User:Zalán Szakács/thesisoutline2: Difference between revisions
No edit summary |
|||
Line 15: | Line 15: | ||
in times of post-digital spaces | in times of post-digital spaces | ||
===Argument=== | ===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 | 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=== | ===Revise=== | ||
'''How could we interact with light in a performative manner to discover our subject reality?''' | |||
Post-digital spaces are physical environments build by digital components such as custom made softwares, sensors, digital interactions, algorithms, where the digital merges with the physical, creating a hybrid environment. New perceptions will be triggered through technology in a physical space. | |||
===Scope=== | ===Scope=== |
Revision as of 14:10, 1 November 2018
Thesis Outline Draft 2
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 / Technology
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
How could we interact with light in a performative manner to discover our subject reality? Post-digital spaces are physical environments build by digital components such as custom made softwares, sensors, digital interactions, algorithms, where the digital merges with the physical, creating a hybrid environment. New perceptions will be triggered through technology in a physical space.
Scope
How do new sensory installations allow for new forms of experience and understanding?
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)
- Importance of smoke, haze
Interaction (Reaction) versus Controlled
On the use of technology
- Technology should always stay as a tool and not a sensation
- To what extend is politically correct to influence human emotions with light?
- Climax
Understanding human perception
- What is the influence (emotions) of light (LED) on humans?
- What is other than the excitation of the nervous system? Whats beyond that effect?
Post-digital space
- why do we need sensory immersive experiences?