Digital Media Art Project: Testing
On the definition of the digital media art project, the testing of the artefact is the sixth step within the a/r/cographic methodology. As I previously did, I leave a recap for those who are not familiarised with what I am talking about. Inspiration: here and here Trigger Intention Concept: here and here Prototype This entry has the goal of listing the improvements and modifications for IMWYM 2. The list gathers the experience of live testing the artefact I’m Watching You/Me during the congress ARTECH (Olivero & Araújo, 2021). In addition, it also considers what I have researched since then, current research goals, published articles, methodological requirements, etc. IMWYM 1st edition Current requirements and new features Narrative/development Interaction/evolution Experience/fruition Conclusion: IMWYM 2nd edition References https://lufo.art/wp-content/uploads/2022/06/IMG_0171_AdobeExpress.mp4 Figure 1 – Testing the artefact the night before the exhibition IMWYM 1 I introduced the functioning of IWMYM 1 on my previous entry: This first version of IMWYM introduced the innovation of allowing live spherical drawing (IN-1, IN-3) and its parallel VR visualisation (OU-1). Through a mobile phone (IN-4), the user interacted with the visual sphere either while I was performing a live drawing session or while an already existing drawing was selected as input. Hence, the artist draws in equirectangular projection using either traditional (IN-1) or digital techniques (IN-2, IN-3) while visitors interact with the camera’s position (IN-4). Both artists and visitors watch the VR results through OU-1. Previously, I explained that IMWYM 1 was more a prototype than a fully developed artefact. Indeed, within this first installation many things resulted rudimentary and clumsy, there was a total lack of artistic concept and narrative, and a certain distance from a wide methodological approach for art-practice-based research due to IMWYM 1’s technical focus. Therefore, I will develop now those issues and problems, which were mainly found during the exhibition. Furthermore, I will give a possible solution for each issue, aiming to implement them on IMWYM 2. Figure 2 – I’m Watching You/Me. 1st edition. Aveiro, Portugal, Congress ARTECH, 2021 Current requirements and new features During the intention stage, I mentioned two versions of the artefact to be considered, where the first one is: V1 will be the MVP (minimal viable product), thus the functional version for the Retiro 2022. In detail, this version focuses on the subjective reading, i.e., the phenomenological social reading (Lee, 1991, pp. 347–348, Olivero, 2022, p. 8) (…) the artefact has the goal of understanding how visitors relate a visual artwork with a musical expression. Hence, for defining a new version for the digital media art project, I will consider the live testing of the artefact during the congress ARTECH 2021. In such an opportunity, I had the occasion for testing the artefact which helped me to find many issues, such as functional, aesthetic, interaction, concept, etc. Furthermore, since I started with IMWYM in 2021 I have developed plenty of new research, specially for the Digital Media Art Program DMAD. For example, I have explored new topics such as specific methodologies for art-practice based research. Based on that, I narrowed some methodological definitions for the current research (see this article). Finally, I also published two peer-reviewed articles about IMWYM (Olivero & Araújo, 2021, 2022). Hence, considering: the experience with the live testing of the artefact, methodological definitions, articles’ reviewers notes, articles’ developments, the current state of the art, research goals, visitors’ feedback, I do a list of critical points for improving the first prototype and for focusing its use within the field of digital art. Since I have already divided the intentions for this project within the sets of narrative/development, interaction/evolution and experience/fruition (see this article), I will focus the issues within the same axes. Figure 3 – Testing and setting up the artefact Narrative / Development issue / problem Missing concept. The 1st edition of IMWYM was fully aimed to show a technical advancement. Indeed, there was neither a clear artistic concept nor a definition of a certain narrative. As seen during the previous entries, the new edition should hardly focus in the artfulness of the hybrid immersive models. Therefore, both concept and narrative are critical improvements this time for integrating IMWYM with the goals of my art-practice-based research. draft solution Critical issue. IMWYM 2 would not have any sense without this definition. Therefore, I have developed [IN]musicality for solving it. The concept allows an exploration of the artefact from an artistic point of view. In detail, it focuses on the visitor’s experience while interacting with a special set of media made by Hybrid Immersive Models. Thus, the artefact has the goal of understanding how visitors relate a visual artwork with a musical expression. Missing narrative. The exhibition of ARTECH 2021 followed the narrative within the curatorship “Contingency”, by M. M. Lopes (Lopes et al., 2021, p. VII). However, the artefact was simply “included” within it, yet neither limited nor oriented towards any kind of specific direction by the narrative of the curatorship. Note, that this lack of narrative was both in relation with the general exhibition, and within the use of the prototype. Meaning with the latter that there was no evolution during the interaction with the artefact. Critical issue. IMWYM 2 will be presented as part of the shared exhibition [IN]tangibilidades digitais. The narrative invites participants to come across matters inherent to working with digital art through the exploration of the tangible / intangible binomial: near / remote; palpable / impalpable; probable / imaginary; in / out. The game of digital intangibilities challenges the “definition of things through their perception” (Borges, 2017), and instead, it proposes to perceive what is not perceived: the intangible. [IN]musicality will be part of the collective exhibition [IN]Tangibilidades Digitais Exhibition sheet (EN) [IN]musicality will be part of the collective exhibition [IN]Tangibilidades Digitais Exhibition sheet (PT) Figure 4 – The narrative of the exhibition [IN]Tangibilidades Digitais has been defined in collaboration with a collective of nine artist Interaction / Evolution issue / problem Not available front-ed interface. This is necessary for a more efficient and simplified operation, for example, for switching or adding inputs. In particular, the requirements for v1 is an interface for: Giving access to drawings and musical inputs. Interacting with the VR drawings while listening to music. Pairing a certain music with a certain drawing. Conducting a survey to determine the socio-phenomenological conditions of the reading. draft solution Critical issue. The interface is the connection…
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