Theses supervised by Yrd. Doç. Andreas Treske
13 theses · İhsan Doğramacı Bilkent University
Süreğen değişkenlikle sarmalanmak: Kapsayıcı ve etkileşimli yerleştirme sanatında oto-üretken sistemlerin kullanımı
This thesis aims to investigate the immersive & interactive installations in terms of bodily experience and cybernetic identity. By touching upon the recent discussions on the generative system design and relational aesthetics, an experiential approach towards user interaction and bodily immersion is obtained. As a result, project intersect(); is presented and described with its content, interaction design, software and hardware components. Finally, a discussion is presented towards the meaning and implications of the work. Keywords: Creative Coding, Generative Art, Grammar of Interaction, Immersion, Interactive Installation, Relational Aesthetics
Wearable technologies: A study on post-human and future applications
This thesis analyses the human-computer symbiosis through the role of technological advancements and developments on wearable technologies. It embraces the mutual relationship between men and the machine in a theoretical aspect and tries to narrate the correlation with a wearable sensor glove application. The interactivity of the current wearable technologies and human case profiles are touched upon. The main objective is to observe and uncouple the transitional stages of mobile media that carries today's human being to the prospective post-human. Keywords: Wearable Technology, Mobile Media, Human-Computer Symbiosis, Transhumanism, Post-Human, The Quantified Self and Internet of Things
Hayal dünyam: Polonya'nın deneysel animasyonunun yaratalıcılığının analizi
This thesis accompanies my short animation My Imaginary World. The paper explores experimentation with animation. The thesis looks at experimental animation; it's meaning and explores whether there is a specific way of carrying out an experiment with animation. It presents various experimental artist from the Polish school of animation, analyzes their working methods and describes how they have influenced the outcome of this project. Lastly a detailed description of the visual project, its functions and displayed are detailed. Creating an animation for the first time, this thesis has helped me take the next step in my artistic journey, presenting a broader understanding of the new technology that I have at hand as an artist.
Yönetmenlerin renk parmak izleri
This thesis presents a new analysis and determination method and its example application for the presence of the Kolorit (color use characteristics) specific for a director in his/her films. This characteristic if present forms a color finger print, a signature for that director. Worldwide well known directors are known to have this property. This study aims to introduce a material evidence for the presence of Kolorit for 3 Turkish directors. Example cases are selected to be Turkish directors Fatih Akın, Nuri Bilge Ceylan and Zeki Demirkubuz. It is shown that all three directors have characteristic color use in their films., We have found that the strongest color identity displayed by Fatih Akın.
Çok sayıda çevrimiçi romantik ilişkinin internet aşkı'nın biricikliğine etkisi
Online courtship practices and the nature of virtual relating have been evolved within the last decades thanks to the introduction of hypermediacy, ubiquitous computing, location awareness, and geosocial tagging that creates an information shadow atop existing physical places that leads to augmented reality. Both material and digital inform each other and viewing online and offline as two separate realms might be ineffective in generating meaningful discussions regarding online matchmaking. Primary research question guiding both video and master's thesis is How does the plurality of available online intimate partners influence the exclusivity of cyber-love? Implications of the romantic exclusivity in love online are, then, discussed with an autoethnographic research focus through disintegrating the components of exclusivity as to Privacy, Attention, Availability of Partners, Distraction, Multi-Conversing, Commitment and Online Infidelity. Then, new media cases related to Internet Art, Interdisciplinary Research, Blogging, Social Networks, Performance, and Experiment are included along with an extended discussion of the M.F.A. Thesis Project, which in return create hypertextual surfaces of relating and loving in digital postmodernity.
Tınlayan alan: Dijital medyada, kullanıcı arayüz tasarımının eleştirel bir analizi
This thesis analyzes user interface design process in digital media. New methodologies, new perceptions, new approaches and new technologies help unfolding new understandings within this paradigm. Within the shifting nature and definition of art and design, a work has become something that gains value and importance as the audience of such works are transformed into users or participants. The core of this thesis is on the user experience through the interaction of the user/participant with the interface designed by the artist/designer. It probes into the levels of interaction and user interface design through analysis of works from the domain and a designed interactive installation.
