Manthos Santorineos
Dr. Manthos Santorineos New-media artist – researcher Associate Professor in Athens School of Fine Artswww.santorineosmanthos.com Email: [email protected] Diploma in Painting at the Ecole Nationale Supérieure des Beaux-Arts, Paris 1979, Post-graduate Degree (Maitrise), and PhD at Esthétique, Sciences et Technologies de l’Art, Université Paris 8, 2006Manthos Santorineos, since 1984, has been active in promoting art and technology, having established the Department of Art and Technology at the Ileana Tounda Centre (1987), the Fournos Center for Digital Culture (1991) and the Mediaterra Festival (1998). Since 2000 he is responsible for the multimedia/hypermedia lab in the pre-graduate course in Athens School of fine Arts. From 2012, he is also (2012) Scientific co-director of Greek – French Masters Course “Art, Virtual Reality and Multi-User Systems of Artistic Expression”, Athens School of Fine Arts - Paris-8 University. He has directed several films and television programs (1985-1995). His works belong to the fields of video art, interactive installations, net-based projects and VR and have been shown at festivals and museums in Greece and abroad (Argos, Festival, Roma Europa, Locarno Festival, Videofest, Festival Interferences, VideoBrasil, etc.). He has participated in various conferences, committees and seminars which concerned education and digital technology and computer games. He is the author of the Books «De la civilisation du papier à la civilisation du numérique»,(From Paper to Digital Civilisation) L’Harmattan, Paris2007 and “Gaming Realities”(Editor),Fournos Center, Athens 2006. He has been honored by the French Government as a "Chevalier dans l' Ordre des Palmes Académiques"
Phone: 0030 6977468986
Phone: 0030 6977468986
less
InterestsView All (26)
Uploads
Papers by Manthos Santorineos
shaped through emerging biofeedback tracking technologies.
Within this context, contemporary digital art education could be expanded to include suitable methodologies
of studying such innovative mechanisms and integrating them in artistic experimentation frameworks. This
paper presents such an experimentation framework developed within the educational activities of the Multimedia
Laboratory of Athens School of Fine Arts. The framework is composed of the following fundamental components:
a) a proposed educational methodology on utilizing that technology in art practices in virtual space, b) the
research methodology upon available low-cost EEG technology on tracking subject’s responses to stimuli and
artistic experiences that utilize such mechanisms c) the experimentation prototype platform that has been suitably
designed. Based upon this framework, different emerging case-study scenarios in virtual space utilizing EEG from
student artists will be analysed.
In order to access this “geo-exhibition”, visitors have to download the relevant Android app from the web site of the exhibition, go to the specified geographical points and view the corresponding exhibits through their smart phones or tablets.
The creation of the Global Earth Artistic Project will be completed in three years, that is, when it is said that probably there will be the first colony on the Moon. The next stage is that this exhibition is transferred as a set of images to the implied Moon colony.
Regarding the technological implementation, it will also evolve based on corresponding technological advances in Geo-located Augmented Reality, accessible through smart devices. An important aspect will be to make the visitors conscious of the “pyramidal” space formed by their smart phone and the, at least three, satellites calculating Geographical Positioning System (GPS) coordinates, and, on the other hand, to provide the creator a framework for developing structures, in order to explore all the dimensions of this particular space.
The first version of the technological platform supporting the above functionality (the Geo(augmented)CulturalSpace platform) has been designed and is under implementation by the authors, based on the Unity game engine.
Τhe first experimental tests took place, in the form of a virtual exhibition in the context of the 2nd «Κοινωνώ» Art Festival, Tinos, Greece, 15/7/- 2/9 2017 (https://www.kinono.gr/). A number of artists that come from the island of Tinos were asked to create a small artwork and link it to a specific point in the landscape of Tinos. The exhibition was curated by Manthos Santorineos and Christos Artemis and was transferred to the Geo(augmented)CulturalSpace platform. The public was asked to participate through their GPS enabled Android smart phones.
So far in this area, technology has established its presence through peripheral systems, especially analog, such as chairs or accessories transporting vibrations that focus on music pleasure and not on music education. Music education however is particularly important, since through this process someone is able to develop abilities such as synchronization and harmony, be developed emotionally and mentally, cultivate new skills, improvise, create, and be given the opportunity to leave his imagination free. Moreover, music helps in language skills development and in socialization.
