Anthony Rowe | Oslo School of Architecture & Design (original) (raw)

Papers by Anthony Rowe

Research paper thumbnail of Alt-Space: Audio-visual interactive software for developing narrative environments

Conference on Automated Deduction, 2000

Communicating the ethos of a subject (e.g. a brand or cultural or historical narrative) within an... more Communicating the ethos of a subject (e.g. a brand or cultural or historical narrative) within an environment, such as a museum or visitor centre, is often undermined by the poor integration of digital technologies in the process of interpretation. This often comes about through a fragmented approach to these environments which fails to take advantage of the possibilities of new

Research paper thumbnail of Squidsoup

Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia - GRAPHITE '07, 2007

Research paper thumbnail of Come Closer: Encouraging Collaborative Behaviour in a Multimedia Environment

Lecture Notes in Computer Science, 2006

Come Closer describes a combined research and art installation using wearable technology and coll... more Come Closer describes a combined research and art installation using wearable technology and collaborative interaction to explore and challenge the sense of personal space and proximity to others. Participants become acutely aware of each other; aware of their presence in both physical and virtual space. They are encouraged to probe and investigate the boundaries that define personal space, to test them and to cross them. Interaction is defined entirely by position in a room, and the distances between them and others. The movements of the participants are logged and analysed for expected and unexpected behaviours.

Research paper thumbnail of Glowing Pathfinder Bugs

Leonardo, 2010

Using the shared environment of a sandpit, Glowing Pathfinder Bugs allows virtual creatures and r... more Using the shared environment of a sandpit, Glowing Pathfinder Bugs allows virtual creatures and real people to coexist and communicate. The sand operates as a tactile interface, allowing participants to define physical landscapes to which the digital creatures respond in real time. The result is a form of animal husbandry---a sense of controlling and caring for the bugs.

Research paper thumbnail of Within an Ocean of Light: Creating Volumetric Lightscapes

Leonardo, Vol. 45, No. 4, pp. 358–365, 2012, 2012

"this paper documents explorations into an alternative platform for immersive and affective expre... more "this paper documents explorations into an alternative platform for immersive and affective expression within spatial mixed reality installation experiences. It discusses and analyzes experiments that use an advanced LED cube to create immersive, interactive installations and environments where visitors and visuals share a common physical space. As a visual medium, the LED cube has very specific properties and affordances, and optimizing the potential for such systems to create meaningful experiences presents many interlinked challenges. two artworks exploring these possibilities are discussed.
both have been exhibited internationally in a variety of settings. together with this paper, the works shed some light on the design considerations and experiential possibilities afforded by LED cubes and arrays. they also suggest that LED grids have potential as an emerging medium for immersive volumetric visualizations that occupy physical space."

Research paper thumbnail of Glowing Pathfinder Bugs: A Natural Haptic 3D Interface for Interacting Intuitively with Virtual Environments

Leonardo, Vol. 43, No. 4, pp. 350–358, 2010, 2010

"Glowing Pathfinder Bugs is an interactive art project primarily aimed at children and created by... more "Glowing Pathfinder Bugs is an interactive art project primarily aimed at children and created by the digital arts group Squidsoup. It uses projection to visualize virtual bugs on a real sandpit. The bugs are aware of their surroundings and respond to its form in their vicinity. By altering the topography of the sand, participants affect the bugs’ environment in real time, facilitating direct communication between them and computer-generated creatures.
This highly malleable and tactile physical environment lets us define and carve out the landscape in which the creatures exist in real time. Thus, virtual creatures and real people coexist and communicate through a shared tactile environment. Participants can use natural modes of play, kinesthetic intelligence, and their sense of tactility to collaboratively interact with creatures inhabiting a hybrid parallel world.
This paper describes the project and analyzes how children in particular respond to the experience; it looks at the types of physical formations that tend to be built and notes how children instinctively anthropomorphize the bugs, treating projected imagery as living creatures – though with a ludic twist."

Research paper thumbnail of Dynamic Visualisation in Three Physical Dimensions

Digital Arts and Culture, 2009

Recent developments in light emitting diode (LED) production technology mean that high numbers of... more Recent developments in light emitting diode (LED) production technology mean that high numbers of LEDs can now be used at costs that are no longer prohibitive. This paper looks at various creative and artistic applications of three-dimensional grids of LEDs, when used to produce imagery and volumetric visualisations in three physical dimensions. We focus on two research projects by digital arts group Squidsoup that seek to take advantage of the affordances of such a system. Of particular interest is the additional possibilities granted by the third physical dimension: whether the fact that the visuals inhabit a virtual layer anchored within real space adds to the affective possibilities of digital visualisation systems. The two projects have been publicly exhibited and use an existing LED grid system, NOVA, developed by ETH Zurich.

Research paper thumbnail of Alt-Space: Audio-visual interactive software for developing narrative environments

CADE, 2004

Communicating the ethos of a subject (e.g. a brand or cultural or historical narrative) within an... more Communicating the ethos of a subject (e.g. a brand or cultural or historical narrative) within an environment, such as a museum or visitor centre, is often undermined by the poor integration of digital technologies in the process of interpretation.
This often comes about through a fragmented approach to these environments which fails to take advantage of the possibilities of new media to engage our senses and connect us to a subject.
Our approach to this problem is to create a tool for the creative sketching of space that provides the ability to explore the more sensory aspects of spatial design to test the sequencing of events relative to a narrative.
Through the development of this resource we hope to enable students (and practitioners) to experiment with a wide range of media and test their proposals before committing resources and (inevitably) limited funds1 to ideas that fail to engage the visitor effectively.

