In our text we examine image visualizations generated from big collections of archived images pro... more In our text we examine image visualizations generated from big collections of archived images produced by Lev Manovich and his team in the field of Cultural Analytics. Our aim is to examine how these image visualizations function as analysis-images from two correlated perspectives of one semiotic approach: 1. Enunciation. What point of view is conveyed by the image visualizations about the computer-manipulated archive images? 2. Rhetorical/mereological composition: What is the mereological relation between the final visualization and the multitude of images that it contains, filters, or manipulates?
Propositions for a time based method for description, analysis and design of Computer Art
One of the most noticeable characteristics of Computer Art is its capacity to process, represent,... more One of the most noticeable characteristics of Computer Art is its capacity to process, represent, and present equally various media (texts, sounds, still and moving images) and, in some cases, to submit them to possible alterations resulting from interaction with the environment. This dimension of community by which Computer Art is generated has to be taken into account when trying to analyze its various expressions. Methods for description, analysis, and design that focus primarily on the media used in Computer Art provide only a means to seize the observable aspects of these expressions or some of their possible actualizations. When attempting to deal with the whole of these expressions, these methods result in very complex and hardly usable representations. On the other hand, methods encompassing, since the very beginning of their formalization, the dimensions common to the media are more apt to achieve such heuristic representations. Time is one of these dimensions independent to media and more apt to cope with interactivity and generativity, as important, if not fundamental, components of Computer Art. Methods based on the temporal dimensions of the various components of Computer Art (program, interface, users, authors, networks, actions, virtual and actual environments) have to be defined, experimented, evaluated and discussed. This paper will present two projects produced in the Arts and Technology Program in the University of Texas at Dallas that have necessitated the shift from a medium based approach to a time based approach.
Synthetic methods for designing and generating audiovisual environments for video games
SoundEffects - An Interdisciplinary Journal of Sound and Sound Experience, 2011
This paper examines the question of auditory detection of the movements of silent objects in nois... more This paper examines the question of auditory detection of the movements of silent objects in noisy environments. The approach to studying and exploring this phenomenon is primarily based on the framework of the ecology of perception defined by James Gibson (Gibson, 1979) in the sense that it focuses on the direct auditory perception of events, or “structured energy that specifies properties of the environment” (Michaels & Carello, 1981 P. 157). The goal of this study is triple: -Theoretical; for various reasons, this kind of acoustic situations has not been extensively studied by traditional acoustics and psychoacoustics, therefore, this project demonstrates and supports the pertinence of the Ecology of Perception for the description and explanation of such complex phenomena. -Practical; like echolocation, perception of acoustic shadows can be improved by practice, this project intends to contribute to the acknowledgment of this way of listening and to help individuals placed in noi...
The Other Dream Work: DreamArchitectonics: An interactive audiovisual installation
Leonardo, 2015
This article presents the processes that guided the production of the interactive artwork DreamAr... more This article presents the processes that guided the production of the interactive artwork DreamArchitectonics, attempting to render perceivable the altered experience of time characteristic of the dream-state. This project originated with the observation of dream reports that were revealed, across a broad variety of contents, to be relatively invariant in form, with this form appearing to function as a mnemonic artifact allowing the dreamer to actually remember dreams. The details of the representational process applied to oneiric time and manifested in these artifacts have been identified to resonate meaningfully with poetic expression, especially in its relationship to the sensation of movement. DreamArchitectonics aims at producing the context for an experiential synthesis of this intuition and acting as the generator of phenomenological data in a disposition that the authors envision as the most fruitful for collaboration between arts and sciences.
Les enjeux de la numérisation des objets temporels
Http Www Theses Fr, 2004
Nous designons, par le terme d'objets temporels les œuvres inscrites sur des medias de flux. ... more Nous designons, par le terme d'objets temporels les œuvres inscrites sur des medias de flux. Ce travail a pour objet l'etude des consequences technologiques et esthetiques de la numerisation des systemes de traitement et de representation du temps constitues par les medias audiovisuels. Le temps est vise, non seulement comme le vecteur et le support des representations audiovisuelles, mais aussi comme leur referent. Cette visee a necessite de poser prealablement la question philosophique de la possibilite meme de representation du temps. Les systemes temporels deduits de cette investigation ont ensuite ete considere��s dans leur realisation par le traitement narratif, musical et cinematographique. Cette realisation etant confrontee aux modifications induites par la numerisation et l'informatisation. Enfin, la section consacree a la numerisation des techniques audiovisuelles montre les nouvelles compositions entre les deux regimes temporels de l'audiovisuel que sont la synchronie et la diachronie.
