Interface Culture

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Interface Culture 저자: Mind Map: Interface Culture

1. Media Art History

1.1. ReFormula FESTIVAL

1.1.1. CONCEPT

1.1.1.1. hometown

1.1.1.1.1. Taiyuan, Shanxi Province

1.1.1.2. background

1.1.1.2.1. Economy

1.1.1.2.2. Culture

1.1.1.2.3. Politic (sensitive!)

1.1.1.3. Theme

1.1.1.3.1. reFormula Festival

1.1.2. PROGRAMME

1.1.2.1. Time

1.1.2.1.1. 1 Oct~4 Oct

1.1.2.2. Location

1.1.2.2.1. Taiyuan Museum Island

1.1.2.2.2. Fen River

1.1.2.3. Sections

1.1.2.3.1. Symposium

1.1.2.3.2. workshop

1.1.2.3.3. performance

1.1.3. BUDEGET

1.1.3.1. Festival 100,000€

1.1.3.1.1. curatorial team

1.1.3.1.2. marketing team

1.1.3.1.3. service team

1.1.3.1.4. accountant team

1.1.3.1.5. Grand for Elite

1.1.3.1.6. artist and participants

1.1.3.2. Big Event 100,000€

1.1.3.2.1. Fen River mapping & fireworks Performance

1.1.4. ARGUMENT

1.1.4.1. politic

1.1.4.1.1. cultrual identity

1.1.4.1.2. broaden the eyesight of developing

1.1.4.1.3. worldwide cultural model

1.1.4.2. commercial

1.1.4.2.1. tourism

1.1.4.2.2. cultrural industry

1.1.4.2.3. worldwide reputation

1.1.5. ASSESSMENT

1.1.5.1. the involvement of the audience

1.1.5.2. media coverage of festival

1.1.5.3. number of the visitors

1.1.5.4. respond in internet

2. other courses

2.1. Scientific Research

2.1.1. Assignment memo system

2.1.1.1. digital

2.1.1.1.1. evernote

2.1.1.1.2. google reader

2.1.1.1.3. delicious

2.1.1.1.4. youtube

2.1.1.1.5. google drive

2.1.1.1.6. google map

2.1.1.1.7. twitter

2.1.1.1.8. notes

2.1.1.1.9. diagram

2.1.1.1.10. mindmeister

2.1.1.2. analog

2.1.1.2.1. Index cards

2.1.1.2.2. sketch book

2.2. Thesis Idea 1.0

2.2.1. Topic limit

2.2.1.1. Poetic Hacking/Tinker

2.2.1.1.1. Define

2.2.1.1.2. Combination/Clearification

2.2.1.1.3. reasoning

2.2.2. Field limit

2.2.2.1. Device Art

2.2.2.1.1. define

2.2.2.1.2. development

2.2.3. reference

2.2.3.1. books

2.2.3.1.1. you are not a gadget

2.2.3.1.2. relational aesthetics

2.2.3.1.3. speculative everything

2.2.3.2. sites

2.2.3.2.1. http://www.deviceart.org/

2.2.4. keywords

2.2.4.1. poetic, hacking, tinkering, device art, gadget culture,

2.3. Thesis Idea 2.0

2.3.1. Poetry

2.3.1.1. Definition

2.3.1.1.1. Poetry is a form of literature that uses aesthetic and rhythmic[1][2][3] qualities of language—such as phonaesthetics, sound symbolism, and metre—to evoke meanings in addition to, or in place of, the prosaic ostensible meaning.

2.3.1.2. Concerned Aspects

2.3.1.2.1. form

2.3.1.2.2. content

2.3.1.3. types

2.4. INTERFACE DESIGN

2.4.1. Question: How evolution of digital device compare to natural evolution?

2.4.2. COMPUTER

2.4.3. CAMERA

2.5. Playful Interface I

2.5.1. Playfulness

2.5.1.1. new realms for users

2.5.1.1.1. incorperated into..

2.5.1.2. game classification

2.5.1.2.1. Agon

2.5.1.2.2. Alea

2.5.1.2.3. Mimicry

2.5.1.2.4. Ilinx

2.5.1.3. ambiguity of the play

2.5.1.3.1. referent/ intent/ sense/ transition/ contradiction/ meaning

2.5.2. Paradigm

2.5.2.1. playful narrative

2.5.2.1.1. dramtic sense play

2.5.2.2. playful irony

2.5.2.2.1. reflectivity

2.5.2.2.2. eccentricity

2.5.2.3. playful status quo

2.5.2.3.1. hack daily objects with fun

2.6. Theory

2.6.1. 生命力活人 生物学意义上的人

2.6.1.1. 研究人的现代学科河和知识

2.6.1.1.1. 精神病学

2.6.1.1.2. 心理学

2.6.1.1.3. 优生学 遗传学

2.6.2. 生产保护刺激提高有益生命

2.6.2.1. 规训

2.6.2.1.1. 学生工人士兵等所有社会个体

2.6.2.2. 医疗保障

2.6.2.2.1. 全民医疗体系 医疗保障制度

2.6.2.3. 城市改造

2.6.2.3.1. 干净卫生等生活环境

2.6.3. 排斥消除有害生命

2.6.3.1. 疗养院养老院

2.6.3.2. 集中营

2.6.3.3. 大屠杀

2.6.4. 现代治理术

2.6.4.1. 现代政治

2.6.4.1.1. 自由主义

2.6.4.1.2. 福利

2.6.4.1.3. 民主

2.6.4.1.4. 治安

2.7. 2.nd Assginment

2.7.1. WHICH ARS MOST INTERESTING FOR ME

2.7.1.1. 2011 ORIGIN wie alles beginnt

2.7.2. WHY

2.7.2.1. THEME

2.7.2.1.1. common issue

2.7.2.1.2. scientific charm

2.7.2.1.3. extendablity

2.7.2.2. DESIGN

2.7.2.2.1. logo/main element

2.7.2.2.2. trailer

2.7.2.2.3. catalog

2.7.2.2.4. app

2.7.2.3. FESTIVAL

2.7.2.3.1. keynotes

2.7.2.3.2. keyprojects

3. ÖAMTC Project

3.1. future tendency

3.1.1. demography

3.1.2. urban/rural

3.1.2.1. http://en.wikipedia.org/wiki/Smart_city

3.1.3. mobility

3.1.4. computing

3.1.5. environment