that all projects are done by interdisciplinary workgroups consisting of artists, technicians and scientists.

Center for Art and Media (ZKM) (Germany)
on1.zkm.de/zkm/e/
Working closely with the State Academy for Design in Karlsruhe and other institutes, the Center for Art and Media provides a forum for science, art, politics and finance.

FoAM (Belgium)
www.f0.am/
FoAM is a workspace for a multitude of professions interested in interdisciplinary cultural, aesthetic and political experiments. The projects do not necessarily have to be initiated from within the arts community but do have to question the boundaries between cultural forms, and in a broader perspective the boundaries between culture, science and technology

Interaction Design Institute Ivrea (Italy)
www.interaction-ivrea.it/
Interaction design is a new discipline: a fusion of aesthetics and culture, technology and the human sciences. It concerns the design both of the services these technologies might offer, and the quality of our experience of interacting with them.

The Interactive Institute (Sweden)
www.interactiveinstitute.se/eng/frames/index.html
The Interactive Institute is active in the borderland between enterprise and art, technology and science. The Interactive Institute is an interdisciplinary research institute that strives for innovation within the field of digital media. The Institute carries out and publishes internationally renowned research and creates innovative concepts for new digital products and services. It operates in close co-operation with universities and colleges, trade and industry and public institutions, and supplies ideas and prototypes which, together with the entrepreneurial spirit, are intended to contribute towards the development of new products and services and the starting of new companies as a result of the research carried out by it

New Media Arts Fund (Australia)
www.ozco.gov.au/newmediaarts/
The New Media Arts Fund supports the development and creation of artistic work which displays a critical and innovative approach to art and its place in society. It supports experimentation with new forms of expression and exploration of hybrid art practices involving cross-fertilisation of disciplines, technologies or established artforms.

The Rockefeller Foundation
www.rockfound.org
The foundation^(1)s Creativity and Culture program has fostered exploration of the emerging relationship between art and new digital media.

SCIART (UK)
www.sciart.org/site/
Enables collaborations between scientists and artists. An experimental initiative, it funds projects that combine insights and excitement from science and art, focusing them on a wide range of topics and ideas. It further encourages project outcomes to be shared with diverse audiences.

V2 Organization (The Netherlands)
www.v2.nl/index.php
V2_ is interested in the combination of and relations between different media and between different artistic and scientific disciplines. It consistently pursues its research about the relationship between art, technology, the media and society by bringing together artists, researchers, social groups and commercial companies, and by initiating interdisciplinary working relations among them. Over the past fifteen years, V2_ has thus created a continuous dialogue with a wide network of contacts on which it draws for the development of particular art projects.

* also most states have local art or state art commissions that provide grant money

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060528 發現長城Great Wall Discovery(草案)

Tuesday, May 30th, 2006       article in english

「發現長城Great Wall Discovery」是一個基於手持移動設備所開發的戶外混合實境游戲(Mixed Reality Game),也是中國第一個非娛樂沉浸式游戲(註)。地點是在中國的長城(或者是任何一個具有歷史價值的觀光古蹟)。這個游戲讓觀光客(玩家)手持一個無綫電子魔杖,藉由魔杖上的攝像機來分析玩家的手勢動作,以破解謎題與尋找寶藏。這個無綫電子魔杖像是哈利波特中孩子們用的魔杖一般。這個遊戲將整合觀光導覽,成為觀光導覽觀賞活動的一部份,同時藉由遊戲中所具備的探索、競技、與解謎特性加深年輕遊客與兒童遊客的玩性與樂趣,進而提升古蹟觀光點的娛樂與學習價值。

在游戲過程中,在長城的通道、牆壁、以及被標記的物件裏將透過無線的方式“鎖住”一些類似密笈、口令、與秘密寶藏的魔法物,而這些魔法物都可以通過遊客的肢體互動,以及擺動電子魔杖取得,這些藉由肢體互動與擺動魔杖的姿勢被稱為“施法”。因此「發現長城Great Wall Discovery」也可以說是一個具有神話尋寶意味的戶外遊戲。參與遊戲的觀光客們可以在入可處租用到一個電子魔杖,這個魔杖一方面是人體動作與施法的傳感器,同時也是一個具有GSM定位功能的手機,魔杖裡包含了遊戲所需的所有數字數據,因此執行的速度與效能相對的快很多。這個魔杖有點類似任天堂最新一代電視游戲平臺(Nintendo Revolution)的遊戲手柄,可以辨識玩家在遊戲過程中的姿態與動作並予遊戲交互,這個手柄還帶有一個內置的揚聲器。有了它,遊客除了可以在長城上玩群體無線遊戲之外,甚至可以跟長城上的建築物件進行交互藉以瞭解長城的歷史典故,進而產生一個育教於樂的遊戲過程。

然而,長城不一定是這個遊戲的唯一選擇,只不過由於它的知名度與歷史風貌的保存非常完整,所以才成為此次選題的標的,我們願意接受更多更有意思的想法注入與挑戰,進而適度的調整遊戲的地點。最終目的在於藉助遊戲創意、無線定位技術、和動作識別技術,將觀光景點變成一個戶外游戲舞臺,同時更讓觀光客們更為有效率地體驗這個觀光地點的魅力與創意。

本項目將與瑞士與德國的專業團隊合作,該團隊正於德國進行的一個相關的觀光遊戲項目,更進一步的案例介紹與相關的文件可以至以下連結。影片檔案敘述游戲的過程,文件檔案解釋遊戲的內容與技術相關說明。

註:
非娛樂沉浸式游戲不像電子游戲那樣由游戲本身有嚴謹的規則,它的規則因事而異。這些規則或制約因素可以是觀光策略,政治政策,市場規範等等。雖然玩家仍需遵守一定的游戲規則,但是這些游戲往往超越過去由電腦屏幕主導的束縛。玩家在一個非娛樂沉浸式游戲中猶如置身于廣闊的真實環境中,往往能獲得更大的愉悅與快樂;而且即便在真實的生活環境所構成的遊戲場景中,玩家仍然能够在真實世界中扮演和體驗跟電子遊戲一般的不同角色。

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