User:Zalán Szakács/thesisoutline: Difference between revisions

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** Camera obscura
** Camera obscura
** Ars Magna Lucis Et Umbrae (Athanasius Kircher)
** Ars Magna Lucis Et Umbrae (Athanasius Kircher)
**Media Archeology before the discovery of cinema (1985)
** The discovery of Non-Euclidean Geometry and it's influence
*** Zoetrope, praxinoscope and phantasmagoria
** Media Archeology before the discovery of cinema (1985)
*** Zoetrope, praxinoscope and phantasmagoria (the use of smoke as display)


====Human perception====
====Human perception====
*Neurology
*Neurology
** human eye (receptors)
** Human eye (receptors)
** Epilepsy
** Epilepsy
** Flicker Effect
** Flicker Effect
** Ganzfeld Effect
** Ganzfeld Effect
** Afterimage (Goethe)
** Afterimage (Goethe)
**Gustav Fechner
** Gustav Fechner
** Hermann von Helmholtz
** Hermann von Helmholtz
** Charles Benham  
** Charles Benham  
** Dark - light perception
** Dark - light perception
** Eigengrau
** Eigengrau
**
** Color frequencies (mono-frequency lamps)
*Psychology
** Emotional Matrix
** Individual bobbles
*Artists working with human perceptions
** James Turrell (Ganzfeld)
** Kurt Hentschlager (Afterimage)
** Anthony McCall
 


====Image Language====
====Image Language====

Revision as of 01:01, 18 October 2018


Thesis Outline


Format
An analytical essay exploring related artistic, theoretical, historical and critical issues and practices that inform your practice, without necessarily referring to your work directly.


Thesis Statement

Topic

Light / Human Perception / Media archeology

Focus

in times of post-digital spaces

Argument

After the Cyberspace age humans desire for breaking out of the screen format and finding alternatives ways of replacing the screen for sensory illusive spatial experiences

Revise

New sensory installations allow for new form experiences and understanding. This means a new understanding of human perception in the field of arts, technology and science.

Scope

To what extend is possible to visualise data and communicate in an emotional way to the audience by the use of an interactive and immersive light installations? or What is the influence of light in spatial context to humans in relationship of an immersive experience?

Outline

Introduction

Background

Thesis Statement

Body

Media archeology

  • Tracing back the history of light and human perception
    • Allegory of the Cave (Plato)
    • Light In The Pantheon
    • Re-discovery of Linear Perspective (Filippo Brunelleschi)
    • Camera obscura
    • Ars Magna Lucis Et Umbrae (Athanasius Kircher)
    • The discovery of Non-Euclidean Geometry and it's influence
    • Media Archeology before the discovery of cinema (1985)
      • Zoetrope, praxinoscope and phantasmagoria (the use of smoke as display)

Human perception

  • Neurology
    • Human eye (receptors)
    • Epilepsy
    • Flicker Effect
    • Ganzfeld Effect
    • Afterimage (Goethe)
    • Gustav Fechner
    • Hermann von Helmholtz
    • Charles Benham
    • Dark - light perception
    • Eigengrau
    • Color frequencies (mono-frequency lamps)
  • Psychology
    • Emotional Matrix
    • Individual bobbles
  • Artists working with human perceptions
    • James Turrell (Ganzfeld)
    • Kurt Hentschlager (Afterimage)
    • Anthony McCall


Image Language

On the visible and invisible
  • Computer vision
    • How we help computers to help them see
    • Therefore: how computers help us see
      • Computer challenge what and how we see
      • Machines see things that remain invisible for humans
        • Relatable to images or models or databases or technology and lack of understanding
Understanding Images
  • Images as analytical tools
  • Features of images and how we talk about images

Towards endless image production

  • The computer allows to generate every imaginable image (imagination = image, closing gap)
  • From mechanical reproduction to mechanical production

(Do not know where to put this questions:)

  • machine to machine, why would they need vision?
  • why do we need images?

Conclusion