This study aims to integrate digital technology, in particular low-cost virtual reality systems (HMD combined with hand movement tracking systems) in the process of music education for the deaf. The ultimate goal of this research is to offer the deaf a new or a different form of contact with sound through a ludic and interactive environment. An important feature of this effort is the use of technological aids as flexible and affordable solutions, which could easily be used by music institutions, schools, cultural places or even at home.
In addition, interactivity in such an application can result into two more benefits. On one hand due to the active participation of the user, the experience itself becomes more effective and interesting. On the other hand, the system of interaction is able to grant various statistics, such as recording the user's performance, the user's interaction timespan or the repeatability, aiming at further development and upgrading of the application.
The project presented in this paper consists of a composite immersive visual and audio system. For its realization a HMD is used, combined with a hand movement tracking system, as well as a special construction consisting of specialized speakers (low frequency) which surrounds the user at a certain position and distance. The application constitutes of three main categories: a) visual performance of oscillations of the sound in order to make its structure clear, b) creation (by the user) of rhythmic patterns through default processes and c) representation through three-dimensional space of musical compositions specifically made for this purpose in order to describe the frequency range and the meaning of timbre.
of these games exploit the «crisis» in their central narrative structure? Can they be compared with the news or the mass media? These issues are raised by the Επιλογή in Crisis project, comprising a) the production of a virtual reality artwork where crisis is simulated in an arbitrary artistic way and b) an experiment with different groups of participants aiming to explore the view of crisis through this interactive construction and an audiovisual linear narrative. The most important conclusion is not eventually extracted by the statistical data, but by the fact that approaches of this type are interesting tools for experimentation and research about crisis. This research lies in an intermediate space
concerning art, sociology, psychology and media. The fact that the experiment was performed with a low cost virtual reality device that everyone can obtain - and recently this device was purchased by an important social media company - shows that the direction of this type of research is particularly interesting and could have different ways of evolution.
shaped through emerging biofeedback tracking technologies.
Within this context, contemporary digital art education could be expanded to include suitable methodologies
of studying such innovative mechanisms and integrating them in artistic experimentation frameworks. This
paper presents such an experimentation framework developed within the educational activities of the Multimedia
Laboratory of Athens School of Fine Arts. The framework is composed of the following fundamental components:
a) a proposed educational methodology on utilizing that technology in art practices in virtual space, b) the
research methodology upon available low-cost EEG technology on tracking subject’s responses to stimuli and
artistic experiences that utilize such mechanisms c) the experimentation prototype platform that has been suitably
designed. Based upon this framework, different emerging case-study scenarios in virtual space utilizing EEG from
student artists will be analysed.
In order to access this “geo-exhibition”, visitors have to download the relevant Android app from the web site of the exhibition, go to the specified geographical points and view the corresponding exhibits through their smart phones or tablets.
The creation of the Global Earth Artistic Project will be completed in three years, that is, when it is said that probably there will be the first colony on the Moon. The next stage is that this exhibition is transferred as a set of images to the implied Moon colony.
Regarding the technological implementation, it will also evolve based on corresponding technological advances in Geo-located Augmented Reality, accessible through smart devices. An important aspect will be to make the visitors conscious of the “pyramidal” space formed by their smart phone and the, at least three, satellites calculating Geographical Positioning System (GPS) coordinates, and, on the other hand, to provide the creator a framework for developing structures, in order to explore all the dimensions of this particular space.
The first version of the technological platform supporting the above functionality (the Geo(augmented)CulturalSpace platform) has been designed and is under implementation by the authors, based on the Unity game engine.
Τhe first experimental tests took place, in the form of a virtual exhibition in the context of the 2nd «Κοινωνώ» Art Festival, Tinos, Greece, 15/7/- 2/9 2017 (https://www.kinono.gr/). A number of artists that come from the island of Tinos were asked to create a small artwork and link it to a specific point in the landscape of Tinos. The exhibition was curated by Manthos Santorineos and Christos Artemis and was transferred to the Geo(augmented)CulturalSpace platform. The public was asked to participate through their GPS enabled Android smart phones.
So far in this area, technology has established its presence through peripheral systems, especially analog, such as chairs or accessories transporting vibrations that focus on music pleasure and not on music education. Music education however is particularly important, since through this process someone is able to develop abilities such as synchronization and harmony, be developed emotionally and mentally, cultivate new skills, improvise, create, and be given the opportunity to leave his imagination free. Moreover, music helps in language skills development and in socialization.
