Sonic Acts presents Exhaust

Sonic Acts presents Exhaust

Helen Pritchard is part of Sonic Acts Exhaust, an online roundtable discussion on oil and data, on 27 February 2021.

How are the twinned commodities of oil and data enmeshed within contemporary human landscapes?

Sonic Acts is proud to present Exhaust, an online roundtable programme produced by resident artist, writer and theorist Maryam Monalisa Gharavi taking place on 27 February 2021. Propelled by the phrase ‘data is the new oil’, coined in 2006 by British mathematician (and customer loyalty card inventor) Clive Humby, Exhaust draws on the insights of eminent academic thinkers and influential practitioners to speculate, critique and make visible the cultural geography of oil and data. Among the roundtable participants are political and environmental anthropologist Omolade Adunbi, media artist and programmer Ryan Kuo, artist and geographer Helen Pritchard and interdisciplinary researcher Andrea Sempértegui.

https://sonicacts.com/portal/sonic-acts-presents-exhaust–an-online-roundtable-discussion-on-oil-and-data

 

Liz Coulter-Smith

Liz is an artist, researcher and creative coder working at the intersection of art, aesthetics, and machine learning (ML). She is currently exploring generative imagery and ML aesthetics through plastic experimentation with code and data. Her approach is broadly situated within the field of computational creativity and process art. She is currently undertaking a PhD at the University of Plymouth under the supervision of Professor Mike Phillips.

https://linktr.ee/lizcoultersmith

Marine Litter Game


Marine litter: how can we save the environment from the plastic in our seas?
Did you know that 75% of rubbish in the sea is plastic? Because of this fish, marine mammals and sea birds are at risk of physical harm and there are also concerns for human health. Join Professor Richard Thompson, OBE, Director of the Marine Institute, to learn about impact of marine litter and how we might solve this growing environmental problem.
FUTURES2020 is funded by the European Commission under the Marie Skłodowska-Curie actions; delivered collaboratively by the University of Bath, Bath Spa University, University of Bristol, University of Exeter and the University of Plymouth.

Superbugs Game

 

The rise of superbugs: science battles back
Why are untreatable and new infectious diseases on the rise? Does this have anything to do with Climate Change? Can humans fight back using science to win this battle? Dr Tina Joshi, Lecturer in Molecular Microbiology, explores these questions and the science behind the rise of superbugs and infectious diseases today.
FUTURES2020 is funded by the European Commission under the Marie Skłodowska-Curie actions; delivered collaboratively by the University of Bath, Bath Spa University, University of Bristol, University of Exeter and the University of Plymouth.

Donald Rodney – Autoicon: Discussing The Digital Body

Donald Rodney – Autoicon: Discussing The Digital Body

 

 

 

As part of the Thirteen Ways Of Looking exhibition at the Herbert Art Gallery & Museum, Coventry (2 October – 13 December 2020).

Donald Rodney – Autoicon: Discussing The Digital Body

12 November 2020 7.00pm – 8.00pm

Hosted by the exhibition curator Sylvia Theuri, with Ian Sergeant and Professor Mike Phillips as they discuss and unpack Donald Rodney’s Autoicon.

This talk will be facilitated by Sylvia Theuri

What does it mean for an artist to represent themselves visually in the digital space? How can Rodney’s work speak to contemporary experiences of navigating digital spaces? Can we read Autoicon as a digital site of resistance?

This talk will be an online only event, and it will take place through Microsoft Teams. Attendees will receive a link to join the session.

Free | Book online in advance

https://www.theherbert.org/whats_on/1533/thirteen_ways_of_looking

Under and Beyond the Stars, Science in the Dome.

Under and Beyond the Stars, Science in the Dome.

Mike Phillips will be participating in Part Two of the 14th FullDomeFestival 2020.

Sunday November 22.

VIP-DINNER UNDER AND BEYOND THE STARS: SCIENCE IN THE DOME.

PANEL WITH RYAN WYATT (CALIFORNIA ACADEMY OF SCIENCES), DR. JACKIE
FAHERTY (ASTRONOMER AT THE AMERICAN MUSEUM OF NATURAL HISTORY, NEW YORK), MIKE PHILLIPS (PROFESSOR OF INTERDISCIPLINARY ARTS AND DIRECTOR OF RESEARCH AT i-DAT UNIVERSITY OF PLYMOUTH), ANDERS YNNERMAN (PROFESSOR OF SCIENTIFIC VISUALIZATION, LINKÖPING UNIVERSITY) AND OTHERS.

PIANO TILMAN WÖLZ.

FDF2020.

Thirteen Ways Of Looking

Thirteen Ways Of Looking

donald.rodney:autoicon v1.0: Thirteen Ways Of Looking.

donald.rodney:autoicon v1.0: is included in the Thirteen Ways Of Looking Exhibition at the Herbert Art Gallery and Museum, Coventry.

Thirteen Artists and Curators show why one perspective is never enough.

Image credit: Garry Jones

Toby Chanter

 

Toby Chanter  is a PhD candidate at the University of Plymouth working between i-DAT and the School of Humanities and Performing Arts.

Developing a multidisciplinary and experimental approach to immersive and interactive installation, his research interrogates the role of technology in the production of biomedical knowledge, and explores the associated sensory politics of medical education and art.

