MA Creative Technology Showcase

Friday 18 January 2013 10.00am - Wednesday 23 January 2013 4.30pm
Venue: University of Salford, MediaCityUK, Salford, M50 2HE
Event Type: Arts

The MA Creative Technology Showcase brings together the work of five finalist postgraduate students from the School of Arts & Media, giving them the opportunity to showcase their creative media art installations and design projects in a state of the art environment.

The showcase will be presented in the Digital Performance Lab facility at the University’s MediaCityUK building, with a diverse range of media artworks on show to the public, from sound-controlled drawing machines and generative video experiences to 3D projection mapping, ‘sense of touch’ interpretations of history and an interactive video game based on the life Alan Turing.

The exhibition will run from Friday 18-Wednesday 23 January 10.00am-4.30pm (closed Saturday 19 and Sunday 20 January).

Free admission.

The installations:

Student: Alex Filipowski
Project: The Turing Quest
Details The Turing Quest is an interactive game about the life of the British codebreaker Alan Turing. Players will experience the atmosphere of wartime Britain and find out more about one of the founding fathers of digital computing. During World War II, it was the duty of the Government Code and Cypher School to break the Enigma codes and change the course of the war. The events at Bletchley Park were kept secret for several decades after the war ended, with Turing's achievements only becoming public knowledge after his tragic death.

Student: Chris Howarth
Project: Avant-garage
Details: Avant-garage’s motivation stems from the evolution of two projects – DADA Colour to Sound and What is social networking – with the objectives of moving away from pre-defined content and manual processes to semi-automated generative processes that enable a unique environment for discussion and on-demand video generation from contributed material. Avant-garage provides a mechanism that allows artists to showcase work they feel falls into an avant-garde movement and for visitors to embed comments, feedback and criticism into the contributed digital images. From these embedded comments sequential, altered and randomised videos can be created.

Student: James Medd
Project: Physical Echoes
Details: An interactive installation that creates a physical output of sound in real-time, using a suite of bespoke drawing machines. The intention of the piece is to prolong our experience of sound – an otherwise transient, ephemeral, and invisible phenomena – through an immediate visual response, simultaneously leaving a lasting impression within the exhibition space. These drawings act as an extension of sounds that observers are present for, prompting a transferral of perception from ears to eyes and remain as more ambiguous ‘after images’ of sound events for later observers to speculate upon.

Student: Sunjoy Prabakaran
Project: Spirit and Matter
Details: An installation that allows the audience to interact with it to create patterns of sounds and visuals that are generative in nature. The piece involves an array of 14 tetrahedrons that is projection mapped and uses the Microsoft Kinect to sense the audience interacting with the installation. The sounds are generated when the audience waves their hands and try to touch the tetrahedrons. By interacting with them in a sequence, the audience can make the installation behave like a digital wind chime.

Student: Sam Sportun
Project: Development of a Museum haptic (sense of touch) experience for the visually impaired visitor
Details: A digital interactive interface for blind and visually impaired visitors to the Manchester Museum. The console displays 3D digital content sourced from the Archaeology and Egyptology collections. The real artefacts are exhibited in the new Ancient World Galleries at the Museum. Haptic technology is tactile feedback technology, which makes use of mechanical stimulation creating a sense of touch when interacting with virtual objects. A digital experience has been created which allows the blind and visually impaired visitor to experience a group of museum objects, which would either be too fragile to touch or are otherwise kept out of reach behind glass.