This study aims to integrate digital technology, in particular low-cost virtual reality systems (HMD combined with hand movement tracking systems) in the process of music education for the deaf. The ultimate goal of this research is to offer the deaf a new or a different form of contact with sound through a ludic and interactive environment. An important feature of this effort is the use of technological aids as flexible and affordable solutions, which could easily be used by music institutions, schools, cultural places or even at home.
In addition, interactivity in such an application can result into two more benefits. On one hand due to the active participation of the user, the experience itself becomes more effective and interesting. On the other hand, the system of interaction is able to grant various statistics, such as recording the user's performance, the user's interaction timespan or the repeatability, aiming at further development and upgrading of the application.
The project presented in this paper consists of a composite immersive visual and audio system. For its realization a HMD is used, combined with a hand movement tracking system, as well as a special construction consisting of specialized speakers (low frequency) which surrounds the user at a certain position and distance. The application constitutes of three main categories: a) visual performance of oscillations of the sound in order to make its structure clear, b) creation (by the user) of rhythmic patterns through default processes and c) representation through three-dimensional space of musical compositions specifically made for this purpose in order to describe the frequency range and the meaning of timbre.
of these games exploit the «crisis» in their central narrative structure? Can they be compared with the news or the mass media? These issues are raised by the Επιλογή in Crisis project, comprising a) the production of a virtual reality artwork where crisis is simulated in an arbitrary artistic way and b) an experiment with different groups of participants aiming to explore the view of crisis through this interactive construction and an audiovisual linear narrative. The most important conclusion is not eventually extracted by the statistical data, but by the fact that approaches of this type are interesting tools for experimentation and research about crisis. This research lies in an intermediate space
concerning art, sociology, psychology and media. The fact that the experiment was performed with a low cost virtual reality device that everyone can obtain - and recently this device was purchased by an important social media company - shows that the direction of this type of research is particularly interesting and could have different ways of evolution.
Οργάνωση έκθεσης πραγματοποιήθηκε από το Φούρνος, Κέντρο για τον Ψηφιακό Πολιτισμό -Πολυδύναμο Δίκτυο Επικοινωνίας.
Το κείμενο από τη σελίδα 25 έως 65 έχει δημοσιευθεί στην Εξαμηνιαία Επιστημονική Επιθεώρηση «Κρίση» Τεύχος 8, 2020 / 2 ISSN 2585-2124
Το κείμενο που ακολουθεί αποτελεί μια προεργασία, κάποιες θεωρητικές σκέψεις-εργαλεία για την έκθεση «(τεχνητή) Νοημοσύνη ή Η νέα Άλφαβιλ» που παρουσιάζεται στον παλιό κινηματογράφο Άλφαβιλ (15.12.2021-
9.1.22). Πρόκειται για μια προσπάθεια δημιουργίας ενός διαλόγου ανάμεσα στο κινηματογραφικό έργο Alphaville (Άλφαβιλ) του Jean-Luc Godard (Ζαν-Λυκ Γκοντάρ) και μια σειρά ψηφιακών έργων που σχολιάζουν το παρελθόν και το μέλλον. Κεντρικός άξονας είναι η τεχνολογία. Τόσο η τεχνολογία που αξιοποιείται για την αφήγηση στις δύο διαφορετικές εποχές (η ταινία Άλφαβιλ του Γκοντάρ έγινε το 1965), όσο και ο σχολιασμός για την ίδια την τεχνολογία και τον άνθρωπο που τη δημιουργεί και την αξιοποιεί.
Συνήθως οι εκδηλώσεις οι οποίες έχουν σχέση με την ψηφιακή τεχνολογία και τον τελευταίο καιρό με την κορωνίδα αυτής, την τεχνητή νοημοσύνη παρουσιάζουν σ' ένα μεγάλο ποσοστό εντυπωσιακές εικόνες.
Τόσο εικόνες που παράγονται στον χώρο της τέχνης αλλά και εικόνες που παράγει ή επηρεάζει η ίδια η τεχνητή νοημοσύνη. Η προσέγγιση του θέματός μας δεν συμπίπτει με αυτήν την οπτική, αλλά τη συμπληρώνει.
An interactive narrative VR project (Greece – France 2000)
by Manthos Santorineos
με την πλατφόρμα @postasis - Approaching his work through contemporary digital spaces Α proposal for an experimental course through an artistic action with the @postasis platform