Seeking Spectacle: Digital Design & Construction of Interactive Physical Sculptures
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Author(s)
Atkinson, Brad
Della-Bosca, Daniel
Patterson, Dale
Year published
2016
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This paper describes a project involving an extensive investigation
into the manufacturing methods utilized by businesses’ seeking
spectacle within the context of themed interactive physical
environment’s. Two manufacturing methods in particular are in
question as they have fairly similar processes, 3D printing and
CNC machining. One process is additive, the other is subtractive.
The paper begins by observing the theoretical ground-works of
spectacle, archetype, and co-operative inquiry, including how they
are used by media culture, and consequently in themed interactive
environments. Subsequently a critical examination of ...
View more >This paper describes a project involving an extensive investigation into the manufacturing methods utilized by businesses’ seeking spectacle within the context of themed interactive physical environment’s. Two manufacturing methods in particular are in question as they have fairly similar processes, 3D printing and CNC machining. One process is additive, the other is subtractive. The paper begins by observing the theoretical ground-works of spectacle, archetype, and co-operative inquiry, including how they are used by media culture, and consequently in themed interactive environments. Subsequently a critical examination of key exemplars is described, analyzing the processes and methods used to produce an understanding of not only the current industry but to expose the successes and failures of the manufacturing methods under investigation. Finally the studio methods and processes for the projects physical interrogation are revealed. From developing and capturing the likeness of an on-screen iconic creature and the digital modeling processes involved, to research and testing of materials, production speeds, programming and operation of machinery. Reaching a physical outcome that displayed both processes involved, enabling the realization of a full-scale sculpture and miniatures intended for the themed environment. The project identified subtractive manufacturing’s superiority in contemporary society over additive manufacturing processes contextually grounded in large-scale themed environments and props that seek spectacle.
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View more >This paper describes a project involving an extensive investigation into the manufacturing methods utilized by businesses’ seeking spectacle within the context of themed interactive physical environment’s. Two manufacturing methods in particular are in question as they have fairly similar processes, 3D printing and CNC machining. One process is additive, the other is subtractive. The paper begins by observing the theoretical ground-works of spectacle, archetype, and co-operative inquiry, including how they are used by media culture, and consequently in themed interactive environments. Subsequently a critical examination of key exemplars is described, analyzing the processes and methods used to produce an understanding of not only the current industry but to expose the successes and failures of the manufacturing methods under investigation. Finally the studio methods and processes for the projects physical interrogation are revealed. From developing and capturing the likeness of an on-screen iconic creature and the digital modeling processes involved, to research and testing of materials, production speeds, programming and operation of machinery. Reaching a physical outcome that displayed both processes involved, enabling the realization of a full-scale sculpture and miniatures intended for the themed environment. The project identified subtractive manufacturing’s superiority in contemporary society over additive manufacturing processes contextually grounded in large-scale themed environments and props that seek spectacle.
View less >
Conference Title
CreateWorld 2016: The Creativity of Things. Conference Proceedings
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Copyright Statement
© 2016 Apple University Consortium (AUC). The attached file is reproduced here in accordance with the copyright policy of the publisher. Please refer to the conference's website for access to the definitive, published version.
Subject
Interactive Media
Film, Television and Digital Media not elsewhere classified
Information and Computing Sciences not elsewhere classified