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Johansson, Michael
Publications (10 of 16) Show all publications
Johansson, M. (2018). Soundscaping. In: Mehdi Khosrow-Pour (Ed.), Enhancing art, culture, and design with technological integration: (pp. 169-182). Hershey, Pennsylvania 17033-1240, USA: IGI Global
Open this publication in new window or tab >>Soundscaping
2018 (English)In: Enhancing art, culture, and design with technological integration / [ed] Mehdi Khosrow-Pour, Hershey, Pennsylvania 17033-1240, USA: IGI Global , 2018, p. 169-182Chapter in book (Other academic)
Abstract [en]

In this chapter, the author presents how he developed different processes for collectively producing a series explorative soundscapes through interface creation and mechanical artifacts using specific constraints influenced by theories of art, design, and architecture. He shows how he worked with a design methodology that brought together an editor and the final expression of the artwork into one surface of interaction and execution using a virtual cityscape as an iterative ground for sound and music explorations, and gives some examples of different prototypes and iterations. The author also discusses how he tweaked/iterated with the parameters of the framework, the sounds, and the final visual expression to match his artistic intention, and finally to bring some noise.

Place, publisher, year, edition, pages
Hershey, Pennsylvania 17033-1240, USA: IGI Global, 2018
National Category
Design
Identifiers
urn:nbn:se:hkr:diva-17170 (URN)10.4018/978-1-5225-5023-5.ch009 (DOI)
Available from: 2017-08-31 Created: 2017-08-31 Last updated: 2018-03-12Bibliographically approved
Soneson, T. & Johansson, M. (2018). ‘Wanderlost’: a participatory art and design endeavor. In: Anastasia Stratigea & Dimitris Kavroudakis (Ed.), Mediterranean cities and island communities: smart, sustainable, inclusive and resilient (pp. 135-160). Cham: Springer
Open this publication in new window or tab >>‘Wanderlost’: a participatory art and design endeavor
2018 (English)In: Mediterranean cities and island communities: smart, sustainable, inclusive and resilient / [ed] Anastasia Stratigea & Dimitris Kavroudakis, Cham: Springer, 2018, p. 135-160Chapter in book (Other academic)
Abstract [en]

Wanderlost’ addresses the growing complexity of life in today’s city spaces and the imminent challenges to the development of the urban environment. It delineates experiences gained from a project’s work, which incorporated workshops, artists’ collaborations, interactive participatory setups in public, theatre and performance spaces. It is a result of two public workshops in the end of the four-year-long period in the People Smart Sculpture (PS2) framework in the cities of Kristianstad and Copenhagen, with public events in April/May 2017 and October 2017. In this article we discuss how the project was prepared, set-up and implemented. We call this storyworld ‘Wanderlost’, developed from the project CubeX “The Journey to Abadyl”. We describe this work in the sections Collaboration, Research and Methods to show how we draw knowledge, methods and research from our work in the collaborative network PRAMnet in developing participatory concepts using a virtual city, the city of Abadyl as a backdrop. We put forward our models for engaging participation in a storyworld to imagine the world and our relations anew. We conclude that the ‘Wanderlost’ concept and project can be reused and re-situated in other contexts and environments; keeping the fundamental three formats with a digitally mediated tool, physical guides and explorative walks and a map of amusing and provoking artworks as a matrix.

Place, publisher, year, edition, pages
Cham: Springer, 2018
Keywords
Art Co-creation Architecture City planning Story world Interaction design 
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:hkr:diva-18726 (URN)10.1007/978-3-319-99444-4_6 (DOI)978-3-319-99444-4 (ISBN)978-3-319-99443-7 (ISBN)
Available from: 2018-09-21 Created: 2018-09-21 Last updated: 2018-09-21Bibliographically approved
Johansson, M. (2017). Gestaltande examinationsformer. Högskolepedagogisk debatt (2), 45-53
Open this publication in new window or tab >>Gestaltande examinationsformer
2017 (Swedish)In: Högskolepedagogisk debatt, ISSN 2000-9216, no 2, p. 45-53Article in journal (Other (popular science, discussion, etc.)) Published
Place, publisher, year, edition, pages
Kristianstad: Kristianstad University Press, 2017
National Category
Pedagogy
Identifiers
urn:nbn:se:hkr:diva-17710 (URN)
Available from: 2017-12-18 Created: 2017-12-18 Last updated: 2017-12-18Bibliographically approved
Johansson, M. & Gehmann, U. (2016). Ideal spaces: digital-cultural ecology and the medium-sized city. In: S. Sparke & G. Cairns (Ed.), Digital-cultural ecology and the medium-sized city: . Paper presented at Digital-Cultural Ecology and the Medium-Sized City (pp. 5).
Open this publication in new window or tab >>Ideal spaces: digital-cultural ecology and the medium-sized city
2016 (English)In: Digital-cultural ecology and the medium-sized city / [ed] S. Sparke & G. Cairns, 2016, p. 5-Conference paper, Published paper (Refereed)
Abstract [en]

