Potrójna w ciemno: praktyczne badanie sztuki i percepcji różnicowej

Translated title of the contribution: Triple blind: a practice-led investigation of art and differential perception

Research output: Chapter in Book/Report/Conference proceedingChapter

Abstract

Triple Blind purposefully communicates different messages to different audiences. It explores the integration of print and animated visual stimuli that aims to simultaneously engage audiences of varied colour vision acuities. Techniques were developed which allow those with CVD (colour vision deficiency, commonly referred to as ‘colour blindness’) to see intentionally created moving imagery significantly differently than that seen by those with typical colour sight. Software was developed and integrated onto computers and tablets which shared those differing experiences between the audiences. Triple Blind does this through a new platform for expression; the projection mapped motion graphic print.

Consisting of three 1 m square black and white prints and three animations, each projection is mapped onto one of the prints. To create an immersive environment. Triple Blind is accompanied by a soundscape.

Triple Blind was developed to advance perceptual explorations that embedding multiple perceptual interpretations to specific visual acuities to animations. This was done through the use and understanding of colour theory, artistic principles and computer science applications. Augmented reality software was produced and integrated onto computers and tablets which share these differing experiences between the audiences.

To indicate engagement of audiences of varied colour vision abilities, Triple Blind reference the circles of the Ishihara Colour Blind Test. The animations also allude to the sequenced lights of 1970’s Las Vegas signage. But, rather than lights turning off and on, the circles in the Triple Blind change colour in a way that generates unique experiences for viewers with different visual capabilities.

An unexpected result of this work is its visual impact. The intensity of the colour contrasted against the black transforms both the prints and the projections into an experience that is more than the sum of the two parts. The colours appear to be radiating from an internal source while the black became a void rather than a surface.
Original languageOther
Title of host publicationGrafika post-cyfrowa
Subtitle of host publicationredefinicja odbitki graficznej
EditorsZuzanna Dyrda, Aleksandra Janik, Marta Kubiak
Place of PublicationWroclaw
PublisherAkademia Sztuk Pieknych Im. Eugeniusza Gepperta We Wroclawiu
Pages76-77
Number of pages2
ISBN (Print)9788365638595
Publication statusPublished - 2017
EventInternational printmaking conference / Międzynarodowa Konferencja Graficzna: Post-digital printmaking: redefinition of print / Grafika post-cyfrowa: redefinicja odbitki graficznej - Wroclaw, Poland
Duration: 6 Dec 20178 Dec 2017

Conference

ConferenceInternational printmaking conference / Międzynarodowa Konferencja Graficzna
CountryPoland
CityWroclaw
Period6/12/178/12/17

Fingerprint

Art
Color Vision
Animation
Software
Motion Graphics
Visual Acuity
Color Change
Visual Stimuli
Blind Test
Soundscape
Cardiovascular Disease
Augmented Reality
Las Vegas
Color Blindness
Black Square
1970s
Colour Theory
Imagery
Viewer
Computer Science

Cite this

Lyons, D. (2017). Potrójna w ciemno: praktyczne badanie sztuki i percepcji różnicowej. In Z. Dyrda, A. Janik, & M. Kubiak (Eds.), Grafika post-cyfrowa: redefinicja odbitki graficznej (pp. 76-77). Wroclaw: Akademia Sztuk Pieknych Im. Eugeniusza Gepperta We Wroclawiu.
Lyons, David. / Potrójna w ciemno : praktyczne badanie sztuki i percepcji różnicowej. Grafika post-cyfrowa: redefinicja odbitki graficznej. editor / Zuzanna Dyrda ; Aleksandra Janik ; Marta Kubiak. Wroclaw : Akademia Sztuk Pieknych Im. Eugeniusza Gepperta We Wroclawiu, 2017. pp. 76-77
@inbook{2d7f8b179f604f92a8a72f5852a0700f,
title = "Potr{\'o}jna w ciemno: praktyczne badanie sztuki i percepcji r{\'o}żnicowej",
abstract = "Triple Blind purposefully communicates different messages to different audiences. It explores the integration of print and animated visual stimuli that aims to simultaneously engage audiences of varied colour vision acuities. Techniques were developed which allow those with CVD (colour vision deficiency, commonly referred to as ‘colour blindness’) to see intentionally created moving imagery significantly differently than that seen by those with typical colour sight. Software was developed and integrated onto computers and tablets which shared those differing experiences between the audiences. Triple Blind does this through a new platform for expression; the projection mapped motion graphic print. Consisting of three 1 m square black and white prints and three animations, each projection is mapped onto one of the prints. To create an immersive environment. Triple Blind is accompanied by a soundscape. Triple Blind was developed to advance perceptual explorations that embedding multiple perceptual interpretations to specific visual acuities to animations. This was done through the use and understanding of colour theory, artistic principles and computer science applications. Augmented reality software was produced and integrated onto computers and tablets which share these differing experiences between the audiences.To indicate engagement of audiences of varied colour vision abilities, Triple Blind reference the circles of the Ishihara Colour Blind Test. The animations also allude to the sequenced lights of 1970’s Las Vegas signage. But, rather than lights turning off and on, the circles in the Triple Blind change colour in a way that generates unique experiences for viewers with different visual capabilities.An unexpected result of this work is its visual impact. The intensity of the colour contrasted against the black transforms both the prints and the projections into an experience that is more than the sum of the two parts. The colours appear to be radiating from an internal source while the black became a void rather than a surface.",
author = "David Lyons",
year = "2017",
language = "Other",
isbn = "9788365638595",
pages = "76--77",
editor = "Dyrda, {Zuzanna } and Aleksandra Janik and Marta Kubiak",
booktitle = "Grafika post-cyfrowa",
publisher = "Akademia Sztuk Pieknych Im. Eugeniusza Gepperta We Wroclawiu",

