DIG2500 Midterm: Visual Arts Terms & Definitions Study Set

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69 Terms

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Billy Kluver

-Electrical Engineer at Bell Labs

-Founded E.A.T (Experimentes in Art and Technology)

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Yoko Ono

-Cut Piece 1964

-"Happenings" where the art was immediate and ephemeral

-Used Structured chance operations

-used performance

-used score

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Sol Lewitt

-Wall Drawing 1974

-Retrospective (Mass MoCA)

-Created instruction sets for wall paintings and sculptures

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Marcel Duchamp

Fountain, 1917 (looks like a urinal)

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John Cage

-Pioneer of experimental music

-"An affirmation of life-not an attempt to bring order out of chaos not to suggest improvements in creation..."

-Worked on developing modern dance

-Famous of 4'33", 1952

-Using I Ching to randomly compose music

-Water Walk

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Manfred Mohr

-System for iterating cubes

-First solo show of digital art

-Random Walk, 1969

-Cubic Limit, 1977

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Vera Molnar

-System for iterating cubes

-Structure de Quadrilateres (Square), 1985

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Myron Kruger

-Non headset based virtual reality

-"VideoPlace", Responsive Environment

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Bell Labs

-Invented Transistors

-Discovered cosmic microwave radiation

-Invented CCD imaging sensors

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Xerox PARC

-Invented the computer mouse

-Invented the GUI

-Inspired Apple computers

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Apple

Macintosh (1984) First affordable computer

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Alan Turing

-Founded field of Computer Science and AI

-Invented Turing Machine (True Multipurpose Computer)

-Worked in Cryptology

-Turing Test vs. Turing Complete

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ENIAC

-Used to Calculate artillery tables

-Turing Complete

-ENIAC, Postwar

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Konrad Zuse

-First programmable computer

-Turing Complete

-Z3, Pre war

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Command Line

-Commands typed into a prompt

-For programming/scripting

-superseded by GUIs

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WIMP

Windows, icons, menus, and pointings

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GUI

Graphical user interface

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Skeumorphic

-Includes decorative elements to make a new version of something appear as an older version

-Used to make things look familiar and comfortable

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Web

-Subset of GUI/multimedia

-Very trendy based on tech and lang

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Data Visualization

-Transform data into another media (graphics, sound) to recognize trends

-Can be interactive to show relationships and networks

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Mobile

-Not necessarily paired but today they are

-Constrained by screen size and precision of input

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Sharable

-Not social media

-Multi-user interfaces

-supports group work

-Incorporated into furniture forms

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Pen

-Allows for precise input

-Poor substitute for a brush

-Better with screen than pad

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Touch

-Hand occlusion

-Excels at location input

-flexibility

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Speech

-Telephone menus

-Hands free

-Event driven

-Detection issues

-Good for accessibility

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Gesture

-Limited physical feedback

-favors large gestures

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Robots

-automate tasks

-offload human activity

-exploration of remote places

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Virtual Reality

-uses stereoscopic glasses

-removes user from local world

-allows user to feel like they are in the environment

-headset

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Augmented Reality

virtual representations superimposed over the real world

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Mixed Reality

Views of physical world mixed with views of a digital environment (special two way glass)

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Caves

-Fully immersive environment using 360 projection

-Simulation training

-Supports multiple people

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Responsive & IOT

-Embed the technology around you

-Senses what is important and responds

-Embedded interfaces or ubiquitous computing

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Mechanical

-Physical interface elements like buttons, knobs and sliders

-Indicator lights, mechanical sounds, and physical feedback

-Designed to be intuitive

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Tangible

-Based on physical computing and sensor technology

-Supports non linear sequence and open format interaction

-Good for creativity, exploration, and play

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Haptic

-programmed vibration feedback to replicate textures (Ex. Controllers)

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Wearable

-Facilitates non-verbal communication

-Digital information is more accessible

-Convey emotion

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Neural

-Tracks brainwaves

-Used to track relaxation or focus

-Provides biofeedback

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Multimedia

-Modern GUIs that includes audio and video

-Started with interactive CD rooms

-eBooks

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NUI

-Natural User Interface

-Allows for computer interaction that replicates our interaction with the world: talking, gesture, facial expressions, walking