In our working group Ideal Spaces we are concerned with mediated worlds: especially the one of ideal worlds reconstructed, mainly concentrating on a classical topic of a “mediated” city through history, namely that of a utopian ideal city. How these utopian places have to be conceived as being ‘ideal’ ones. How this has been mediated, in terms of their modes of presentation, but also in those of the ideas underlying them as regards the different audiences that were thought to be addressed by them?

These historical conceptions of what an ‘ideal world’ should, or could be is a classical topic of our cultural sphere, and focuses upon one perspective of relevance, that of an ideal city. The latest since the onset of what has been called ‘modernity’, now providing the actual background of the actually built cities we all live in, as our environment of relevance.

Such conceptions of ‘ideal’ relevant worlds can be compared, as a background folio, with the approaches towards an ‘ideal’ environment as they become evident in the concept of The City of Abadyl. That in itself is a proposed city, a fantasy, a set of codes and models, a library of artefacts and prototypes, and foremost, it is its co-creators. Since its inception in 1999 it has grown into a large database of materials interlinked through the shape of a city, regardless of their respective incompatibilities. Support and create a geatlt for inquary

Our approach is to create an environment which facilitates artistic work practice in complex production environments such as those of digital media, supporting invited artists, researchers, companies, and students. We establish a ready-made, fictitious gravity that others can easily transfer their knowledge into. So How do we go about exploring this complex digital space? We could let people walk the streets of Abadyl in for example a game engine, but we have so far chosen to go in another direction. We have used the framework of Abadyl to stage different events in the form of written scenarios that provide detailed and specific background material. Our scenarios try to bring aspects of field study and fantasy together, to slowly create a discrete dynamic tension or displacement between persons, objects, time, places, and events that are not usually, if ever, associated into new and surprising conjunctions. Through this work we have developed several methods of worldmaking. The aspect of imagery is of particular importance here since comparisons can be made between traditional conceptions of pre-planned ideal worlds – e.g., the ideal of a functionalist city, of a typically ‘modern’ one, etc. – and imageries that evolve de novo and unplanned, as it is tried in the case of Abadyl.

Moreover, such comparisons inform about a further aspect of imagery and hence, of being mediated. We have to take the notion of the ideal in both its connotations as a mental or inner image on the one hand (from the Greek eidos, or idea); and on the other, as a perfect state to be achieved and longed for (the ideal in its common terms of understanding). If we do so, then it becomes evident that even seemingly ‘new’ and ‘spontaneous’ outcomes like those in Abadyl are informed by mental or ‘inner’ images deeply rooted in what is called a cultural memory, that is, rest on a culture-specific substratum. And it is very interesting to see how these both layers of imagery, the “new” and the “old” one, are influencing each other in mutual terms. Which is a very important topic of mediated cities today since the assumption is that what is happening in Abadyl is also happening here.

