User:Zalán Szakács/thesisoutline: Difference between revisions
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** Eigengrau | ** Eigengrau | ||
** Color frequencies (mono-frequency lamps) | ** Color frequencies (mono-frequency lamps) | ||
** Ganzfeld | |||
** Afterimage | |||
*Psychology | *Psychology | ||
** Emotional Matrix | ** Emotional Matrix | ||
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==== | ====Immersion==== | ||
=====On the visible and invisible===== | =====On the visible and invisible===== | ||
* | * Embodied experiences | ||
** | ** Importance of soundscapes (4D sound) | ||
=====Understanding | |||
* | ====Interaction (Reaction) versus Controlled==== | ||
=====On the use of technology===== | |||
* Technology should always stay as a tool and not a sensation | |||
** Data visualisation and communication | |||
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? | |||
=====Understanding human perception===== | |||
* What is the influence (emotions) of light (LED) on humans? | |||
* Features of images and how we talk about images | * Features of images and how we talk about images | ||
Revision as of 00:12, 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)
- Ganzfeld
- Afterimage
- Psychology
- Emotional Matrix
- Individual bobbles
- Artists working with human perceptions
- James Turrell (Ganzfeld)
- Kurt Hentschlager (Afterimage)
- Anthony McCall
Immersion
On the visible and invisible
- Embodied experiences
- Importance of soundscapes (4D sound)
Interaction (Reaction) versus Controlled
On the use of technology
- Technology should always stay as a tool and not a sensation
- Data visualisation and communication
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?
Understanding human perception
- What is the influence (emotions) of light (LED) on humans?
- 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?