User:Zalán Szakács/thesisoutline2: Difference between revisions

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** Allegory of the Cave (Plato)
** Allegory of the Cave (Plato)
** Ars Magna Lucis Et Umbrae (Athanasius Kircher)
** 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)
** Media Archeology before the discovery of cinema (1985)
*** Zoetrope, praxinoscope and phantasmagoria (the use of smoke as display)
*** Zoetrope, praxinoscope and phantasmagoria (the use of smoke as display)
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* why do we need sensory immersive experiences?
* why do we need sensory immersive experiences?
** Interface (characteristics of post-digital spaces)
** Network (characteristics of post-digital spaces)


===Conclusion===
===Conclusion===

Latest revision as of 13:01, 4 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?
How could light become a communicational media?
To what extend is politically correct to influence and trigger human emotions through light?

Outline

Introduction

Background

Thesis Statement

Body

Media archeology

  • Tracing back the history of light and human perception
    • Allegory of the Cave (Plato)
    • Ars Magna Lucis Et Umbrae (Athanasius Kircher)
    • Media Archeology before the discovery of cinema (1985)
      • Zoetrope, praxinoscope and phantasmagoria (the use of smoke as display)

Human perception

  • Neurology
    • Human eye (receptors)
    • Flicker Effect, Ganzfeld Effect, Eigengrau, Afterimage
  • Psychology
    • Emotional Matrix
      • What is the influence (emotions) of light (LED) on humans?
        • What is other than the excitation of the nervous system? Whats beyond that effect?
  • Human senses
    • Vision
    • Audio

Immersion

On the visible and invisible
  • Embodied experiences
    • Importance of soundscapes (4D sound)
    • Importance of smoke, haze

Interaction versus Controlled

On the use of technology
  • Cyberspace (Dan Graham)
  • Differences between club and gallery space
  • How could the audience become a performer itself?
    • What are the differences between collective and individual performences?
      • Technology should always stay as a tool and not a sensation
        • To what extend is politically correct to influence human emotions with light?
          • Climax
            • Time

Subjective reality

  • Is there an objective truth?


Post-digital space
  • why do we need sensory immersive experiences?
    • Interface (characteristics of post-digital spaces)
    • Network (characteristics of post-digital spaces)

Conclusion