Saturday, 11 May 2013
Find the app
online
version:
or
download the app and use your own images
Unzip
Rename
your images as '1.jpg' through to '20.jpg'
into the folder called 'data'
(replacing the
(replacing the
(replacing the Existing ones).
Download processing here: http://processing.org/download/ Run the app
Press the mouse on the screen to save a dream image.
Send your images to us!
into the folder called 'data'
(replacing the
(replacing the
(replacing the Existing ones).
Download processing here: http://processing.org/download/ Run the app
Press the mouse on the screen to save a dream image.
Send your images to us!
Wednesday, 13 February 2013
Submission for ISEA 12 paper. Accepted!!!!
Keywords:
dreams, interaction, collaboration, participation, creation, digital
technologies, design, authorship
Abstract: The interactive dream-catcher is a collective dream machine that allows people to capture, visualize share and discuss their dreams." According to Freudian theory (1900) dreams express our deep seated fears as well as our most repressed desires and fantasies. Epistemically it has been proposed (Descartes (1641), Zhuàngzi (1996)) that dreams prove the unreliability of our sense perceptions. Although dreaming is a widespread human experience the surreality and apparent illogic of our dreams makes it hard to theorize or formalize dreaming within digital structures and computational projects. The interactive dream-catcher explores new ways in which contemporary technology can work with dreams.
The application allows participants to design their own dream-catcher (digitally or physically) and use it as an avatar for their online profile. Entering this online dream-space, they are then given visual aids to create images of their dreams that can be subsequently discussed, collaboratively interpreted reshaped or even re-visualized. The process showcases, how sharing the design authorship, can result in the production of digital tools that explore and materialize individual views, needs or even subconscious messages. Therefore, in accordance to critical and speculative design ideas, the projects is a manifestation of design and digital technologies as social mediators, tailored by and open to a wider audience.
In this presentation, we will outline the reasons for pursuing the project as well as the philosophical/epistemic implications of embedding dream-theory and the alternative logical framework of dreaming into code.
Keywords: dreams, interaction, collaboration, participation, creation, digital technologies, design, authorship
Abstract: The interactive dream-catcher is a collective dream machine that allows people to capture, visualize share and discuss their dreams." According to Freudian theory (1900) dreams express our deep seated fears as well as our most repressed desires and fantasies. Epistemically it has been proposed (Descartes (1641), Zhuàngzi (1996)) that dreams prove the unreliability of our sense perceptions. Although dreaming is a widespread human experience the surreality and apparent illogic of our dreams makes it hard to theorize or formalize dreaming within digital structures and computational projects. The interactive dream-catcher explores new ways in which contemporary technology can work with dreams.
The application allows participants to design their own dream-catcher (digitally or physically) and use it as an avatar for their online profile. Entering this online dream-space, they are then given visual aids to create images of their dreams that can be subsequently discussed, collaboratively interpreted reshaped or even re-visualized. The process showcases, how sharing the design authorship, can result in the production of digital tools that explore and materialize individual views, needs or even subconscious messages. Therefore, in accordance to critical and speculative design ideas, the projects is a manifestation of design and digital technologies as social mediators, tailored by and open to a wider audience.
In this presentation, we will outline the reasons for pursuing the project as well as the philosophical/epistemic implications of embedding dream-theory and the alternative logical framework of dreaming into code.
Abstract: The interactive dream-catcher is a collective dream machine that allows people to capture, visualize share and discuss their dreams." According to Freudian theory (1900) dreams express our deep seated fears as well as our most repressed desires and fantasies. Epistemically it has been proposed (Descartes (1641), Zhuàngzi (1996)) that dreams prove the unreliability of our sense perceptions. Although dreaming is a widespread human experience the surreality and apparent illogic of our dreams makes it hard to theorize or formalize dreaming within digital structures and computational projects. The interactive dream-catcher explores new ways in which contemporary technology can work with dreams.
The application allows participants to design their own dream-catcher (digitally or physically) and use it as an avatar for their online profile. Entering this online dream-space, they are then given visual aids to create images of their dreams that can be subsequently discussed, collaboratively interpreted reshaped or even re-visualized. The process showcases, how sharing the design authorship, can result in the production of digital tools that explore and materialize individual views, needs or even subconscious messages. Therefore, in accordance to critical and speculative design ideas, the projects is a manifestation of design and digital technologies as social mediators, tailored by and open to a wider audience.
In this presentation, we will outline the reasons for pursuing the project as well as the philosophical/epistemic implications of embedding dream-theory and the alternative logical framework of dreaming into code.
Keywords: dreams, interaction, collaboration, participation, creation, digital technologies, design, authorship
Abstract: The interactive dream-catcher is a collective dream machine that allows people to capture, visualize share and discuss their dreams." According to Freudian theory (1900) dreams express our deep seated fears as well as our most repressed desires and fantasies. Epistemically it has been proposed (Descartes (1641), Zhuàngzi (1996)) that dreams prove the unreliability of our sense perceptions. Although dreaming is a widespread human experience the surreality and apparent illogic of our dreams makes it hard to theorize or formalize dreaming within digital structures and computational projects. The interactive dream-catcher explores new ways in which contemporary technology can work with dreams.
The application allows participants to design their own dream-catcher (digitally or physically) and use it as an avatar for their online profile. Entering this online dream-space, they are then given visual aids to create images of their dreams that can be subsequently discussed, collaboratively interpreted reshaped or even re-visualized. The process showcases, how sharing the design authorship, can result in the production of digital tools that explore and materialize individual views, needs or even subconscious messages. Therefore, in accordance to critical and speculative design ideas, the projects is a manifestation of design and digital technologies as social mediators, tailored by and open to a wider audience.
In this presentation, we will outline the reasons for pursuing the project as well as the philosophical/epistemic implications of embedding dream-theory and the alternative logical framework of dreaming into code.
Tuesday, 12 February 2013
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