Patrick Tresset, Stephanie Wilson, Timothy Neate, Abi Roper, Jane Marshall, Madeline Cruice, Nantia Koulidou, Caroline Claisse, Daniela Petrelli, Luigina Ciolfi, Nick Dulake, Mark Marshall
Human Study#1, 5RNP is a performative installation where a human becomes an actor to be sketched by five robots. The drawing sessions last 20 minutes, during which time they cannot see the drawings in progress. The sitter sees only the machines, alternating between observing and drawing, sometimes pausing. The sounds produced by each motor create an improvised soundtrack.
Patrick Tresset, Ateliers Tresset
|Visitors to the installation are sketched simultaneously by multiple robots. (From: Human Study #1, 6 Robots Named Paul exhibition, Merge festival, London, U.K., 2012)|
|Closeup of a robot sketching a human subject. (From: Human Study #1, Trace exhibition, New Media Gallery, New Westminster, Canada, 2018)|
CreaTable is an accessible tangible system for people with aphasia to create and curate digital content. Users compose multimedia content through a process of constrained creativity by manipulating word tiles, picture objects, and music pucks on a tabletop surface. An equivalent digital composition can be viewed, played, and shared with others. CreaTable was co-designed with people with aphasia. It enables them to create content that they would not otherwise be able to produce.
CreaTable was developed by the INCA Project, funded by EPSRC EP/P025587/1 in collaboration with the Stroke Association and Dyscover.
Neate T., Roper, A., Wilson, S., Marshall, J., and Cruice, M. CreaTable Content and Tangible Interaction in Aphasia. Proc. of the 2020 ACM Conference on Human Factors in Computing Systems. ACM, New York, 2020; https://dx.doi.org/10.1145/3313831.3376490
Stephanie Wilson, City, University of London
Timothy Neate, City, University of London
Abi Roper, City, University of London
Jane Marshall, City, University of London
Madeline Cruice, City, University of London
|Tangible content objects are arranged on CreaTable and played using a control at the front of the table. Users refine their content interactively while it is being played.|
|Playing the content from CreaTable.|
|CreaTable provides an accessible and creative collaborative space for people with aphasia.|
Digital jewelry is a form of object that combines jewelry with electronics and computing. Our understanding of digital jewelry practices is fragmented, however, as its creators draw upon different traditions from a diversity of artistic, fashion, engineering, and participatory design approaches. Microcosmos, Topoi, Togetherness, and Travelling with the Sea are digital jewelry pieces that offer opportunities for self-reflection and connectedness during the transition of traveling between two home countries. These examples are propositions that give us a particular window to think about digital technology in a different way and put new lenses on what digital jewelry can be.
Koulidou, N., Wallace, J., and Dylan, T. The materiality of digital jewellery from a jeweller's perspective. Proc. of the 4th Biennial Research Through Design Conference. 2019, Article 1, 1–16; https://doi.org/10.6084/m9.figshare.7855748.v1
Koulidou, N. Why should jewellers care about the digital? Journal of Jewellery Research 1 (Feb. 2018).
Nantia Koulidou, Sheffield Hallam University
|Left: Topoi containins tiny microfilm images from two countries that are significant to the owner. Right: Microcosmos contains a microfiche image that can be accessed only during an airplane flight.|
|Travelling with the Sea is a piece of digital jewelry connected to the geolocation data, enabling people to tap into data from places they are passing over during a flight.|
|Togetherness is made up of two brooches, meant for two wearers in two countries. Each brooch works as data logger. A new piece is created from the data collected.|
Visitors can present an object to a tableau to provoke its character to respond.
The Interactive Tableaux were co-designed with museum volunteers to bring the Bishops' House in Sheffield, U.K., to life. Five tableaux represent five imaginary characters from the time the house was lived in, from the 16th to the 20th century. Each century is also represented by a digitally augmented object. Visitors can present an object to a tableau to provoke its character to respond—with pleasure if the object is from their own time, with surprise or fear if the object is from a different century. The object can be shown several times to unlock different audiovisual content, including smell.
Claisse, C., Dulake, N., and Petrelli, D. Design synthesis: An act of research through design. Proc. of the 2019 Research Through Design Conference.
Claisse, C., Ciolfi, L., Petrelli, D., Marshall, M., and Dulake, N. Multisensory Interactive Storytelling to Augment the Visit of a Historical House Museum. Proc. of the 3rd International Congress & Expo Digital Heritage. IEEE, 2018.
Caroline Claisse, Northumbria University
Daniela Petrelli, Sheffield Hallam University
Luigina Ciolfi, Sheffield Hallam University
Nick Dulake, Sheffield Hallam University
Mark T. Marshall, Sheffield Hallam University
|A visitor chooses the embroidery for activating the tableaux during her visit. She shows the embroidery to the tableaux (by scanning the object's tag on the stand) to bring them to life.|
|A visitor showing her selected object to Anne—one of five imaginary characters who represent life at the house in 1960s. Her tableau portrays a modern family room with a TV set.|
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