}

Lyons, D 2017, Potrójna w ciemno: praktyczne badanie sztuki i percepcji różnicowej. in Z Dyrda, A Janik & M Kubiak (eds), Grafika post-cyfrowa: redefinicja odbitki graficznej. Akademia Sztuk Pieknych Im. Eugeniusza Gepperta We Wroclawiu, Wroclaw, pp. 76-77, International printmaking conference / Międzynarodowa Konferencja Graficzna, Wroclaw, Poland, 6/12/17.

Potrójna w ciemno : praktyczne badanie sztuki i percepcji różnicowej. / Lyons, David.

Grafika post-cyfrowa: redefinicja odbitki graficznej. ed. / Zuzanna Dyrda; Aleksandra Janik; Marta Kubiak. Wroclaw : Akademia Sztuk Pieknych Im. Eugeniusza Gepperta We Wroclawiu, 2017. p. 76-77.

Research output: Chapter in Book/Report/Conference proceedingChapter

TY - CHAP

T1 - Potrójna w ciemno

T2 - praktyczne badanie sztuki i percepcji różnicowej

AU - Lyons, David

PY - 2017

Y1 - 2017

N2 - Triple Blind purposefully communicates different messages to different audiences. It explores the integration of print and animated visual stimuli that aims to simultaneously engage audiences of varied colour vision acuities. Techniques were developed which allow those with CVD (colour vision deficiency, commonly referred to as ‘colour blindness’) to see intentionally created moving imagery significantly differently than that seen by those with typical colour sight. Software was developed and integrated onto computers and tablets which shared those differing experiences between the audiences. Triple Blind does this through a new platform for expression; the projection mapped motion graphic print. Consisting of three 1 m square black and white prints and three animations, each projection is mapped onto one of the prints. To create an immersive environment. Triple Blind is accompanied by a soundscape. Triple Blind was developed to advance perceptual explorations that embedding multiple perceptual interpretations to specific visual acuities to animations. This was done through the use and understanding of colour theory, artistic principles and computer science applications. Augmented reality software was produced and integrated onto computers and tablets which share these differing experiences between the audiences.To indicate engagement of audiences of varied colour vision abilities, Triple Blind reference the circles of the Ishihara Colour Blind Test. The animations also allude to the sequenced lights of 1970’s Las Vegas signage. But, rather than lights turning off and on, the circles in the Triple Blind change colour in a way that generates unique experiences for viewers with different visual capabilities.An unexpected result of this work is its visual impact. The intensity of the colour contrasted against the black transforms both the prints and the projections into an experience that is more than the sum of the two parts. The colours appear to be radiating from an internal source while the black became a void rather than a surface.

AB - Triple Blind purposefully communicates different messages to different audiences. It explores the integration of print and animated visual stimuli that aims to simultaneously engage audiences of varied colour vision acuities. Techniques were developed which allow those with CVD (colour vision deficiency, commonly referred to as ‘colour blindness’) to see intentionally created moving imagery significantly differently than that seen by those with typical colour sight. Software was developed and integrated onto computers and tablets which shared those differing experiences between the audiences. Triple Blind does this through a new platform for expression; the projection mapped motion graphic print. Consisting of three 1 m square black and white prints and three animations, each projection is mapped onto one of the prints. To create an immersive environment. Triple Blind is accompanied by a soundscape. Triple Blind was developed to advance perceptual explorations that embedding multiple perceptual interpretations to specific visual acuities to animations. This was done through the use and understanding of colour theory, artistic principles and computer science applications. Augmented reality software was produced and integrated onto computers and tablets which share these differing experiences between the audiences.To indicate engagement of audiences of varied colour vision abilities, Triple Blind reference the circles of the Ishihara Colour Blind Test. The animations also allude to the sequenced lights of 1970’s Las Vegas signage. But, rather than lights turning off and on, the circles in the Triple Blind change colour in a way that generates unique experiences for viewers with different visual capabilities.An unexpected result of this work is its visual impact. The intensity of the colour contrasted against the black transforms both the prints and the projections into an experience that is more than the sum of the two parts. The colours appear to be radiating from an internal source while the black became a void rather than a surface.

M3 - Chapter

SN - 9788365638595

SP - 76

EP - 77

BT - Grafika post-cyfrowa

A2 - Dyrda, Zuzanna

A2 - Janik, Aleksandra

A2 - Kubiak, Marta

PB - Akademia Sztuk Pieknych Im. Eugeniusza Gepperta We Wroclawiu

CY - Wroclaw

ER -

Lyons D. Potrójna w ciemno: praktyczne badanie sztuki i percepcji różnicowej. In Dyrda Z, Janik A, Kubiak M, editors, Grafika post-cyfrowa: redefinicja odbitki graficznej. Wroclaw: Akademia Sztuk Pieknych Im. Eugeniusza Gepperta We Wroclawiu. 2017. p. 76-77