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The Fabrication of Art and Beyond: Making and Inventing in Digital Culture
CHArt 30th conference

Pauline de Souza (University of East London, UK) and Bal Singh (Leeds Beckett University, UK)
Augmented Visualisation A Hindrance Or A Useful Tool?


This paper will explore how augmented technology is being used with other technological devices and software to create different art forms. It will refer to an augmented project that is still on going in Leeds as a case study. Augmented reality as a continuing emerging computer technology is still experimenting with art forms while equally considering how this technology can be used as an art tool and be adopted as a useful tool for different types of practice. In the context of art forms and practice augmented reality is seeking to blend visual representations in an immerse way which enables people to work in various collaborative ways.

This involves a good understanding of the diverse augmented software that is available and what was used in the past. It requires experimentation with the existing software while considering the need to create new software. This allows people to manipulate the existing software and develop new codes to make changes for future art forms. Augmented reality systems involve technologies from computer vision, computer graphics and human-computer interaction in order to deliver the virtual information on to images and into the real environment. The design of these systems face many challenges. To provide a seamless integration of computer software modules along with mobile hardware is one of the main challenges of augmented reality involvement in fabrication of the art object, the art form and augmented reality as a practical tool.

The relationship between the three dimensional animated graphics on a physical object through various types of displays will be discussed. This will involve considering the importance of the two-dimensional object and its relationship with the three dimensional aspect of augmented reality. Collaboration and computer assisted instructions for users will be discussed as it is important to comprehend how users engage will learning the new software tools.

Biography:
Pauline de Souza is a Senior Lecturer in Art and Design at the University of East London. Her paper Rethinking the Dissension between Software and Generative Art as led to put her ideas into practice. Recently she has been working on an augmented software that will become a useful tool for creative practice. Pauline de Souza is also Director of Diversity Art Forum which supports various art projects.

Bal Singh is a Senior Lecturer at Leeds Beckett University in the School of Computing, Creative Technology and Engineering, Faculty of Arts Environment and Technology. He plays a key role in the running of the faculty’s App Development Studio and games design in the school. His skills includes game design, digital asset creation and game programming. His research interests include interaction with virtual environments using real world signals. He is also research active in using Oculus Rift VR in the field of art, medical and gameplay environments.

 

 

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