Research paper thumbnail of Alt-Space: Audio-visual interactive software for developing narrative environments

Conference on Automated Deduction, 2000

Communicating the ethos of a subject (e.g. a brand or cultural or historical narrative) within an... more Communicating the ethos of a subject (e.g. a brand or cultural or historical narrative) within an environment, such as a museum or visitor centre, is often undermined by the poor integration of digital technologies in the process of interpretation. This often comes about through a fragmented approach to these environments which fails to take advantage of the possibilities of new

Research paper thumbnail of Squidsoup

Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia - GRAPHITE '07, 2007

Research paper thumbnail of Come Closer: Encouraging Collaborative Behaviour in a Multimedia Environment

Lecture Notes in Computer Science, 2006

Come Closer describes a combined research and art installation using wearable technology and coll... more Come Closer describes a combined research and art installation using wearable technology and collaborative interaction to explore and challenge the sense of personal space and proximity to others. Participants become acutely aware of each other; aware of their presence in both physical and virtual space. They are encouraged to probe and investigate the boundaries that define personal space, to test them and to cross them. Interaction is defined entirely by position in a room, and the distances between them and others. The movements of the participants are logged and analysed for expected and unexpected behaviours.

Research paper thumbnail of Glowing Pathfinder Bugs

Leonardo, 2010

Using the shared environment of a sandpit, Glowing Pathfinder Bugs allows virtual creatures and r... more Using the shared environment of a sandpit, Glowing Pathfinder Bugs allows virtual creatures and real people to coexist and communicate. The sand operates as a tactile interface, allowing participants to define physical landscapes to which the digital creatures respond in real time. The result is a form of animal husbandry---a sense of controlling and caring for the bugs.

Research paper thumbnail of Within an Ocean of Light: Creating Volumetric Lightscapes

Leonardo, Vol. 45, No. 4, pp. 358–365, 2012, 2012

"this paper documents explorations into an alternative platform for immersive and affective expre... more "this paper documents explorations into an alternative platform for immersive and affective expression within spatial mixed reality installation experiences. It discusses and analyzes experiments that use an advanced LED cube to create immersive, interactive installations and environments where visitors and visuals share a common physical space. As a visual medium, the LED cube has very specific properties and affordances, and optimizing the potential for such systems to create meaningful experiences presents many interlinked challenges. two artworks exploring these possibilities are discussed.
both have been exhibited internationally in a variety of settings. together with this paper, the works shed some light on the design considerations and experiential possibilities afforded by LED cubes and arrays. they also suggest that LED grids have potential as an emerging medium for immersive volumetric visualizations that occupy physical space."

Research paper thumbnail of Glowing Pathfinder Bugs: A Natural Haptic 3D Interface for Interacting Intuitively with Virtual Environments

Leonardo, Vol. 43, No. 4, pp. 350–358, 2010, 2010

"Glowing Pathfinder Bugs is an interactive art project primarily aimed at children and created by... more "Glowing Pathfinder Bugs is an interactive art project primarily aimed at children and created by the digital arts group Squidsoup. It uses projection to visualize virtual bugs on a real sandpit. The bugs are aware of their surroundings and respond to its form in their vicinity. By altering the topography of the sand, participants affect the bugs’ environment in real time, facilitating direct communication between them and computer-generated creatures.
This highly malleable and tactile physical environment lets us define and carve out the landscape in which the creatures exist in real time. Thus, virtual creatures and real people coexist and communicate through a shared tactile environment. Participants can use natural modes of play, kinesthetic intelligence, and their sense of tactility to collaboratively interact with creatures inhabiting a hybrid parallel world.
This paper describes the project and analyzes how children in particular respond to the experience; it looks at the types of physical formations that tend to be built and notes how children instinctively anthropomorphize the bugs, treating projected imagery as living creatures – though with a ludic twist."

Research paper thumbnail of Dynamic Visualisation in Three Physical Dimensions

Digital Arts and Culture, 2009

Recent developments in light emitting diode (LED) production technology mean that high numbers of... more Recent developments in light emitting diode (LED) production technology mean that high numbers of LEDs can now be used at costs that are no longer prohibitive. This paper looks at various creative and artistic applications of three-dimensional grids of LEDs, when used to produce imagery and volumetric visualisations in three physical dimensions. We focus on two research projects by digital arts group Squidsoup that seek to take advantage of the affordances of such a system. Of particular interest is the additional possibilities granted by the third physical dimension: whether the fact that the visuals inhabit a virtual layer anchored within real space adds to the affective possibilities of digital visualisation systems. The two projects have been publicly exhibited and use an existing LED grid system, NOVA, developed by ETH Zurich.

Research paper thumbnail of Alt-Space: Audio-visual interactive software for developing narrative environments

CADE, 2004

Communicating the ethos of a subject (e.g. a brand or cultural or historical narrative) within an... more Communicating the ethos of a subject (e.g. a brand or cultural or historical narrative) within an environment, such as a museum or visitor centre, is often undermined by the poor integration of digital technologies in the process of interpretation.
This often comes about through a fragmented approach to these environments which fails to take advantage of the possibilities of new media to engage our senses and connect us to a subject.
Our approach to this problem is to create a tool for the creative sketching of space that provides the ability to explore the more sensory aspects of spatial design to test the sequencing of events relative to a narrative.
Through the development of this resource we hope to enable students (and practitioners) to experiment with a wide range of media and test their proposals before committing resources and (inevitably) limited funds1 to ideas that fail to engage the visitor effectively.