Series
AMPS Conference Publication, ISSN 2398-9467 ; 6
National Category
Design
Identifiers
urn:nbn:se:hkr:diva-15935 (URN)
Conference
Digital-Cultural Ecology and the Medium-Sized City
Available from: 2016-09-05 Created: 2016-09-05 Last updated: 2016-10-26Bibliographically approved
Koplin, M., Vistica, O., Johansson, M., Nedelkovski, I., Salo, K., Eirund, H., . . . Blau, L. (2016). SOCIAL ART IN EUROPEAN SPACES - AN APPROACH TO PARTICIPATION METHODOLOGIES WITHIN PS2. In: Chova, LG Martinez, AL Torres, IC (Ed.), INTED 2016: 10TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE. Paper presented at 10th International Technology, Education and Development Conference (INTED), MAR 07-09, 2016, Valencia, SPAIN (pp. 1690-1699).
Open this publication in new window or tab >>SOCIAL ART IN EUROPEAN SPACES - AN APPROACH TO PARTICIPATION METHODOLOGIES WITHIN PS2
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2016 (English)In: INTED 2016: 10TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE / [ed] Chova, LG Martinez, AL Torres, IC, 2016, p. 1690-1699Conference paper, Published paper (Refereed)
Abstract [en]

The People's Smart Sculpture PS2 - Social Art in European Spaces is a creative research and innovation project about the cultural evolution of the European city of the future. It addresses the growing complexity of life in today's city spaces and imminent challenges to the development of the urban environment. The People's Smart Sculpture PS2 explores the possibilities of participation that will become a smart culture technique as a result of the ongoing digitalization of society. 12 partners including universities, educational institutions, museums, galleries, theatres and research institutes in 8 European countries will organize 11 connected open labs integrating new art, design thinking, science, smart technologies and user culture for the participatory re-design of urbanity. The project has a budget of 2 million Euros and is funded by the European Commission within the Creative Europe programme for 3.5 years. 11 creative experiments in participatory art and design for the city of the future: The 12 project partners implement 11 experimental sub-projects and a European study about new forms of participation. While some PS2 sub-projects shed light on the ways we perceive our city space, or create speculative city environments, others will analyse problems, identify challenges and explore interdisciplinary solutions with citizens. The variety of approaches will reflect the diversity of people, skills, urban art, social processes and urban development. Renowned artists and designers from 29 countries will participate in the sub-projects. PS2 will explore and document new strategies for involving digital media and ICT in the development of user-centred culture. Development of new forms of participation for Smart Cities: Scientists from media-labs, computer science, cultural science, art history, sociology, architecture, design and urban planning will engage with the creative processes. Digital technologies will not only play an important role in the PS2 project art activities themselves, but directly support the innovation process by offering new opportunities for empowerment and societal integration of people of all social groups. The project will connect people and foster the exchange of ideas about and for smart cities. It is the base for cutting-edge communication between science and art, creatives, artists, media designers and citizens, and between the people and their governments. At the same time it will motivate the broad dissemination of new skills, design expertise and social knowledge relevant to urban re-design. Citizen participation in urban development and re-design has a long cultural tradition in Europe. But the rising complexity out of social issues, critical and creative ideas, green development, and at the same time a high level of demands towards a post-modernistic cultural evolution evoke the need of improved cooperation between all stakeholders in town: governmental entities, creative, and social cultural activists, experts and citizens. The participation processes needed for future activities in the field of urban-social sustainability requires an enhanced approach to citizen participation and user-friendly creative articulation. It is required to access the full potential of the new capabilities of communication, networking, social media, creativity, microcomputers, and new e-skills through the design of new participation methodologies. Art and media art prototype the next step concepts and methodologies for participation. This paper describes concepts and approaches of participation and reflects on participative art within examples of 6 PS2 sub-projects.

Series
INTED Proceedings, ISSN 2340-1079
Keywords
Participation, Urban Development, International Projects, Science, Research, Digital Media Art
National Category
Design
Identifiers
urn:nbn:se:hkr:diva-17022 (URN)000402738401106 ()978-84-608-5617-7 (ISBN)
Conference
10th International Technology, Education and Development Conference (INTED), MAR 07-09, 2016, Valencia, SPAIN
Available from: 2017-07-12 Created: 2017-07-12 Last updated: 2017-07-12Bibliographically approved
Johansson, M. (2016). The people´s smart sculpture PS2. In: Martin Koplin (Ed.), ISEA 2016: Journey to Abadyl. Paper presented at ISEA 2016.
Open this publication in new window or tab >>The people´s smart sculpture PS2
2016 (English)In: ISEA 2016: Journey to Abadyl / [ed] Martin Koplin, 2016Conference paper, Published paper (Other (popular science, discussion, etc.)) [Artistic work]
Abstract [en]

The People’s Smart Sculpture (PS2) panel discusses future oriented approaches in smart media-art, developed, designed and exploited for artistic and public participation in the change and re-design of our living environment. The actual debate about a smart future is not taking into account any idea of media art as an instrument for to realize the social sculpture, mentioned by Beuys[1] or as social sculpture itself.

