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  • 1.
    Johansson, Michael
    Högskolan Kristianstad, Fakulteten för ekonomi, Avdelningen för design. Kina.
    The City of Abadyl2011Ingår i: Metaplasticity in Virtual Worlds: Aesthetics and Semantic Concepts / [ed] Gianluca Mura, IGI Global, 2011, s. 251-265Kapitel i bok, del av antologi (Övrigt vetenskapligt)
    Abstract [en]

    In the City of Abadyl we try to explore a complex digital space in a setting that invites to participation. We provide a detailed and complex, yet open world that can be utilized in order to generate scenarios for the temporary co-creators of Abadyl, who would then interact in an optional environment and in the end producing new artefacts. Abadyl is a database that contains all the gathered information in different file formats, it is a storage facility for all of the physical artefacts, it is a website used for communication and documentation, it is a map for navigating the City. This combination of interactive situations and artefactual production we called “fieldasy”. We are concentrated on developing collaboration in the production of new media and it´s artefacts. We try to produce artwork that actually incorporates surprising visual and technical proposals that are unusual, enriching and engaging. By building prototypes and iterate it over time and amongst the co-creators, it let us explore this area in a fruitful way, moving between artistic intentions/screen writing, artefacts and digital generated expressions and script/code writing. Here the virtual object can challenge the physical with qualities that is very hard to achieve in the physical world, and in that conflict, new expressions can be developed. 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. In our prototype work we focus especially on interactive installations and stage design; we realize that the digital design process both demand new forms of conceptualization and prototyping activities to support the design of the expression of the final artwork itself – and maybe in the long run propose a updated and appropriate design theory in this field.

  • 2.
    Johansson, Michael
    et al.
    Högskolan Kristianstad, Fakulteten för ekonomi, Avdelningen för design. Högskolan Kristianstad, Fakulteten för ekonomi, Forskningsmiljön Design and / Art / Application / AI Research Collaboration (DARC).
    Gehmann, Ulrich
    ISWG.
    Siess, Andreas
    Department of EMT at Bonn-Rhein-Sieg University of Applied Sciences, German.
    Abstraction and resilience: symbolics and space2021Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    In our recent work on the topic ‘resilient communities’ for a workshop at the Venice Biennale 2021, Ideal Spaces Working Group investigates different aspects of spatial creation: the history of ideas, formats of representing space and tools of construction in historical, contemporary and built environments of the future. We address how abstract conceptions underlying assumptions, imagination and concrete views shape spatial construction and its representations, and how spatial creation tries to organize meaning and influence perception and understanding, shaping both the city and its inhabitants. With regard to the built environment, resilience depends on how a space is perceived by its inhabitants and how spaces designed for communities reflect this, especially their symbolic properties as ideal spaces for communal living. These properties are connected to the ways in which space is expressed via its overall shape as gestalt. In this respect, it is about how imagination operates via abstracting and symbolizing perception. In our work, we address why it is reasonable to depict representations of ideal places as symbolic spaces in a degree of abstraction that is far from photorealism, and to instead find other forms of representation. Furthermore, we explore how to avoid the uncanny valley that inevitably arises in virtual aesthetics when something is not quite right, and finally, how a readable yet intuitive formal language can be implemented. 

  • 3.
    johansson, michael
    et al.
    K3.
    Linde, Per
    K3.
    Fieldasy2004Ingår i: Fieldasy, Sheffield, UK, 2004Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    Fieldasy is a process for engaging multiple perspectives in the creation of a world, and the mapping of its virtual space. While the final outcome lies ahead, the process has already produced a series of artistic expressions that drives the overall project forward. Fieldasy refers to the methods of field working and invoking imagination by using physical objects. The objects constitute a shared ground for collaborative creativity, serves as nodes in a complex narrative and as a basis for the creation of the world. In the paper, we describe the process, methods and the artifacts developed in this project. We also show how this approach can host and facilitate artistic development in a complex production environment such as the one of digital media, supported by invited artists, researchers (computer science) and students (interaction design), enabling diverse parties to transfer their knowledge into the project in an ongoing manner. Three aspects of the project are discussed: The Framework; the city of Abadyl, The Method; fieldasy and The Output; a series of artifacts eventually displayed in a series of exhibitions.

  • 4. Koplin, Martin
    et al.
    Siegert, Stephan
    Eirund, Helmut
    Ruzin, Irena
    Nedelkovski, Igor
    Johansson, Michael
    Högskolan Kristianstad, Fakulteten för ekonomi, Avdelningen för design. Högskolan Kristianstad, Fakulteten för ekonomi, Forskningsmiljön Design and / Art / Application / AI Research Collaboration (DARC).
    Callesen, Jörgen
    Geiger, Christian
    Culén, Alma Leora
    Coughlin, Katie
    Wroblewska, Marta
    Salo, Kari
    Druzetic, Ivana
    The people's smart sculpture PS2: best practice study 2014-20182018Rapport (Övrigt vetenskapligt)
    Ladda ner fulltext (pdf)
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