Animasyonda yakınsama: Estetik tekdüzeliğin incelenmesi
This thesis analyzes the uniformity in animation aesthetics within the framework of convergence theory. The sources of aesthetic diversity in animation art are demonstrated along with the process though which these became precarious over time as realism became an end in itself. It is suggested that the diversity is due to the independent use of such elements of the screen image as the line and the form, and such elements related to movement as the motion and the time. When these elements are harnessed to create a realistic image and movement, the diversity is lost, and there occurs uniformity. This has been aggravated with the emerging computer technology which made it possible to create highly indexical photorealistic images and videorealistic movement. This process can be interpreted as a special case of digital and technological media convergence, which brought together previously separate design activities, and merged their aesthetic principles. The result is an hybrid aesthetics prevalent over separate domains, including animation. Due to industry related reasons, this realism based aesthetic approach became so dominant that it pushed all the others to obscurity, causing a decrease in diversity and increase in uniformity in animation aesthetics. Keywords: Aesthetics, Animation, Convergence, Realism
Baskı(yım): Beden ve tipografi ilişkisinde sanatçı kitaplarının rolü
The aim of this project is to approach the relationship between body and artists' books in the context of an autobiographical narrative. This thesis questions the role of artists' books in the relationship between body and experimental typography. It investigates why artists prefer to tackle with body issues on artists' books and how artists implement their reflections on artists' books. This thesis is accompanied with the installation, which is called I(m)Press. This installation demonstrates a self-reflection about conversations which I received from various people about my body. The installation is the result of a response toward words from conversations. These words are projected on hanging papers by two channels video, which is composed of a recorded reaction against words by my body. Keywords: Artist's book, Body, Installation, Typography
Bilgisayar üretimli imgelemenin VJ performansta kullanımı
This thesis aims to study the usage of computer generated imagery in VJ Performance. The main workflow of VJ Practices has been divided into content, process, and output. The project includes the creation of computer generated visual material via generative/creative coding defined as content, VJ performance with these materials defined as process, and presentation of visuals via Video Projection Mapping Technology defined as output. Keywords: Audio Visual Art, Computer Generated Imagery, Generative Coding,Live Coding, VJ Performance
Sakıp Sabancı Müzesi'nde yeni medya teknolojilerinin kullanımı sonucu zaman ve mekanın yeniden yapılanması
This thesis attempts to analyze the discursive transformation of spatio-temporality in the Sakıp Sabancı Museum by means of new media technologies, covering a broad spectrum that ranges from virtual space to technologies that the museum space physically contains. It contextualizes such museological transformation within a broad historical framework.
Dijital hatırlama/tekrar-serimde bir otoetnografik çalışma: Sanat-temelli bir kişisel hafıza yoklaması
The subject-matter of this study is the researcher's personal digital collection that is recovered from his computer which hasn't been used for over 10 years and considered to be not functioning. With the help of digital file recovery procedures, the researcher shares his experiences on re-collecting digital items and the process of artistic expression that serves as the research question that is posed: What would be the potential approaches to a personal memory work - both in written and artistic/practical form- that grants its own reading. Suitable methodology for the researcher's endeavor has been considered to be autoethnography that prioritizes personal experience in qualitative research. The research that leads up to a practical project and a written study has been conducted simultaneously. Autoethnographic research methodology has been used to inspect and document in a way that aims self-reflexivity.
Sinemaya bir geçit: E. M. Forster?ı uyarlama
Bu çalışma geleneksel İngiliz heritage sinemasında önemli bir yere sahip olan E. M. Forster?ın A Passage to India ve A Room With a View romanlarının uyarlamalarını incelemektedir. Bu uyarlamalar kadın cinselliğini ön plana çıkararak kaynak romanları ve bağdaştırıldıkları İngiliz heritage sinemasının özelliklerini yeniden yorumlamamızı sağlar. Bunun yanı sıra bu uyarlamaların belirli temsili ve anlatımsal özelliklerini incelemeyi amaçlamaktadır.
Oyun çalışmalarına eleştirel yaklaşım: Doğrusal olmayan oynanışa örnek olarak fallout 3 oyununun analizi
Contemporary video games are unlike their pioneering counterparts, almostcompletely changed in all possible ways ranging from, the hardware that the gamesare run on to their usage of narrative elements and how one experiences games. Theyare not just another medium for human expression, rather a phenomenon thatcombines many elements from different forms and create something unique; acultural artifact. This thesis aims to approach the field of video game studies, andcompile and combine the existent research and establish an improved understandingof the video game as a cultural artifact. It will introduce the world of video games, byexplaining the aspects that constitute the phenomenon and compare and contrast theprevious attempts to consolidate a framework approaching from different fields ofmedia. Furthermore, by the use of the computer role playing game (cRPG) titledFallout 3, the study will utilize an analysis of it through the implementation of themethodology and toolsets suggested by researchers such as Espen J. Aarseth andJesper Juul, and study the subject of nonlinearity and its effects to the gameplayexperience, thereby utilizing both a playing analysis and non-playing research. In thecourse of the study, a general area of game and gameplay will be researched prior tothe detailed exemplification of those subjects by using the aforementioned game title.