|Prof Alfred M Bruckstein||Variational Methods in Image Analysis and Synthesis,
Multi A(ge)nt Robotics and Applied Geometry
|Assoc Prof Andrea Nanetti||Dr Andrea Nanetti—as a scholar, who started his research vocation in historical studies at the advent of computer operating systems with graphical user interfaces—has always been fascinated by the exponential growth of interdependencies between artificial actions (i.e., human made) and computational operations (i.e., completed by electronic devices able to store and process data, typically in binary form, according to instructions given to them in a variable program or machine learning, which allows algorithms to learn through experience, and do things that we are not able to program). With this interest, he is proposing the theoretical need to direct traditional disciplinary knowledge toward a formal science of heritage (i.e., the treasure of human experiences), which will focus on how data and information—now encoded in complex interactions of written, pictorial, sculptural, architectural, and digital records, oral memories, practices, and performed rituals—may be inherited by machine learning algorithms. This state-of-the-art science pioneers integrated action plans and solutions in response to, and in anticipation of, the exponential growth of emerging needs in our increasingly complex human society. In practice, the research uses multidisciplinary and trans-disciplinary methods to identify case studies for interdisciplinary and cross-disciplinary teamwork investigations.
Since 2007, Dr Nanetti's main research project is EHM-Engineering Historical Memory (http://www.engineeringhistoricalmemory.com, since 2015 on Microsoft Azure). EHM is both an experimental methodology and an ongoing research project for the organization of historical information in the machine learning age. He first theorized it as a Visiting Scholar at Princeton University in 2007. Since his arrival at NTU in 2013, Dr Nanetti has been working on the globalisation of his research interests. Starting from his background studies on the world as seen from Venice through its chronicles and diaries (1205-1433) and world maps (e.g. Fra Mauro), he opened the range of the investigation of other coeval historiographical traditions, in Chinese, Greek, Russian, Persian, and Arab. EHM develops and tests new sets of shared conceptualizations and formal specifications for content management systems in the domain of the Digital Humanities, with a focus on how to engineer the treasure of human experiences and serve decision making, knowledge transmission, and visionarios. In practice, his research develops and applies computationally intensive techniques (e.g., pattern recognition, data mining, machine learning algorithms derived from other disciplines, knowledge aggregators, interactive and visualization solutions). From a theory point of view, EHM focuses on history of historiography and studies new ontologies for the semantic web, inspired by Derrida's notion of trace, Ginzburg's "thread and traces" theory, and last but not least Umberto Eco's semiotics (e.g., 2007 'Dall'Albero al Labirinto', published in English in 2015 as 'From the Tree to the Labyrinth').
In his long-term strategic fit at the NTU Singapore School of Art, Design and Media, Dr Nanetti is designing and engineering a new generation of knowledge aggregators for immersive spaces to test how interactive media and AI can share the century-old experiences of Arts and Humanities with Sciences. In this intellectual framework in 2017 Dr Nanetti initiated an interdisciplinary project to revitalise the social nature of learning experiences from a transcultural perspective. The project is called “Dancing over Ideas of Research”. D.A.N.C.I.N.G. identifies the knowledge aggregation process (Definition, Assumption, Notion, Concept, Interpretation, Narrative, Gamut), which uses AI in immersive spaces to augment and expand the human capacity to discuss complex ideas (i.e., ways of seeing and representing reality) and ultimately facilitate solutions to the 21st century grand challenges.
|Mr Ang Song Nian||- Artificiality of Nature created by Man and Commodification of Nature
- Tension and relationship with Nature imposed through manipulation and control
|Mr Benjamin Alexander Slater||Singapore Cinema
Screenwriting Craft and Practice
Fiction, Narratives & Storytelling
Interactive & Experiential Narratives
Urban Space, Psychogeography
Film Histories & Criticism
|Assoc Prof Benjamin Seide||• Virtual cultural heritage: Exploring state-of-the-art virtual reality (VR) technologies for the benefit of promoting cultural heritage to a broader audience with “edutainment” applications
• Immersive technologies: 360 ̊ video experiences, 3D stereoscopy, dome projections and state-of-the-art virtual reality (VR) applications at the intersection of media art and technology
• The art and science of visual effects and its role as an aesthetic and narrative device in filmmaking
|Asst Prof Bernhard Johannes Schmitt||Bernhard's research interests are in the areas of stop-motion animation, experimental animation and interdisciplinary research in art and technology with an emphasis on social robots.
|Prof C.J. Wee Wan-ling||• Globalisation and contemporary cultural production in East and Southeast Asia
• Curation and the idea of 'Asia'
• Literature, theatre and contemporary visual art in Singapore
• Colonialism and nationalism in English and Anglophone literatures and cultures
• Cultural and Postcolonial theory
• Modernity, modernism and the contemporary in Euro-America and East Asia
|Assoc Prof Cai Yiyu||His interest in Interactive & Digital Media (IDM) mainly includes Tactile/Haptic VR System Design, GPU-accelerated Digital Media Processing, Serious Games and Simulation, and Computer-aided Design.
He has been doing research in the intersection of IDM, and Bio & Medical Sciences covering from Computer-assisted Surgery to Volumetric Cellular Image Processing to Phase I/II Drug Clinical Trial Design to Protein Docking. In MedTech field, he pioneered the research and development on Cardiovascular and Intracardiac Interventional Simulation for pre-treatment planning and training application.
He is also active in industry-oriented research working closely with Engineering and Education sectors.
|Ms Candice Ng Ee Ching||Digital material culture, tangible interaction design, design pedagogy and design studies.
|Dr Chalit Kongsuwan||There are three main research topics that I am interested in.
1. Ascetic design inspired by the everyday objects of Buddhist Thai monks who practice in remote areas.
This research will explore how eloquent objects are designed and made without the use of high technology and natural deterioration. The research and design outcomes would illustrate and promote sustainable methods of utilising locally available materials, simple tools and hands-on skills for utilitarian purpose and austere aesthetics. This primitive approach may have a power to resurrect self-sufficiency, self-fulfillment and selflessness which are rare to find from today designers.
2. Fluid design influenced by riparian cultures.
This research will aim to investigate the fluid connection and contradiction between Western and Eastern designs which are influenced by riverine culture. The outcome of this research would suggest new ways of conveying nostalgic, dynamic and floating qualities through functional objects and residential space. References would be drawn from ceremonial barges, boats and riparian architectures. The principle of Feng-Shui (wind and water) may be referred to.
3. Improvisational design drawn by the improvisational performance of arts and crafts
This research will examine the simultaneity between design (creative action) and making (physical action). This can be compared to traditional Indian music (Tabla & Sitar) and contemporary Jazz which are performed by heart. The result of this research would stimulate and liberate those white-collar designers who are currently dictated by a contrived format of design methodologies, Computer – Aided Design (CAD) and digital technologies such as 3D printers and CNC machines (Computer Numerical Control). Relative references would include the improvisation of throwing clay pots and turning wooden bowls.