• Between Presence and Program: The Photographic Error as Counter Culture

      Piper-Wright, Tracy; University of Chester
      Common photographic errors such over or under exposure, blur, or inadvertent cropping are increasingly rare as technological developments in digital photography have sought to eradicate the error from practice and perception. Efficiencies such as camera automation and image preview are often designed to remove the ‘unreliability’ of the human element in order to produce accurate and consistent images. The error, occurring on the margins of practice and increasingly rare, provides a counterpoint to this prevailing image culture by revealing the interdependence of photographer and camera through unintended outcomes. This chapter explores the ideological assumptions entwined in the development of camera technologies, and how cultures of practice based on a hierarchy of control between camera or photographer arose. Through examples drawn from the research project In Pursuit of Error, the chapter demonstrates how the error disrupts this hierarchy by evidencing the shared subjective agency of camera and photographer. The methodological framework of Actor-Network Theory is used to interrogate the relationship between photographer and camera and reveals them as equal ‘actants’ in the event of photographing. The embodied photographer’s attitude of play, experimentation and not-knowing is interdependent on the camera as a co-creator of unexpected image events which disrupt the conventions of photographic representation.
    • In Darwin’s Garden: an evolutionary exploration of augmented reality in practice

      Summers, Alan; University of Chester
      This chapter discusses the rapid developments in augmented reality and mixed reality technologies, from a practitioner’s perspective of making the augmented reality sculptural work In Darwin’s Garden. From its conception in 2012, to its exhibition at Carbon Meets Silicon II in 2017, the advances in augmented reality technology led to an interplay between the goal of the creators and the technological realisation of that vision. The art, design and technology involved, generated a reactive process that was mired in external influences as the accessibility to augmented reality became commercially valuable and subsequently restricted. This chapter will be of interest to anyone who wants to understand more about the possibilities, technologies and processes involved in realising mixed reality practice and about the commercial culture that supports it.
    • Using Mobile Technology to Facilitate Engagement with the Arts for Children with Autism and their Families

      Piper-Wright, Tracy; University of Chester (Springer International Publishing, 2017-07-19)
      This case study discusses the research project Show and Tell and provides an example of how collaboration across different creative disciplines, and within a field nominally unrelated to art and design, can yield successful results by applying creative perspectives to an existing problem.