Seth Dominicus Thorn will introduce his alto.glove controller, its evolution, influences and impact on his own playing technique and sonic idiom. In particular, he will differentiate between lines of scientific interest in violin bowing mechanics qua technique of extraordinary depth and historical development, and practice-based research qua poetic, genealogical and continuous form of disclosure. Seth will also speak to practical issues that arise in the process of constructing elaborate mappings and sonic responses for new instruments and interfaces.
Seth Dominicus Thorn is a violinist, digital sound artist and hardware designer. His interests broadly incorporate instrument design and augmentation, musical gesture, and the elucidation of these areas through dialogue with continental philosophy. Seth was a Fulbright Scholar at the Institüt fur Philosophie at the Goethe-Universität in Frankfurt am Main, Germany. He has been invited to perform at the International Computer Music Conference, New Interfaces for Musical Expression, SPLICE Festival, New York City Electroacoustic Music Festival and the conference of the Society of Electro-Acoustic Music in the United States and is currently a finalist in the Guthman Competition at Georgia Tech. He has studied music with leading teachers, including Roland Vamos of Northwestern University, William Magers of Arizona State University, and Stephen Clapp, Dean Emeritus of the Julliard School. He recently completed his doctorate in computer music and multimedia at Brown University and is currently associate faculty in the School of Arts, Media and Engineering at Arizona State University.
Immersive games and virtual reality are transporting play and stories from the flat screen into the real, physical world. While most everyday digital experiences are confined to screens and haven’t yet embraced the complete richness of the human sensory experience, game designers should be on the forefront of changing that. Award-winning designer, curator and indie game community builder Heather Kelley will present work from her twenty-year game and experimental interactive development and design career, to highlight her work bringing new players into games, and creating new interactive experiences for the whole range of the human senses. Her talk will introduce some basic concepts and questions of designing for new forms of sensory and social engagement and point the way forward with design questions that remain to tackle.
Heather Kelley (@PerfectPlum) is an award-winning game designer, media artist and curator She is a founder of the experimental game collective Kokoromi, with whom she produced and curated the renowned GAMMA events from 2006–10, promoting experimental games as creative expression in a social context. In 2016, Kokoromi released the retrofuturistic VR puzzle game "SUPERHYPERCUBE." Kelley was named by Fast Company magazine as one of 2011’s thirty most influential women in technology. In 2012, she co-curated "Joue le jeu," a groundbreaking 5000 m2 exhibition of video games and commissioned play installations in Paris, France. Kelley’s extensive career in game development has included design and production of touchscreen vibrator controllers, AAA next-generation console games, interactive smart toys, mobile and handheld games, research games, installation games, and web communities for girls. In 2015, she became assistant teaching professor in the Entertainment Technology Center at Carnegie Mellon University.
Title: Connecting the Thread to Construct 3-D Materials and Prototypes
Conny Groenewegen will introduce her work and underlying working methods. Specifically, she will talk about the Fashion Machine project on which she collaborates with Adam Nocek, director of Laboratory for Critical Technics (LCT). Fashion Machine addresses questions around the clothing industry’s insanely overactive production mechanism, the devaluation of labor and the "design away perspective" inspired by an essay from Cameron Tonkinwise.
Conny Groenewegen is a 3-D textile designer, researcher, fashion designer, applied artist, teacher and creative consultant. She develops knitted fabrics that are used in her re-couture collection for Electric Co. and various interior applications. She also conducts research into the use of knitted and knotted materials in architectural constructions. Conny teaches fashion design at ArtEZ Arnhem and HKU Utrecht and she is a consultant for design and creative research at EeStairs.
Advances in vision processing have ignited a proliferation of mobile vision applications, including augmented reality. However, limited by the inability to rapidly reconfigure sensor operation for performance-efficiency tradeoffs or exploit near-sensor processing, high power consumption causes vision applications to drain the device’s battery. To explore the sensor resolution reconfiguration latency bottlenecks, we profile it on mobile devices and find three major sources of latency in current operating systems. Based on our intuitions, we propose a redesign of Android camera system which enables smooth transitions between sensor configurations. We also investigate the thermal bottlenecks to processing vision tasks near the sensor and propose investigations to unlock the potential of near-sensor processing.
Jinhan Hu is currently a doctoral student in the School of Electrical, Computer and Energy Engineering at Arizona State University. Jinhan completed his Master of Science at Auburn University and his bachelor's degree at Chongqing University. His work concentrates on optimizing operating systems for sensing and actuation on mobile devices.
Venkatesh Kodukula is currently an Master of Science student in computer engineering at Arizona State University. Venkatesh completed his bachelor's degree at the National Institute of Technology, Warangal. His current work concentrates on the thermal dependencies of near-sensor vision processing.
R. Luke DuBois makes art using media and information as a material for making work that comments on the intersection of 21st century culture and our obsession with the quantification of our world. Just as a long camera exposure fuses motion into a single image, his projects reveal the average sonority, visual language, and vocabulary in music, film, text, or cultural information. Working in a variety of media, DuBois focuses on the ways in which art can invoke the emotional, the speculative, and the big-picture narratives behind our century of data.
R. Luke DuBois is a composer, artist, and performer who explores the temporal, verbal, and visual structures of cultural and personal ephemera. He holds a doctorate in music composition from Columbia University, and has lectured and taught worldwide on interactive sound and video performance. He has collaborated on interactive performance, installation, and music production work with many artists and organizations including Toni Dove, Todd Reynolds, Jamie Jewett, Bora Yoon, Michael Joaquin Grey, Matthew Ritchie, Elliott Sharp, Michael Gordon, Maya Lin, Bang on a Can, Engine 27, Harvestworks, and LEMUR, and was the director of the Princeton Laptop Orchestra for its 2007 season.
DuBois has lived for the last twenty-three years in New York City. He is the director of the Brooklyn Experimental Media Center at the NYU Tandon School of Engineering, and is on the Board of Directors of the ISSUE Project Room and Eyebeam. His records are available on Caipirinha/Sire, Liquid Sky, C74, and Cantaloupe Music. His artwork is represented by bitforms gallery in New York City.