Approche écologique de la perception des dimensions temporelles de la musique et des arts numériques et Unités Sémiotiques Temporelles
This paper examines the relevance of applying and using the concept of Temporal Semiotic Units (T... more This paper examines the relevance of applying and using the concept of Temporal Semiotic Units (TSUs) (Delalande, 1996) in two areas: contemporary musical expres-sion and multimedia digital art. This examination is initially based on an ecology of perception such as that defined by Gibson (1979) and applied to those two areas. The concepts presented by Gibson on visual perception are extended to auditory percep-tion and related to what is stated as a phenomenology of musical perception by Clarke (2005). As a first stage, relying on a phenomenological approach centred on perception of musical and multimedia expressions by a receptor is presented as a relevant approach to the organisational complexity of these expressions: complexity in music, where the traditional parameters of musical composition are today perfectly de-correlated and autonomous, and therefore made accessible via digital tools to ever finer processing destined to generate highly sophisticated systems of forms and var...
Acoustic Shadows
This paper examines the question of auditory detection of the movements of silent objects in nois... more This paper examines the question of auditory detection of the movements of silent objects in noisy environments. The approach to studying and exploring this phenomenon is primarily based on the framework of the ecology of perception defined by James Gibson (Gibson, 1979) in the sense that it focuses on the direct auditory perception of events, or “structured energy that specifies properties of the environment” (Michaels & Carello, 1981 P. 157). The goal of this study is triple: -Theoretical; for various reasons, this kind of acoustic situations has not been extensively studied by traditional acoustics and psychoacoustics, therefore, this project demonstrates and supports the pertinence of the Ecology of Perception for the description and explanation of such complex phenomena. -Practical; like echolocation, perception of acoustic shadows can be improved by practice, this project intends to contribute to the acknowledgment of this way of listening and to help individuals placed in noi...
Patron Magazine - Frank Dufour
Using Conscript™ to Train Cross-Cultural Decision-Making in a Serious Game
Advances in Human Factors and Ergonomics Series, 2010
Tracing Home Art Gallery Jury
Leonardo, 2011
Annick Bureaud Annick Bureaud is an independent art critic, curator, event organizer, researcher,... more Annick Bureaud Annick Bureaud is an independent art critic, curator, event organizer, researcher, and teacher of arts and technosciences. She is the director of Leonardo/Olats (www.olats.org), the European sister organization to Leonardo/Isast (www.leonardo. info), and is a contributor to the French contemporary art magazine Art Press. She has organized many symposia, conferences, and workshops, including Artmedia VIII: From Aesthetics of Communication to Net Art, Paris, 2002; and Visibility – Legibility of Space Art. Art and Zero Gravity: The Experience of Parabolic Flight, Paris, 2003. In 2009 she co-curated the exhibition (Un)Inhabitable? Art of Extreme Environments, Festival @rt Outsiders, MEP/European House of Photography, Paris. Her current research focuses on art and extreme environments, art and smart textiles, and art and non-humans.
As a major strategy of the game, players spend time learning Liberty City's culture. Does th... more As a major strategy of the game, players spend time learning Liberty City's culture. Does this mean that virtual Liberty City has a culture? Culture can be defined as socially transmitted information that shapes and regulates human behavior so that people can survive and reproduce. ...
The Interservice/Industry Training, Simulation & Education Conference (I/ITSEC), 2011
Understanding how to observe and analyze nonverbal communication of virtual humans in synthetic e... more Understanding how to observe and analyze nonverbal communication of virtual humans in synthetic environments can assist warfighters with determining source credibility, deception detection, behavior observation, process training and other training objectives. The First Person Cultural Trainer (FPCT) is a high-fidelity, game-based simulation that trains cross-cultural decision making and is also a platform for the creation of synthetic characters which display culturally accurate facial and micro-expressions. These facial and micro- ...
The Interservice/Industry Training, Simulation & Education Conference (I/ITSEC), 2010
High-fidelity virtual patients afford unlimited opportunity for practice in a virtual clinical se... more High-fidelity virtual patients afford unlimited opportunity for practice in a virtual clinical setting and present multiple design challenges for developers of game-based simulations. Virtual patients allow students the opportunity to experience varied medical conditions as well as interact with patients with wide-ranging socio-economic and cultural factors. Practice with virtual patients also can improve both the accuracy and speed of cognitive, behavioral and psychomotor tasks. Virtual patients can be designed and adapted to simulate high-risk, ...
Exploring feedback active noise control with ambisonics
2015 IEEE Dallas Circuits and Systems Conference (DCAS), 2015
Excessive undesired acoustic noise interferes with normal daily human activities and hence, it ne... more Excessive undesired acoustic noise interferes with normal daily human activities and hence, it needs to be controlled and alleviated. With efficient and powerful computational capability of digital technology, recent adaptive active noise control (ANC) research has seen its way into consumer electronics, automobiles and recreational applications. Unlike Feedforward ANC methods, Feedback ANC methods require no direct measurement of the source noise making them more cost-effective and more suitable for use in large 3-dimensional acoustic environments with multiple noise sources. In this paper, we propose the use of spatial advances made in Higher Order Ambisonics (HOA) technology to attenuate localized noise sources and extend the quiet zone in a large area using multi-channel Feedback ANC architecture. We show that the use of Ambisonics soundfield microphones improves updating of the adaptive algorithms for parallel processing and real-time implementation in the proposed ANC system. The proposed ANC system can be used to control the noise in large acoustic enclosures such as museums and concert halls.
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Papers by Frank Dufour