Physical spaces and digital layers are brought together with novel sensor technologies to create responsive and expressive environments. By using forms of physical and physiological interactivity that foreground embodiment and standpoint, his practice seeks to examine the entanglements of education and technology, art and knowledge.

www.sharethefall.com


Immersive Media Lab

Immersive Media Lab

The new Immersive Media Lab in the School of Art Design and Architecture (opening 09/2020) complements a suite of creative Labs that enable a blurring between the physical and the virtual, the real and the imaginary.

Immersive Media Lab:

The Immersive Media Lab is a new digital initiative which sits alongside the Digital Fabrication Lab on the ground floor of the Roland Levinsky Building. These spaces are showcase statements for the School of Art Design and Architecture which celebrate a dynamic engagement with (post)digital innovation as a catalyst for creative production, playful experimentation, pedagogic invention and industrial engagement.

Context:

The Immersive Media Lab builds on the rich digital history of the School’s research and creative activities which date back to the first wave of VR technologies in the 1990’s and beyond to the development of shared immersive experiences of fulldome environments. Recent initiatives, such as the South West Creative Technologies Network ‘Immersion’ fellowships and the development of the Market Hall £7 million Fulldome in Devonport, demonstrate an experimental and progressive approach to these new immersive technologies, associated production practices, new audiences and the broader industrial context for these volatile and emerging technologies.

Users:

Immersive Media Lab will be used by Undergraduate and Masters programmes from within the School where these practices are core, such as Virtual Reality Design, Digital Media Design, Game Art and Design, but also areas such as Architecture, Creative Media, Illustration, Design), the Faculty (such as performance) and across the University (such as eHealth, robotics and Earth Sciences), as well as by PhD, post doc and researchers. The Immersive Media Lab is fundamentally interdisciplinary. It will also provide an interface with industry, allowing collaborative production and research projects.

Immersive Media Lab:

The Immersive Media Lab explores the development and application of virtual, augmented and simulated worlds. The Immersive Media Lab is equipped with: multi camera Motion Capture (Vicon) with marker and markerless data capture / a variety of Augmented Reality and Virtual Reality systems (Vive, Oculus, HoloLens 2, Magic Leap) / modeling and gaming workstations / 3m Fulldome / Pro 3D camera kit / Projection wall.

 

Maker Lab:

The Maker Lab is equipped for experimental electronics, micro-controllers/computing, robotics, 3D scanning and printing. Developed as a prototyping space to bring together elements from all the other labs to synthesize experimental elements into wearables, Internet of Things, environmental technologies, remote sensing and drones. From large scale interactive props to micro-electronics, the Maker Lab cultivates experimental and makerly practices.

Digital Fabrication Lab:

The new Digital Fabrication Laboratory enables new solutions to close the gaps between digital media and physical production processes, forcing a step change in the way we design, make and build, including: Additive Manufacturing: Fused Filament Fabrication, Stereolithrography, and Polyjet: Laser Cutting, CNC Milling, 3D Laser Scanning (objects and environments), and Robotic arms.

Immersive Vision Theatre:

The IVT is a ‘Fulldome’ architecture that houses a powerful projector fitted with a ‘fisheye‘ lens, 10.1 audio system, and customised powerful computers to wrap data, models, video and images around its inner surface. The IVT is used for a range of learning, entertainment and research activities, including transdisciplinary teaching, bleeding edge research in modelling and data visualisation.

The Market Hall:

i-DAT and the University of Plymouth are supporting the new Market Hall development in Plymouth by RIO. This unique 18 meter fulldome will be used as a venue for experimental immersive audience experiences. Inspired by the Satosphere in Montreal the Market Hall Fulldome will allow the prototypes and productions developed through the Immersive Media, Digital Fabrication and Maker Labs and the IVT to reach significant audiences.

Production Pathways:

The Immersive Media Lab incorporates immersive technologies such as virtual reality, augmented reality, immersive audio and mixed reality. It will be used to capture aspects of the real world through motion capture, scanning, data modelling and simulation and project back into the world using augmented reality, fulldome and projection mapping.

The Immersive Media Lab offers a highly flexible workflow with easy distribution of digital assets to other labs and studios. As an example, the flow of production could begin with a real-time mocap character capture into Unity 3D and out to a fulldome corrected projection mapping interactive game, with 3D models feeding into the Digital Fabrication Lab for 3D printing.

Whilst there are specific workflows between the mocap system and game engines or 3D modelers, the space, systems and pedagogic/research practice will allow users to define new experimental production processes which respond to both the technological affordances and in response to interdisciplinary insights.

Space:

The Immersive Media Lab sits at the centre of a complex and experimental series of overlapping production pathways which offers opportunities for high level research, enterprise and knowledge exchange, creative experimentation and general messing around with the future.

The space itself has been designed to be flexible to allow several parallel activities. The space may also need to be cleared to allow for specific usage, such as a projection space, mocap performance or hackathon lab. Fundamentally the Immersive Media Lab is not locked down to any single practice, discipline or user group. The technologies will need to be flexible enough to enable this approach.

The space will be used to develop new pedagogic approaches to digital design and creative practice which will go beyond any typical or traditional usage.  The student experience is central to this pedagogy and an open, experimental and playful approach will be reflected in the technologies incorporated in the Immersive Media Lab.

Alluminati

Hi, I am one of the thousand + x-b-DAT{MLA[MediaLab Arts]/DAT[Digital Art & Technology]/DMD[Digital Media Design]/InDi[Internet Design]/GAD[Games Art & Design]/}/m-DAT{MA/MSc Digital Futures/MA/MSc Digital Art & Technology/Game Design} who hasnt sent through their image and link yet. But I promise to email {mike.phillips@plymouth.ac.uk} asap!