-Beyond mouse and keyboard

-Ex. Tony Stark, Floating interface

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Happenings

-typically took place in an environment or installation created within the gallery and involved light, sound, slide projections and an element of spectator participation. (Live performance art)

-Imply a stage situation and are bound to a fixed, limited performance time; reactive environments address the exhibition situation in galleries and museums

-bring art and life together, and its fundamental approach also applies to interactive art

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Participatory Art

Describes a form of art that directly engaged the audience in the creative process so that they become participants in the event

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Interactive Artworks

Provide a critical analysis of the automatized communication that is replacing inter human relationships in more social fields

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Describe aspect of a Critique

-Describe the work without using value words like "beautiful" or "ugly"

-Who, what, when, where

-technical qualities, subject matter, design elements

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Analyze aspect of a Critique

-Describe how the work is organized as a complete composition

-How was it constructed, what are the relationship between subjects, and identifying points

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Interpret aspect of a Critique

Describe how the work makes you think or feel

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Evaluate/Judgement aspect of a Critique

Present your opinion of the work's success or failure

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Liz Lehrman

-recognized for her work with old dancers and role for national movement of artists and presenters dedicated to creating inclusion, respect, and satisfaction for the art community

-Choreographer

-Devised a method of critical response

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Critical Response Process

-Affirmation

-Artist as Questioner

-Responders ask the question

-Opinion Time

-Subject matter discussion

-Working on the work

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Neutral Questions

-Responders form their options into a neutral question

-To form opinions into neutral questions is precisely the process necessary to get to the questions that matter for the artist

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PNP Sandwich

-(positive negative positive)

-Find something positive, then find something negative, then find another positive thing

-An easy way to develop trust and help people become comfortable with hearing other people's opinions

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Good-bad vs. Like-dislike

-Shatter the idea that anything you like is good, and anything you don't is bad

-Criticism is not about you. It's about the work you are viewing and the person that made it

-Learn to see the good and respectable attributes in work you do not like: they are there if you let yourself see them

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Brainstorm Rules

-One Conversation at a time

-Go for quantity

-Build on the ideas of others

-Encourage wild ideas

-Be visual

-Stay on topic

-NO blocking (Defer judgement)

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Ideate

The mode of your design process in which you aim to generate radical design alternatives

-Step Beyond obvious solutions and thus increase the innovation potential of your solution set

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Types of Thinking

Positive and Conscious Thinking

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Positive Thinking

Feeling good about oneself

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Conscious Thinking

-Takes time and mental resources

-Continual practice automates the action cycle, minimizing the amount of conscious thinking and problem-solving required to act

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Seven Stages of Action

-Discoverability

-Feedback

-Conceptual model

-Affordances

-Signifiers

-Mappings

-Constraints

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Reminders

-include the signal and the message

-something must be remembered and the message is the information to be remembered

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Different Types of Reminders

Location-Based, Time-Based, and Paper-Based

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Feedback

Returns info about progress of an action to the user

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Forms of Feedback

Audio, Visual, Verbal, and Tactile

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Constraints

-Providing physical, logical semantic, and cultural constraints guides actions and eases interpretation

-Limit the actions a user can perform

-Can be graphic or physical

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Signifier

-Effective use ensures discoverability and the feedback is well communicated and intelligible

-Communicates appropriate behavior

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Visibility

Shows what functions/actions are available

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Mapping

-The relationship between controls and their actions follows the principles of good mapping, enhanced as much as possible through spatial layout and temporal continuity

-determines how the inputs relate to the outputs

-Helps to be based on a good conceptual model

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Consistency

Similar actions for similar actions, makes interfaces easy to learn, and prefers simplicity

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Conceptual Models

The design projects all the information needed to create a good conceptual model of the system leading to understanding and a feeling of control. The conceptual model enhances both discoverability and evaluation of results

-Helps you communicate ideas

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Metaphors

-Description of an interface relating it to a known system

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Affordances

-exist to make the desired actions possible

-What an attribute allows us to do

-combines material properties, constraints, and gesture

-relationship between object and user