A LECTURE SERIES BY LUYS & THE AMERICAN UNIVERSITY OF ARMENIA
DR. HYUN-YEUL LEE Professor at the renowned Boston University, pioneer in the field of Design Thinking with Time & Storied Objects.
DR. FLORENT AZIOSMANOFF Co-founder of Le Cube in Paris, social psychologist specialized in cognitive ergonomics, Le Cubeâ€™s Creative Director & an active artist in the field of digital creation.
OPEN TO THE PUBLIC Saturday, April 14/2012 @ 1:30pm Manoogian Hall, AUA
40 Baghramian Avenue, Yerevan 0019, RA
THINGS THAT THINK & STORIED OBJECTS: A range of new emerging technologies will allow us to embed computation in both the environment and the everyday objects that surround people. New technologies give us seamless interfaces that bridge digital, physical, and human needs for creative expression and design. Smart Stream (a collaboration between the World Expo - Armenian Organizing Committee and Luys) is introducing Dr. Hyun-Yeul Lee and Dr. Florent Aziosmanoff. Together Hyun-Yeul Lee and Florent Aziosmanoff will introduce the audience to a new field for creativity and human production, and the development of a new economy that has been featured for the first time as such at the Armenian Pavilion during the World Expo 2010 Shanghai, China. This field will be featured yet in a new light for the up-coming World Expo 2012 Yeosu, South Korea. The speakers will give examples of augmented objects and environments that already impact and enrich our business, urban, and home environments. They will address questions such as: What is the potential for augmented objects that acquire an understanding of context and affect, and that can interact with people at a much deeper level than their inanimate status implies? "For objects it is an opportunity to contribute to our surroundings beyond the traditional form and function. Objects with cinematic qualities - objects with time and other story elements reveal aspects that we could have never imagined to happen in their every day. Their testimony adds to ways in which we can better understand our surroundings. The design challenge is on framing an experiential system specific to an object that considers circumstance (who, what, where, when), and how they could decipher flashbacks that evoke emotions and meaning from experience." -Hyun-Yeul Lee. "The digital medium as a means for expression resides in its capacity to produce systems with 'autonomous players,' each with its own complex behavior, maintaining a relationship attuned to the audience. In practical terms, this consists of using technology well beyond the realm of video games, but applying them instead to artistic creations in order to create Living Art works." -Florent Aziosmanoff.