There is an anecdote that AI-based art will become personal when it intersects with the selfie. W... more There is an anecdote that AI-based art will become personal when it intersects with the selfie. With the recent emergence of the Lensa App, AIbased art has hit an inflection point. Millions of fantasy-based selfies emerged within a week, but concerns about appropriating art made by professional artists, sexualization, gender, and race bias emerged. With apps like Lensa and the proliferation of imaginary portraits, what happens to technological identity? Is there a basis for ai-based identity, or have we lost it to the imaginary, like "thiscatdoesnotexist.com?" GPT-3: AI and other technologies can change how we think about identity.
This chapter deals with the developing genre of Augmented Reality (AR) design from architecture t... more This chapter deals with the developing genre of Augmented Reality (AR) design from architecture to fine arts. Although a great deal of literature exists in this area within the architectural field, this chapter will seek to delve into more holistic approaches to the use of AR in art and design. This will engage the HCI-based issues of handheld device compared to headset (HoloLens, Magic Leap) technologies in terms of Lichty’s theory of immersive gesture. Differences between these platforms, as well as AR’s distinctions from other immersive media offer insights into the development of pedagogical models in the creative disciplines. Of particular interest is the use of AR in Design Education, allowing future possibilities for hybrid models of creative expression, like augmented overlays on physical models/artworks, to the use of AR as a tool in material work. This chapter aims to look at the current literature, draw inferences through analyzing case studies how educational models are ...
In the technological sector, the first development stage of a product is known as 'Alpha... more In the technological sector, the first development stage of a product is known as 'Alpha' phase. The essay posits that techno-industrial culture and the production of technological art have been superimposed to the point where artists are often indistinguishable from ...
The practice of teaching over many years can present issues of repetition, seemingly static metho... more The practice of teaching over many years can present issues of repetition, seemingly static methodologies, and situations where new approaches become elusive. How can one determine effectiveness for various methods and content over periods of time, and determine correlations that lead to greater effectiveness? Reflective practices, such as the theories of single-and double-loop learning strategies developed by Management researchers Chris Argyris and Donald Schön in 1978 offer a framework for the academic seeking to maximize their classroom effectiveness. Schon's notions of implementing strategies of "reflection-on-action, reflection-inaction , responding to problematic situations, problem framing, problem solving, and the priority of practical knowledge over abstract theory" (Schon) create a context in which the academic can perform diagnostics upon their teaching.
In the creative arts, far too many people pass far too fast. Jeremy Hight was one of those people... more In the creative arts, far too many people pass far too fast. Jeremy Hight was one of those people. A prolific author, interactive artist, E-literature maven, and supporter of numerous organizations around the globe at the intersection of art and technology. His death is a sublime matter for the global electronic cultural community, especially for those in Electronic Literature. His wit, candor, generosity, and enthusiasm are already deeply missed. Jeremy earned an MFA in Creative Writing at CalArts, but these are merely his academic credentials. In this writer's (and friend's) opinion, it is reductive to let this define his life and work, as his interests were incredibly broad. These included AI, Meteorology, Information Design, Electronic Literature, meme culture, and far, far more.
Augmented Reality (AR) and its applications are being used in many applications, including gaming... more Augmented Reality (AR) and its applications are being used in many applications, including gaming, education, industry, research, and art. Gamification refers to the merging of games with interactive media (video games, Virtual and Augmented Realities, for example) to allow for the completion of difficult digital labour of research in a more fun, intuitive fashion. In this chapter, the merging of gamification and Augmented Reality-based art is discussed, its impact in terms of digital labour as well as examples of Augmented Reality that exhibit gamification or elements of it. Speculative design fictions of gamified Augmented Reality are examined to determine possible future outcomes of this genre. Lastly historical experiments in user interface design are mentioned to propose future solutions for Augmented Reality applications, artistic installations and gamification scenarios.
There is an anecdote that AI-based art will become personal when it intersects with the selfie. W... more There is an anecdote that AI-based art will become personal when it intersects with the selfie. With the recent emergence of the Lensa App, AIbased art has hit an inflection point. Millions of fantasy-based selfies emerged within a week, but concerns about appropriating art made by professional artists, sexualization, gender, and race bias emerged. With apps like Lensa and the proliferation of imaginary portraits, what happens to technological identity? Is there a basis for ai-based identity, or have we lost it to the imaginary, like "thiscatdoesnotexist.com?" GPT-3: AI and other technologies can change how we think about identity.
This chapter deals with the developing genre of Augmented Reality (AR) design from architecture t... more This chapter deals with the developing genre of Augmented Reality (AR) design from architecture to fine arts. Although a great deal of literature exists in this area within the architectural field, this chapter will seek to delve into more holistic approaches to the use of AR in art and design. This will engage the HCI-based issues of handheld device compared to headset (HoloLens, Magic Leap) technologies in terms of Lichty’s theory of immersive gesture. Differences between these platforms, as well as AR’s distinctions from other immersive media offer insights into the development of pedagogical models in the creative disciplines. Of particular interest is the use of AR in Design Education, allowing future possibilities for hybrid models of creative expression, like augmented overlays on physical models/artworks, to the use of AR as a tool in material work. This chapter aims to look at the current literature, draw inferences through analyzing case studies how educational models are ...
In the technological sector, the first development stage of a product is known as 'Alpha... more In the technological sector, the first development stage of a product is known as 'Alpha' phase. The essay posits that techno-industrial culture and the production of technological art have been superimposed to the point where artists are often indistinguishable from ...
The practice of teaching over many years can present issues of repetition, seemingly static metho... more The practice of teaching over many years can present issues of repetition, seemingly static methodologies, and situations where new approaches become elusive. How can one determine effectiveness for various methods and content over periods of time, and determine correlations that lead to greater effectiveness? Reflective practices, such as the theories of single-and double-loop learning strategies developed by Management researchers Chris Argyris and Donald Schön in 1978 offer a framework for the academic seeking to maximize their classroom effectiveness. Schon's notions of implementing strategies of "reflection-on-action, reflection-inaction , responding to problematic situations, problem framing, problem solving, and the priority of practical knowledge over abstract theory" (Schon) create a context in which the academic can perform diagnostics upon their teaching.
In the creative arts, far too many people pass far too fast. Jeremy Hight was one of those people... more In the creative arts, far too many people pass far too fast. Jeremy Hight was one of those people. A prolific author, interactive artist, E-literature maven, and supporter of numerous organizations around the globe at the intersection of art and technology. His death is a sublime matter for the global electronic cultural community, especially for those in Electronic Literature. His wit, candor, generosity, and enthusiasm are already deeply missed. Jeremy earned an MFA in Creative Writing at CalArts, but these are merely his academic credentials. In this writer's (and friend's) opinion, it is reductive to let this define his life and work, as his interests were incredibly broad. These included AI, Meteorology, Information Design, Electronic Literature, meme culture, and far, far more.
Augmented Reality (AR) and its applications are being used in many applications, including gaming... more Augmented Reality (AR) and its applications are being used in many applications, including gaming, education, industry, research, and art. Gamification refers to the merging of games with interactive media (video games, Virtual and Augmented Realities, for example) to allow for the completion of difficult digital labour of research in a more fun, intuitive fashion. In this chapter, the merging of gamification and Augmented Reality-based art is discussed, its impact in terms of digital labour as well as examples of Augmented Reality that exhibit gamification or elements of it. Speculative design fictions of gamified Augmented Reality are examined to determine possible future outcomes of this genre. Lastly historical experiments in user interface design are mentioned to propose future solutions for Augmented Reality applications, artistic installations and gamification scenarios.
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Papers by Patrick M Lichty