The People’s Smart Sculpture is the only large scale Creative Europe media-art project (2014-2018) in this context. It fosters participative-art and collaborative media-art-processes. The artistic results and the open approaches of the project will be discussed by 5 panelists from 5 countries. The project itself is constituted by 12 project-partners in 8 European countries with more than 350 artists and creatives from 29 countries worlwide. The approach works on two levels: the implementation of cultural participation-projects by media-artists and the ongoing optimization of the art and participation aspects. PS2 integrates diverse groups of people to participate in the non-institutional set up of structures for the people´s re-design of their urban, societal and living environment. Artists, citizens, creatives with a new user's perception and new skills are able to „medialize“ the Cultural R>evolution of art, culture, society and science: into spaces of a new public.

National Category
Design
Identifiers
urn:nbn:se:hkr:diva-16558 (URN)
Conference
ISEA 2016
Funder
EU, Horizon 2020
Available from: 2017-02-22 Created: 2017-02-22 Last updated: 2017-03-07Bibliographically approved
Johansson, M., Gehmann, U. & Reiche, M. (2015). Gestalt. In: : . Paper presented at DRHA 2015.
Open this publication in new window or tab >>Gestalt
2015 (English)Conference paper, Oral presentation with published abstract (Refereed)
Abstract [en]

Many disciplines have the culture and nurturing to explore, create, and tell stories about worlds. Therefore, our contribution is about the re-discovery of an idea that has been crucial in occidental thinking and which became underestimated: the notion of gestalt. To conceive real-world (and other) phenomena in terms of gestalt helps to gain a holistic understanding of them, and the aim of our paper therefore is to promote a method to rediscover the world in a less analytical fashion than it has been done in the last 400 years, after an analytical-based perception of reality gained ground with the scientific method developed in the 17th century and later. At the same time, a gestalt-approach helps to reframe (and better understand) recent technological developments as outcomes of an analytical way of thinking. Because analysis and the shaping of processes and entities according to functionalities is not the only or most suitable way to generate understanding, despite we got used to such a general state of mind.

To conceive the world primarily in analytical terms or as a set of functions became culturally accepted. A gestalt-approach can be a promising complement to the prevalent analytical approaches, and the general benefit of such an approach lies in the use of comparative methods to create knowledge or design processes. Also borrowing ideas from Design Theory where Gestalt is analogous to a design process, we can view it as a process of knowledge acquisition and learning from the previously unknown.

Gestalt perception as well as -conception helps to develop another kind of epistemology than the prevalent analytical/functional one, as for instance cybernetics, system theories and bioengineering already demonstrated. It transcends the border between real and virtual towards envisioning a complete reality, and out of that proves to be a method of working with unknown phenomena.

National Category
Arts Philosophy Design
Identifiers
urn:nbn:se:hkr:diva-14884 (URN)
Conference
DRHA 2015
Available from: 2015-09-29 Created: 2015-09-29 Last updated: 2015-11-27Bibliographically approved
Johansson, M. (2015). Wanderlost. In: Gianluca Mura (Ed.), Analyzing art, culture, and design in the digital age: (pp. 71-78). Hershey, Pensylvania: IGI Global
Open this publication in new window or tab >>Wanderlost
2015 (English)In: Analyzing art, culture, and design in the digital age / [ed] Gianluca Mura, Hershey, Pensylvania: IGI Global, 2015, p. 71-78Chapter in book (Refereed)
Abstract [en]

