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Computer Art & Design for All – Proceedings of the Computer Art Congress Edited By: Guto Nóbrega, Khaldoun Zreik, Maria Luiza Fragoso e Tania Fraga September 2014 Http://cac4.eba.ufrj.br Published by School of Fine Arts, Federal University of Rio de Janeiro (EBA – Escola de Belas Artes de UFRJ ) RioBooks Av. Pedro Calmom 550, 7 andar – Cidade Universitária Rio de Janeiro, RJ CEP – 21941‐901 Tel: +55 21 2252‐0084 Email: contato@riobooks.com.br Credits Cover Design: Ian Guy Ipanema Logo: Guto Nóbrega Layout: Maria Luiza Fragoso Printed in Rio de Janeiro ISBN 978‐85‐61556‐64‐8 Copyright 2014 Escola de Belas Artes/UFRJ All rights reserved. No part of this publication may be reproduced, stored in a restricted system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording or otherwise without the prior written permission of the Publisher Escola de Belas Artes – EBA/ UFRJ – Riobooks. All text and images reproduced on the papers are their author´s responsability. COMPUTER ART & DESIGN FOR ALL PROCEEDINGS OF THE 4TH COMPUTER ART CONGRESS 1‐3 September 2014 – School of Fine Arts/ UFRJ, Rio de Janeiro, Brazil Edited Guto Nóbrega Khaldoun Zreik Maria Luiza Fragoso Tania Fraga Graduate Program of Visual Arts/PPGAV ‐ School of Fine Arts/EBA Federal University of Rio de Janeiro/UFRJ EBA UFRJ EBA / UFRJ xxii COMPUTER ART & DESIGN FOR ALL Gaps in Time is an artistic project composed of three works: Memoirs of a memory: screen dance; Memoirs in time: interactive telematic installation; and Memoirs in space: soundwalk for dance. I believe the concept of the tele‐sonorous body can assist in this investigation, thus opening up methodological experimentation toward creating strategies that support the propositions asserted in this paper: presence, time and visibility. Keywords: Telematics, Sound, Body, Dance, Networked Art ƒ Š‡Šƒ ‡‡–‘ˆDz ‹‡Ž†† Ž‘™dz‹—•‹ ƒŽ‹ơ—•‹‘ LEONARDO FUKS Field and Flow are essential terms and concepts in acoustics. Flow may refer to the transfer of energy, through pulses and waves and also to the movement of particles. We live immersed in an ‡˜‡”Ǧ Šƒ‰‹‰ƒ ‘—•–‹ Ƥ‡Ž†ǡ–Šƒ–’”‘˜‹†‡•—•™‹–ŠƒŠ—‰‡ƒ‘—–‘ˆ‹ˆ‘”ƒ–‹‘ƒ†•–‹—Ž‹Ǥ –Š‡ ƒ•‡‘ˆƒ—•‹ •Š‘™™‹–ŠŠ—‰‡’—„Ž‹ ƒ††”‡•••›•–‡•ǡ‘•–‘ˆ–Š‡Ƥ‡Ž†ƒ†ƪ‘™˜ƒ”‹ƒ„Ž‡•ǡ’”‡•‡– ‘•–ƒ‰‡ƒ”‡Š‹‰ŠŽ›ƤŽ–‡”‡†‘—–ƒ†•‹’Ž‹Ƥ‡†Ǥ‡™‹ŽŽ–”›–‘ƒ††”‡•• ‘ ‡’–•ƒ†’‘••‹„Ž‡•‘Ž—–‹‘• –‘‡Šƒ ‡–Š‡•‡•ƒ–‹‘•‘ˆƤ‡Ž†ƒ†ƪ‘™‹Ž‹˜‡ƒ†’Žƒ›„ƒ —•‹ ƒŽ†‹ơ—•‹‘Ǥ ƒ‰‡‡”ƒŽ‘†‡Žǡ –Š‡ƒ ‘—•–‹ Ƥ‡Ž†‘ˆƒ‰‹˜‡‡˜‹”‘‡–‡ ‘’ƒ••‡•ƒ‰ƒ—–‘ˆ•‘—†•‘—” ‡•ǡ•‘—†”‡ƪ‡ –‘”•ǡ ƒ„•‘”„‡”•ǡ†‹ơ—•‡”•ǡ”‡•‘ƒ–‘”•ǡ•‘—†Dz•‹•dzƒ†‘–Š‡”•–”— –—”‡•–Šƒ–†‡Ƥ‡–Š‹•‘˜‹‰ƒ’‘ˆ •‘—†ƒ†˜‹„”ƒ–‹‘ǤŠ‡”‡ƒ”‡•‘‡–›’‹ ƒŽ•‘—†Ƥ‡Ž†•ǡƒ‡†„›–Š‡‹”ƒ–—”‡ǡ–Šƒ–‰”‡ƒ–Ž›†‡’‡† on the position of the observer, the occurrence of locomotion of the observer and/or sources, the ”‡Žƒ–‹‘•Š‹’„‡–™‡‡–Š‡•‹œ‡‘ˆ–Š‡•‘—” ‡•ƒ†–Š‡ˆ”‡“—‡ ›†‹•–”‹„—–‹‘ǡƒ‘‰‘–Š‡”ˆƒ –‘”•Ǥ ‹ơ—•‡Ƥ‡Ž†ǡˆƒ”Ƥ‡Ž†ǡ‡ƒ”Ƥ‡Ž†ǡˆ”‡‡Ƥ‡Ž†ǡ•‡‹ƒ‡ Š‘‹ Ƥ‡Ž†ǡ‡ƒ Š‘‡ ‘””‡•’‘†‹‰–‘ƒ”ƒ–Š‡” •’‡ ‹Ƥ ƒ ‘—•–‹ ƒ„‹‡–Ǥ ˆ™‡–ƒ‡‹–‘ƒ ‘—––Š‡ƪ‘™‘ˆ’ƒ”–‹ Ž‡•’”‡•‡–‘–Š‡•–ƒ‰‡ǡƒ”‘—† and close to the players, such as that from a wind instrument, from the mouth of a singer, from the air‐conditioner outlets, the wide vibrations of a drum head, among others, new signals and sounds may be collected, processed and sent to the listeners in a more selective and customized way, entailing the experience of enhanced and augmented reality. ƒ An interface between Merleau‐Ponty’s concepts and Gretchen Schiller’s mediadance category LUDMILA PIMENTEL In 2003, Gretchen Schiller uses the term mediadance to refer to art practices, which integrate digital technology into choreographic work in her thesis (Plymouth University, England). This article develops the main idea that this kind of art is an actual category that promotes new •‡•—ƒŽ‡š’‡”‹‡ ‡•ˆ‘”–Š‡Š—ƒ„‘†›ǡǤ‡ƒ”‡‹–‡”‡•–‡†–‘‹˜‡•–‹‰ƒ–‡ƒ†”‡ƪ‡ –ƒ„‘—– the forms of embodiment promoted in its contemporary processes reviewing Merleau‐Ponty’s concepts promoting an interface with Schiller category ƒ Art history: intersections with computer art NARA CRISTINA SANTOS Art history needs to establish constant intersections with other areas of knowledge such as computer science, robotics, biology and neuroscience, for example, to support a historiography ‘•‹•–‡–™‹–Š–Š‡‡–™‘”ƒ†–Š‡ƪ‘™‘ˆ‹ˆ‘”ƒ–‹‘–Šƒ– ‘’—–‡”ƒ”–’”‡•‡–•–Š‡ ‘–‡’‘”ƒ”› ƒ”–Ƥ‡Ž†Ǥ Keywords:ƒ”–Š‹•–‘”›Ǧ ‘’—–‡”ƒ”–Ǧ•›•–‡•Ǧƪ‘™Ǧ‡–™‘”