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The Visual Voice

The Visual Voice is a collaborative research project between Dr John Rubin & Dr Frank Millward that research explores the connections between scientific and artistic visualization processes and their relationships to sound, knowing that each can inform the other and that the blurred divide between technical and artistic is interdisciplinary territory where new knowledge is created.

This research produces interactive multimedia artworks and performances that engage in direct interaction with the senses, beyond verbal language, exploring the perceptive and interpretative areas between reality and representations of reality. Research outcomes seek to facilitate understandings about sonic events represented as moving visual imagery – with a particular focus on visually representing the sound of the human voice.

Systems Integration Co-ordinator wanted

To find out more please register your interest (free) or log in using the navigation at the top right of the screen.

Panels role in new courses

DMKs new courses were designed to help fill the UK digital media skills gap as defined by employer engagement research ‘Creating the Future , The UK Skills Action Plan  for the Interactive Media and Computer Games Industries’ Skillset (2006)

The new course titles have been developed in response to that finding and based upon the results of an external market research report into existing demand. Finally, they were refined in consultation with the DMK industry Panel.

Sony Computer Entertainment Europe

SCEE is the owner and promoter of PlayStation products and services within the PAL region, with offices across Europe, the Middle East and Africa. Based in London, they are responsible for the distribution, marketing and sales of PlayStation 3, PSP and PlayStation 2 hardware and software in over 99 territories across Europe, the Middle East, Africa and Oceania.

Sarah Lemarie is Academic Liaison for SCEE and she and her colleagues personally guided the development of our Games Development Masters (see below)

Dreamworks

Shelley Page personally guided our revisions of the 3D CGI course quite extensively as you can see from Karens notes below

Samsung Design Europe

The design division of the world’s second largest electronics company, Samsung Design creates products from home appliances to TV and multimedia. But it also looks at potential products for the future and has a diverse range of staff looking at user-interfaces as key to that development, with inspiring, aspirational design being at its creative heart.  This can include graphic design, ‘ storytelling’ and the user interface and experience.

The design division of the world’s second largest electronics company, Samsung Design creates products from home appliances to TV and multimedia. But it also looks at potential products for the future and has a diverse range of staff looking at user-interfaces as key to that development, with inspiring, aspirational design being at its creative heart.  This can include graphic design, ‘ storytelling’ and the user interface and experience.

Staff Profile

Italianicity

‘Computing Italianicity; Semantic Software’; a  machine learning system designed by Karen Cham (2006)

PhD Scholarship Opportunity

“Content Retrieval using Narrative Ontologies (CRuNO)”, PhD

This CISM Faculty Scholarship offers a £16,000 per annum bursary (for a maximum of three years). In addition, Home/EU fees will be covered as well as funding for equipment, conference trips and training.

The proposed PhD, co-supervised by Karen Cham and in collaboration with the British Film Institute (BFi), will develop methods and methodologies to investigate the automatic extraction of semantic concepts out of produced video content. Many categories of video content are produced following the well established codes and conventions of media production in order to convey concepts. These categories include different genres of feature film and drama as well as advertisements. Such conventions in form and content act to engage the viewer by signifying emotional concepts such as ‘freedom’, ‘success’, ‘authority’, ‘danger’ etc. The proposed research project will investigate techniques for automatic analysis of this content, and develop appropriate representations for this task by testing established methodologies from theoretical analysis to allow machine learning of the relationship between the two. The aim is to allow automatic tagging of video content using these high level semantic concepts, which can then be used to effectively search for video content http://cism.kingston.ac.uk/research/vacancies/details.php?VacancyID=115

Publications

2009 Cham, K.L., ‘The Art of Complex Systems Science’ Embracing Complexity In Design, Routledge. Book chapter.

2008 Cham, K.L., ‘Reality Jamming; Beyond Complex Causality in Mediated Systems’; ISEA 08, Singapore. Conference paper.

2007 Cham, K.L., ‘Aesthetics of Interactive Art’, ‘Digital Visual Culture. Theory and Practice’, CHArt Yearbook 2007 Computers & The History of Art, Vol 3. Journal paper.

2007 Cham, K.L., ‘Reconstruction Theory, Designing the Space of Possibility in Complex Media’; in Special Issue: Performance & Play: Technologies of presence in performance, gaming & experience design, International Journal of Performance Arts & Digital Media, Vol 2&3: 3, Lizbeth Goodman, Deeverill, Esther MacCallum-Stewart & Alec Robertson (eds), Intellect www.atypon-link.com.

2007 Cham, K.L. and Johnson, J.H., ‘Complexity Theory; a Science of Cultural Systems ?’, ‘M/C Journal’, Complex, 10: 3, J. Cahir and S. James (eds.), journal.media-culture.org. Journal paper.

2006 Cham, K.L., ‘Aesthetics of Interactive Art’, Visual Culture,Theory and Practice, 22nd Annual Conference, Birkbeck College, London, 9–10 Nov www.chart.ac.uk. Conference paper.

2005 Cham, K.L., Hirst, A.J. & Johnson J; ‘Robots, Art & Complexity Science, Art, Complexity & Technology Conference’, Torino; Conference Paper.
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