In this chapter I will discuss a art and design project called wanderlost, were we through co-creation try to populate a virtual world with people, objects and architecture. In this project stages we have developed a method for gathering input and inspiration for early stages in the design process designing virtual worlds. I will through some example of work show how worlds, real and virtual are as much made as found, and how they can be used to challenged each other into new forms of experiences and expressions, of both physical and virtual spaces. Where the virtual space transformed into maps & instructions can challenge the physical with qualities that is very hard to achieve in the physical world itself, and in that conflict new insights and expressions can revealed. Today Hybrid creations have become a method for working with cultural production not only with different elements of form, but as blending identities of the creators as well, wanderlost support that process. We show how we from the virtual settings of the city of Traora we have extracted a series of walks as instructions and invited different co-creators to explore these algorithmical walks in their everyday surrounding in order to be surprised by rediscovery, using a digital camera/smartphone to capture and later communicate their findings. Allowing the unfamiliar to co-exist with the comfortably familiar. To create a process where digital worlds challenge and inspire digital expressions, tools and models with physical play and exploration. Supporting our long-term aim with research in new media is to set up design methods that can be used in a creative and collaborative process. We show how these findings played a crucial role designing the virtual city Traora. The wanderlost method turns everyday walks into discoveries of both urban contexts as well as ideas for possible virtual worlds.

Place, publisher, year, edition, pages
Hershey, Pensylvania: IGI Global, 2015
Keywords
augmented reality, computer graphics, creative environments, cyber architecture, digital art, social media, virtual art, virtual heritage
National Category
Design Arts
Identifiers
urn:nbn:se:hkr:diva-14885 (URN)10.4018/978-1-4666-8679-3 (DOI)9781466686793 (ISBN)
Available from: 2015-09-29 Created: 2015-09-29 Last updated: 2015-10-06Bibliographically approved
Johansson, M. & Åberg, K. (2014). Against the self-evident. In: Ulrich Gehmann, Martin Rieche (Ed.), Real virtuality: about deconstruction and multiplication of world (pp. 419-441). Berlin: Transcript Verlag
Open this publication in new window or tab >>Against the self-evident
2014 (English)In: Real virtuality: about deconstruction and multiplication of world / [ed] Ulrich Gehmann, Martin Rieche, Berlin: Transcript Verlag, 2014, p. 419-441Chapter in book (Refereed)
Place, publisher, year, edition, pages
Berlin: Transcript Verlag, 2014
National Category
Arts Design
Identifiers
urn:nbn:se:hkr:diva-14882 (URN)978-3-8376-2608-7 (ISBN)
Projects
People smart sculpture journey to Abadyl
Available from: 2015-09-29 Created: 2015-09-29 Last updated: 2015-10-21Bibliographically approved
Johansson, M. (2014). Wanderlost. In: Cyberworlds (CW), 2014 International Conference: . Paper presented at Cyberworlds (CW), Santander, Spain.
Open this publication in new window or tab >>Wanderlost
2014 (English)In: Cyberworlds (CW), 2014 International Conference, 2014Conference paper, Published paper (Refereed)
Abstract [en]

In this paper I will discuss a art and design project called wander lost, were we through co-creation try to populate a virtual world with people, objects and architecture. In this project we have developed a method for gathering input and inspiration for early stages in the design process designing virtual worlds. I will through some example of work show how worlds, real and virtual are as much made as found, and how they can be used to challenged each other into new forms of experiences and expressions, of both physical and virtual spaces. Where the virtual space transformed into maps & instructions can challenge the physical with qualities that is very hard to achieve in the physical world itself, and in that conflict new insights and expressions can revealed. Today Hybrid creations have become a method for working with cultural production not only with different elements of form, but as blending identities of the creators as well, wander lost support that process. We show how we from the virtual settings of the city of Traora we have extracted a series of walks as instructions and invited different co-creators to explore these algorithmical walks in their everyday surrounding in order to be surprised by rediscovery, using a digital camera/smart phone to capture and later communicate their findings. Allowing the unfamiliar to co-exist with the comfortably familiar. To create a process where digital worlds challenge and inspire digital expressions, tools and models with physical play and exploration. Supporting our long-term aim with research in new media is to set up design methods that can be used in a creative and collaborative process. We show how these findings played a crucial role designing the virtual city Traora. The Traora Flaneur kit turns everyday walks into discoveries of both urban contexts as well as ideas for possible virtual worlds.

Keywords
Art, virtual reality
National Category
Design Arts
Identifiers
urn:nbn:se:hkr:diva-14883 (URN)10.1109/CW.2014.61 (DOI)
Conference
Cyberworlds (CW), Santander, Spain
Available from: 2015-09-29 Created: 2015-09-29 Last updated: 2015-11-30Bibliographically approved
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