Art Papers & Art Talks Session 4 Platinum Pass Full Conference Pass Full Conference One-Day Pass Basic Conference Pass Student One-Day Pass Experience Pass Exhibitor Pass Date: Tuesday, November 19th Time: 4:00pm - 5:30pm Venue: Mezzanine Meeting Room M5&M6 Narrative's Impact on Quality of Experience in Digital Storytelling Speaker(s): I am currently a Research Assistant at the Department of Electronic Systems at NTNU. There I am working at a project that aims at creating a prototype for a location-based digital story in nature. I have an MSc in Electronic Systems Design and Innovation.I am a PhD Candidate within the subjective and physiological assessment of immersion and digital storytelling in new media applications. My research focuses on holistic measures for user-perceived quality in immersive media vis-a-vis various forms of presence and immersion. I am currently working on the relation between content and context in their role on Quality of Experience in VR applications.I am currently focusing on research within the synergies of art and technology, methods and functionality of content representation, quality assessment and its use within the media value chain. My application focus is on art in public spaces, place by design, sensor-based digital storytelling and business modeling for the creative and media industry. Description: Our ways of telling stories have evolved along with advances in technology. This has led to the emergence of digital storytelling, emphasizing multimodality and interactivity. This project explores narrative influences on Quality of Experience of users in digital stories. This is done by creating and implementing a location driven digital story presented to the user by an augmented reality application made in Unity on a mobile device. This narrative system has then been evaluated by 30 people who have participated in a subjective evaluation. The results show that the narrative setup results in a richer, livelier and more engaging experience. gravityZERO, an installation work for virtual environment Speaker(s): Suguru Goto is a media artist, and a composer and he is considered one of the most innovative and the mouthpiece of a new generation of Japanese artists. He is highly connected to technical experimentation in the artistic field and to the extension of the existing potentialities in the relation man-machine. In his works the new technologies mix up in interactive installations and experimental performances; he is the one who invented the so called virtual music instruments, able to create an interface for the communication between human movements and the computer. Description: This paper reports the exposition of an artistic installation, gravityZERO, and its ongoing technical development. It consists of virtual sound, VR and robotic technologies in order to simulate the state of zero gravity. Audience members can experience a floating sensation within this virtual environment. Instababy Generator Speaker(s): Emi Kusano, Independent Artist, Japan Junichi Yamaoka, The University of Tokyo, Japan Emi Kusano is a Tokyo based artist and a musician. Born in 1990 and graduated Keio University. She is currently the lead singer and composer of synthwave music unit "Satellite Young" which strongly inspired by the 80s Sci-fi and modern technology.Junichi Yamaoka is a researcher and an artist. He is researching new interfaces which connecting the real world and the information society as a postdoctoral fellow at the University of Tokyo. He also produces media artwork expressing the computer graphics world in the real world, and presents them at the international exhibition such as Ars Electronica and ACM SIGGRAPH and received the prize of WIRED CREATIVE HACK AWARD 2014 Grand Prix. Description: This artwork is an installation that expresses the future in which users can manufacture designer's babies themselves. You can design, customize and manufacture your baby with your favorite gene on your laptop. A 3D printed child appears from the display, and the child's face created based on the visitor's face. Numb Speaker(s): Taeil Lee, Korea University, South Korea He has Industrial Design background holding B.S at KAIST and M.Des at Institute of Design, IIT. He has been teaching Interaction Design and Product Design in Korea University and other universities for about 18 years, and working for korean companies such as Samsung Electronics, LG electronics etc. in various Interaction Design research projects. He has been always interested in prototyping interactions, playing with Processing and Arduino, and now tries to change gears to more artistic arena after all those years. Description: Numb, shaped as an exaggerated eyeball, follows you and reflects the blinks of yours. It makes you become aware of your own blinking and sensitive to your own sensation. Numb illustrates how we build relationship with technology through senses, and how we become sensitive to ourselves by and with technology. Illusion: you can hear, but you can't see. Speaker(s): Haein Kang, University of Washington, DXARTS, United States of America Description: ILLUSION explores the relationship between the body, mind, and machine by taking advantage of the brain-computer interface. It detects whether your consciousness has visual stimuli to produces cadenced sound, an exterior manifestation of the performer’s internal state. When you close your eyes, you can see the world imaged by sounds. Anathema / Anatema Speaker(s): Santiago Echeverry, The University of Tampa, United States of America Description: Anathema is the psychological study of Doug's demons, nightmares and fantasies in a dream-like autoscopy that displays the strengths and vulnerabilities of a self-altered and self-made man in his 70's. The piece was created with the Kinect volumetric sensor, with music by Mexican cyber-punk musician Cesar Cardenas aka Zoonosis. Captured by an Algorithm Speaker(s): Sophia Brueckner, University of Michigan, United States of America Description: Captured by an Algorithm is a commemorative plate series that looks at romance novels through the lens of the Amazon Kindle Popular Highlight algorithm. Each plate features one highlight and an algorithmically generated landscape. The highlights tell a story of the loneliness, grief, vulnerability, and discontent felt by the readers. Closing Speaker(s): Description: Back